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Unreal Engine 4 is available for Win10 UWP app dev now

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    Originally posted by R3z Shark View Post
    I don't know how to get this fork working... Are there any YouTube Videos on how to get it set up properly?
    The old YouTube videos are not relevant. Follow the instructions on Discord. Not the standard 4.16-4.19 Readme.MD instructions

    There is a newer version UE 4.20-uwp-clean at
    https://github.com/EvoPulseGaming/Un...lean/README.md

    The UE4 Ocean Project is at https://github.com/UE4-OceanProject/OceanProject

    This version is to support the UE4 Ocean Project on Discord https://discord.gg/V5JwNPp
    Support for the UE4 Ocean Project is in the #faq
    Last edited by Jimbohalo10; 05-03-2020, 05:29 PM. Reason: added UE4 Ocean Project link

    Comment


      Originally posted by MoisesWS View Post
      Can someone confirm if I use Unreal version 4.19 and using the most updated UWP build in the fork if its possible to create a game and publish in the Creators Program without problems ? Other things like saving the game can be done using UGameplayStatics::CreateSaveGameObject as well ? Just don´t know how limited is UWP when doing those essential things to create a game.
      From 4.20-uwp-clean search show, everything you require is in UWP

      Engine\Config\BaseEditor.ini(157):+EditoronlyBPFunctionRedirects=(ClassName="GameplayStatics", OldFunctionName="CreateSaveGameObjectFromBlueprint", NewFunctionName="CreateSaveGameObject", BlueprintParamName="SaveGameBlueprint", ClassParamName="SaveGameClass")

      GameFramework\SaveGame.h(13): * Then when you want to save a game, create an instance of this object using CreateSaveGameObject, fill in the data, and use SaveGameToSlot, providing a slot name.

      GameFramework\SaveGame.h(22): * see UGameplayStatics::CreateSaveGameObject

      GameplayStatics.cpp(1774):USaveGame* UGameplayStatics::CreateSaveGameObject(TSubclassOf<USaveGame> SaveGameClass)
      \Engine\Source\Runtime\Engine\Private\GameplayStatics.cpp(1784):USaveGame* UGameplayStatics::CreateSaveGameObjectFromBlueprint(UBlueprint* SaveGameBlueprint)

      Matching files: 5 Total files searched: 33346

      Comment


        Originally posted by Jimbohalo10 View Post

        From 4.20-uwp-clean search show, everything you require is in UWP

        Engine\Config\BaseEditor.ini(157):+EditoronlyBPFunctionRedirects=(ClassName="GameplayStatics", OldFunctionName="CreateSaveGameObjectFromBlueprint", NewFunctionName="CreateSaveGameObject", BlueprintParamName="SaveGameBlueprint", ClassParamName="SaveGameClass")

        GameFramework\SaveGame.h(13): * Then when you want to save a game, create an instance of this object using CreateSaveGameObject, fill in the data, and use SaveGameToSlot, providing a slot name.

        GameFramework\SaveGame.h(22): * see UGameplayStatics::CreateSaveGameObject

        GameplayStatics.cpp(1774):USaveGame* UGameplayStatics::CreateSaveGameObject(TSubclassOf<USaveGame> SaveGameClass)
        \Engine\Source\Runtime\Engine\Private\GameplayStatics.cpp(1784):USaveGame* UGameplayStatics::CreateSaveGameObjectFromBlueprint(UBlueprint* SaveGameBlueprint)

        Matching files: 5 Total files searched: 33346
        I see so I can create a save game using this. I asked about this because my previous engine was GMS2 and the UWP support there is 0 literally. To create a save system there people need to create buffers but the poor documentation there just don´t work . But its possible to test a saved game in dev mode XB1 ? If I save the game there, delete the package and upload again will I still be able to load the game or the save data will be lost ?

        Comment


          Originally posted by Richmar1 View Post

          Yes, that can be done in code by checking

          Code:
          auto DeviceForm = FString(Windows::System::Profile::AnalyticsInfo::DeviceForm->Data()).ToLower();
          if(DeviceForm.Contains("xbox one x"))
          //Device Is XBox One X
          else if(DeviceForm.Contains("xbox"))
          //Device Is XBox One
          else
          //Device Is Other Non-XBox Device
          This functionality can then easily be exposed to Blueprint via a static function in a BlueprintFunctionLibrary
          Hey dude, thank you so much for the reply, I will look into how to use this. I've never programmed before so will need to figure this out but thanks a lot for the info, really appreciated!.
          Ninja Arcade - UE4 - Forum Thread -- Ninja Arcade - UE4 - Demo v0.02a

          Comment


            Please excuse my super newb-ness when it comes to this stuff but I tried finding tutorials or whatever to implement this but of course there's nothing I can find quite what's needed. All tutorials show the same simple thing and nothing that helps me get this working. Of course I know absolutely nothing about C++ so this is quite beyond me.

            So this currently what I've got in the generated .h file when I add a new BlueprintFunctionLibrary. I basically took the code given to me and pasted it in that generated .h file. I don't know how to adapt it, I mean, like I said I know absolutely nothing about C++ and this doesn't compile. If anyone knows how to adapt the code to actually work?.. that would be awesome and I would maybe learn a little something... maybe..

            Code:
            // Fill out your copyright notice in the Description page of Project Settings.
            
            #pragma once
            
            #include "CoreMinimal.h"
            #include "Kismet/BlueprintFunctionLibrary.h"
            #include "MyBPFunctionLibrary.generated.h"
            
            /**
             * 
             */
            UCLASS()
            class URALLYTEST1_API UMyBPFunctionLibrary : public UBlueprintFunctionLibrary
            {
                GENERATED_BODY()
            
                    auto DeviceForm = FString(Windows::System::Profile::AnalyticsInfo::DeviceForm->Data()).ToLower();
            
                        if (DeviceForm.Contains("xbox one x"))
                        //Device Is XBox One X
                        else if (DeviceForm.Contains("xbox"))
                        //Device Is XBox One
                        else
                        //Device Is Other Non-XBox Device
            };
            Ninja Arcade - UE4 - Forum Thread -- Ninja Arcade - UE4 - Demo v0.02a

            Comment

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