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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    I was able to build the latest version and test everything with the Samsung Odyssey, and everything looks good!

    The reason why I build this version is due to the fact that with UE4.18.3 I had the "cross-eyed" vision, so the options were to go back to 4.17 or use 4.19, but I notice on the preview version that the cross-eyed issue was still there....
    I recently downloaded 4.19 version and...well, the cross-eyed issue is gone! I can work with the Odyssey, but one thing I notice is that sometimes ( usually when the controllers are out of the tracking cameras and then they go back to being tracked ) I have a black frame, which is quite noticeable...

    So now I'll be using the UWP version, but the main difference between this version and 4.19 is the fixed cross-eye issue? or there are some other improvements?

    Leave a comment:


  • replied
    OMG... I cant believe that Microsoft (the most power software company on the planet) and Epic... With out a doubt one of the best and complete game engines in world.

    And with both of those POWER houses... We still have this CRAZY LONG UWP external build process...

    IF YOU CAN GET IT TO BUILD AT ALL... I sure the XXX cant

    After TWO HOURS of building, I get a failure towards the end:
    UBT Error: Failed to build UE4Editor-UWPDeviceDetector

    Anybody got any clues about that one ?

    UPDATE: If you have problems with UWP-DeviceDetector or WindowsDevicePortal. After you generate the Project files (using -2017). Manually add the windows device portal nugget package to the UWP.Automation project and build that first. Then build the whole UE4 solution.

    That FINALLY worked for me... After many hours...

    I know everyone says this... But man UWP need to be binary marketplace plugin already
    Last edited by MackeyK24; 05-07-2018, 06:34 AM.

    Leave a comment:


  • replied
    DAMNimST0NED Have you completed the enrolment process??
    We are are able to see the fork, and so the error you see suggest you are not setup to be authorized to see the fork.
    You should be able to see the enrolment process on the very first post of this Thread.

    Leave a comment:


  • replied
    Burn.D the main fork for UE4_UWP is now gone. Stuck at 404.

    Leave a comment:


  • replied
    Originally posted by ZeJudge View Post
    Hey guys I'm currently receiving the following errors when attempting to build my project as either a Development or Shipping build with the latest UWP github code:
    Originally posted by ZeJudge View Post

    Code:
    3>LINK : warning LNK4199: /DELAYLOAD:libogg_64.dll ignored; no imports found from libogg_64.dll
    3>LINK : warning LNK4199: /DELAYLOAD:libvorbis_64.dll ignored; no imports found from libvorbis_64.dll
    3>Module.Icmp.cpp.obj : error LNK2019: unresolved external symbol "unsigned short __cdecl NtoHS(unsigned short)" (?NtoHS@@YAGG@Z) referenced in function "struct FIcmpEchoResult __cdecl UDPEchoImpl(class ISocketSubsystem *,class FString const &,float)" (?UDPEchoImpl@@YA?AUFIcmpEchoResult@@PEAVISocketSubsystem@@AEBVFString@@M@Z)
    3>Module.Icmp.cpp.obj : error LNK2019: unresolved external symbol "unsigned short __cdecl HtoNS(unsigned short)" (?HtoNS@@YAGG@Z) referenced in function "struct FIcmpEchoResult __cdecl UDPEchoImpl(class ISocketSubsystem *,class FString const &,float)" (?UDPEchoImpl@@YA?AUFIcmpEchoResult@@PEAVISocketSubsystem@@AEBVFString@@M@Z)
    3>Module.Icmp.cpp.obj : error LNK2019: unresolved external symbol "unsigned int __cdecl HtoNL(unsigned int)" (?HtoNL@@YAII@Z) referenced in function "struct FIcmpEchoResult __cdecl UDPEchoImpl(class ISocketSubsystem *,class FString const &,float)" (?UDPEchoImpl@@YA?AUFIcmpEchoResult@@PEAVISocketSubsystem@@AEBVFString@@M@Z)

    Any ideas why this might be happening?

    In case you haven't already tracked this down: ICMP is not a module we've ever specifically ported to UWP as it's not typically used by games that do multiplayer over Live. It appears to contain some platform-specific code. The missing definitions (along with a few others) are (for Windows) in a Windows/IcmpWindows.cpp file which would be omitted when compiling for UWP. You'll need to provide an equivalent UWP/IcmpUWP.cpp file, which may well be able to just reuse all the Windows Desktop code (e.g. much of the D3D12 RHI works this way).


    Originally posted by fkrstevski View Post

    So I got most of the errors fixed. I had to make sure I was submitting a packaged shipping build, as well as checking "Use Retail Windows Store Environment" in the UWP Packaging settings.

