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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    @jsyarrow - Wow Thanks Bro I really appreciate your reply it was very helpful and I will do as you said , Keep up the good work .Thanks

    Leave a comment:


  • replied
    fkrstevski - ProjectDisplayedTitle is on the Description page of the project settings. It's the fallback value for the app's (localizable) display name that goes into the UWP manifest, but it might not be the best setting to rely on: changing it will affect any other platforms your game targets, plus there can be localization issues.

    The solution I'd recommend instead depends a bit on what commit you're at. If you're on the very latest you should fine a settings group on the UWP page labeled 'Neutral Resources' that maps directly (and only) to manifest content; and then there's a corresponding 'Localized Resources' group that allows you to selectively override. Some older versions instead have you provide localized strings in resw files that live in your project's Build/UWP folder. These get autogenerated (if missing) with the necessary structure on build, after which you can go edit strings as necessary and build again.

    Chiako3D - This fork has the components you need to get started with the Creators Program. There's a fair amount of info up-thread. Essentially you collect some ids from the Windows Developer Portal, enter them carefully into your UWP project settings making sure to check the 'Is Creators Program Title' box, and enable the OnlineSubsystemLive plugin.

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  • replied
    I am trying to submit my game through the developers dashboard, but I am getting the following issue when I upload the package:

    "This package’s manifest (Package/Properties/DisplayName) uses a display name that you have not reserved: DefaultUE4Project"

    Where does this get set in the editor?

    I can pass this by adding ProjectDisplayedTitle to my DefaultGame.ini file under [/Script/EngineSettings.GeneralProjectSettings]


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  • replied
    Hi,

    Please any ideas or info on using this version of UE4 (UE4_UWP) for Xbox Live Creators Program (https://www.xbox.com/en-US/developers/creators-program) after compiling.

    Is it possible to port my game to UWP and have it accepted at Xbox Live Creators Program.

    Thank you for your reply .

    Leave a comment:


  • replied
    fkrstevski - Right, the fork doesn't support multiple signed in Live users at the moment. It's worth noting that even if we added this it would really only apply to UWP on Xbox. UWP on desktop PC is inherently single user, with the Live user identity coupled to the signed in Windows user.

    On PC you need to use the Xbox App to switch profiles (this goes back to that tie between the Windows user and the Live user). You could potentially present a button to launch the Xbox App to streamline this a bit.

    shop_0761 - The MR folks are not typically very active here. I'd suggest asking your questions directly on the linked issue.

    ZeJudge - I haven't tried to use the Substance plugin specifically, but I'm fairly familiar with getting things working in UWP in general . If you're able to share more details it might turn out to be something I can help with.

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  • replied
    Is there a way to have 2 users signed in with separate gamertags? I see these comments in UWPInputInterface.cpp, which leads me to believe that its not supported:

    // TODO: handle multi-user scenario in UWP

    Also, is there a way to switch your profile while in the game?

    Leave a comment:


  • replied
    Hi, I want to use gesture recognition plugin. so, how's progress going?

    https://github.com/MICROSOFT-XBOX-AT...EAL/issues/167

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  • replied
    Originally posted by jsom3on3 View Post

    Dumb question:
    Are you compiling:
    https://github.com/MICROSOFT-XBOX-AT...OFT_UWP_UNREAL
    ?
    if so, in unreal editor, File > Package > UWP
    You can find some tuts on youtube too.
    yes i was compiling that
    ive been successful now

    Leave a comment:


  • replied
    Has anyone been able to get the Substance plugin working with the UWP fork? I seem to have a bit of trouble getting it to compile with Substance.

    Leave a comment:


  • replied
    Originally posted by Jeremy301 View Post
    i've been compiling every version of this fork from 4.8 until 4.18
    but there never showed up any build platform that called itself UWP..
    what am i doing wrong?!?
    i just want to play around with UE4 and my xbox...
    Dumb question:
    Are you compiling:
    https://github.com/MICROSOFT-XBOX-AT...OFT_UWP_UNREAL
    ?
    if so, in unreal editor, File > Package > UWP
    You can find some tuts on youtube too.

    Leave a comment:


  • replied
    i've been compiling every version of this fork from 4.8 until 4.18
    but there never showed up any build platform that called itself UWP..
    what am i doing wrong?!?
    i just want to play around with UE4 and my xbox...

    Leave a comment:


  • replied
    nice one som3on3

    I don't understand why can't MS get their sh#t together and have source that just builds and runs without any issues

    Leave a comment:


  • replied
    As of jsyarrow workaround to be able to get D3D12 RHI working,
    https://github.com/MICROSOFT-XBOX-AT...neState.h#L220
    (set to false), the performance gain is huge.
    I was able to get 60fps with minor tweaks and even better performance with Forward Shading (at the cost of reflections and AO and others i didn't test).

    Leave a comment:


  • replied
    Originally posted by jsyarrow View Post

    Hmm, that's a new one. It suggests that UBT can't work out what VS version to use (which in turn affects what Windows SDK is supported). Perhaps try explicitly requesting VS2017 (required for the 16299 SDK) via GenerateProjectFiles -2017.
    Yes that worked, you legend

    Leave a comment:


  • replied
    Originally posted by ZeJudge View Post
    Any ideas?
    Hmm, that's a new one. It suggests that UBT can't work out what VS version to use (which in turn affects what Windows SDK is supported). Perhaps try explicitly requesting VS2017 (required for the 16299 SDK) via GenerateProjectFiles -2017.

    Leave a comment:

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