    However I still get the following error:
    Error Found: The app resources validation test detected the following errors:
    • Image reference "Resources\Logo.png": The image "Resources\Logo.png" failed the size restrictions of 50 X 50.
    If I change the Logo.png to 50x50 from 150x150 I get the following error:
    Error Found: The app resources validation test detected the following errors:
    • Image reference "Resources\Logo.png": The image "Resources\Logo.png" failed the size restrictions of 150 X 150.
    jsyarrow any ideas?
    Sounds like you might have fixed this already? If not, you want to make sure that in the UWP Project Settings page the Square 150x150 and Store Logo images (under Packaging/Images) are pointed at different files, since these have different sizing requirements. I think the default project setup may have a bug where both are set to the same (dummy) image - though for a store submission you should be providing your own images in place of the defaults in any case.

    Leave a comment:


  • replied
    Hello Casualx

    We, here at Spiria, are working with HP to keep this fork functional.
    Could you confirm what fork exactly isn't working for you so we can look at it.

    Leave a comment:


  • replied
    What happened to this fork? The Github repository seems down for months and I searched the Internet but didnt find a solution wether a statement from MS or Epic that the project has been abandomed or support dropped for any reason.

    Leave a comment:


  • replied
    Originally posted by fkrstevski View Post
    I submitted my game through the developer dashboard and the certification failed with the following errors.

    jsyarrow any ideas?
    So I got most of the errors fixed. I had to make sure I was submitting a packaged shipping build, as well as checking "Use Retail Windows Store Environment" in the UWP Packaging settings.

    However I still get the following error:
    Error Found: The app resources validation test detected the following errors:
    • Image reference "Resources\Logo.png": The image "Resources\Logo.png" failed the size restrictions of 50 X 50.
    If I change the Logo.png to 50x50 from 150x150 I get the following error:
    Error Found: The app resources validation test detected the following errors:
    • Image reference "Resources\Logo.png": The image "Resources\Logo.png" failed the size restrictions of 150 X 150.
    jsyarrow any ideas?
    Last edited by fkrstevski; 04-17-2018, 10:10 AM. Reason: This ended up working by using the old build that used the 150x150 image

    Leave a comment:


  • replied
    Hey guys I'm currently receiving the following errors when attempting to build my project as either a Development or Shipping build with the latest UWP github code:

    Code:
    3>LINK : warning LNK4199: /DELAYLOAD:libogg_64.dll ignored; no imports found from libogg_64.dll
    3>LINK : warning LNK4199: /DELAYLOAD:libvorbis_64.dll ignored; no imports found from libvorbis_64.dll
    3>Module.Icmp.cpp.obj : error LNK2019: unresolved external symbol "unsigned short __cdecl NtoHS(unsigned short)" (?NtoHS@@YAGG@Z) referenced in function "struct FIcmpEchoResult __cdecl UDPEchoImpl(class ISocketSubsystem *,class FString const &,float)" (?UDPEchoImpl@@YA?AUFIcmpEchoResult@@PEAVISocketSubsystem@@AEBVFString@@M@Z)
    3>Module.Icmp.cpp.obj : error LNK2019: unresolved external symbol "unsigned short __cdecl HtoNS(unsigned short)" (?HtoNS@@YAGG@Z) referenced in function "struct FIcmpEchoResult __cdecl UDPEchoImpl(class ISocketSubsystem *,class FString const &,float)" (?UDPEchoImpl@@YA?AUFIcmpEchoResult@@PEAVISocketSubsystem@@AEBVFString@@M@Z)
    3>Module.Icmp.cpp.obj : error LNK2019: unresolved external symbol "unsigned int __cdecl HtoNL(unsigned int)" (?HtoNL@@YAII@Z) referenced in function "struct FIcmpEchoResult __cdecl UDPEchoImpl(class ISocketSubsystem *,class FString const &,float)" (?UDPEchoImpl@@YA?AUFIcmpEchoResult@@PEAVISocketSubsystem@@AEBVFString@@M@Z)
    Any ideas why this might be happening?

    Leave a comment:


  • replied
    I submitted my game through the developer dashboard and the certification failed with the following errors.

    jsyarrow any ideas?

    Leave a comment:


  • replied
    Is anyone else able to successfully build a package in the latest build, but it "takes too long to load" and fails on xbox?
    Last edited by Moozoo; 04-01-2018, 10:54 AM.

    Leave a comment:


  • replied
    HI,
    the github link is not working it says page not found 404 error.i have searched many forums .still im not able to find a solution.im working in hololens project i need this .can anyone help me.

    Leave a comment:


  • replied
    DevideByZer0 LFBRxD I also would also really appreciate this. Been trying for months now to build it, but it just wont complete. Soo frustrating considering i tried out unity the other day and had a bouncing ball on my xbox in under an hour. The things this engine could do for the creators program if it was a little bit easier to get it onto the platform.

    Leave a comment:


  • replied
    DevideByZer0 I asking for this also, because I reinstalled my system 20 times to try an clean build and every try I got a different error.

    Leave a comment:


  • replied
    Hello. Any chance to get binary version of the engine with UWP support? I cant compile it from source :-( . Random many warnings and 3-4 errors in the compiling processand very long compiling time. Can anyone help? :-)

    Leave a comment:

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