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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    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
    };

    Leave a comment:


  • replied
    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!.

    Leave a comment:


  • replied
    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 ?

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    Originally posted by simco50 View Post

    To my knowledge, the organisation has stopped working on supporting the Unreal Engine on UWP. Their latest official supported version is 4.19.2

    Upgrading the repo to 4.22 requires quite the effort, however.
    There is a newer version
    4.20-uwp-clean https://github.com/EvoPulseGaming/Un...lean/README.md

    This is to support the UE4 Ocean Project on Discord https://discord.gg/V5JwNPp

    The most updated version right now:
    https://github.com/EmmettJnr/UnrealE...mmits/4.21-uwp (includes the clean version of 4.20 updated by EmmettJnr to 4.21)
    Last edited by Jimbohalo10; 05-12-2020, 12:52 PM. Reason: add the path to the latest version by EmmettJnr to 4.21. Please note these are individuals not MS ATG

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    I don't know how to get this fork working... Is there any YouTube Videos on how to get it set up properly?

    Leave a comment:


  • replied
    Originally posted by Obihb View Post
    I guess my question is related to the one offmonreal asked which I wonder if there is some way that someone found to detect the Xbox system type from Blueprints at all. Meaning, I'd like to check for XBOne or XBOneX to tweak some graphics settings based on the hardware. I kind of assume this is not available "officially" through some node but wonder if someone found a way.

    Basically what I need to do is change the screen percentage for the XBOne since GPU there is WAY weaker than the X. So currently I tried to detect slow down by checking the tick rate ms value. This kinda works but I feel like it's unreliable. I don't really know any other method. I could check for supported resolutions since the X support to 4k but by running an X on a 1080p screen, the engine only detects 1080p, not 4k as max resolution. I also don't know how to force 4k in that case since the X can render at 4k and then down sample to 1080p on the hardware side. But by default if the X is on a 1080p screen the engine will only go to 1080p even if I try to setres, to 4k. But anyway, my main question is to detect the system in some way if there is a way, using blueprints, if anyone knows.
    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

    Leave a comment:


  • replied
    Originally posted by fkrstevski View Post
    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?
    yes, that's possible. It requires modifying the UnrealBuildTool source. What i've done to allow Multi-User Application Support is to modify ManifestGenerator.cs located in Engine\Source\Programs\UnrealBuildTool\Platform\UWP\. Specifically, you want to go inside the method GetProperties() and add:

    Code:
    //RICH: Added By Richard For Multi-User Applications.
    XmlElement PackageSupportedUsers = AppxManifestXmlDocument.CreateElement("uap", "SupportedUsers", "http://schemas.microsoft.com/appx/manifest/uap/windows10");
    string SupportedUsers;
    GameIni.GetString("/Script/EngineSettings.GeneralProjectSettings", "SupportedUsers", out SupportedUsers);
    if (SupportedUsers.Length == 0)
        PackageSupportedUsers.InnerText = "single";
    else
        PackageSupportedUsers.InnerText = SupportedUsers;
    Properties.AppendChild(PackageSupportedUsers);
    That code allows you to have
    Code:
    [/Script/EngineSettings.GeneralProjectSettings]
    SupportedUsers=multiple
    In any of your XXXGame.ini config files (eg DefaultGame.ini, UWPGame.ini, etc)

    Leave a comment:


  • replied
    Originally posted by simco50 View Post

    To my knowledge, the organisation has stopped working on supporting Unreal Engine on UWP. Their latest supported version is 4.19.2
    There are a few PRs that integrate 4.20 - 4.21 that have not been merged in their repo, see the PR section on GitHub.
    Upgrading the repo to 4.22 requires quite the effort however.
    Late to topic, who do you refer to as 'organization' ? Sounds like Uwp is gone then in UE4 and rewriting for higher engine V's might be a nightmare ?

    Seems idiotic not to have UWP ? Wonder what happened , so by organization are you talking about MIcrosoft given they created it for ue4 to begin with ?

    4.24 obviously is to V most are going to care about and going fwd as well..If Unity has 'no problem' with UWP, what's going on here.....

    Leave a comment:


  • replied
    I guess my question is related to the one offmonreal asked which I wonder if there is some way that someone found to detect the Xbox system type from Blueprints at all. Meaning, I'd like to check for XBOne or XBOneX to tweak some graphics settings based on the hardware. I kind of assume this is not available "officially" through some node but wonder if someone found a way.

    Basically what I need to do is change the screen percentage for the XBOne since GPU there is WAY weaker than the X. So currently I tried to detect slow down by checking the tick rate ms value. This kinda works but I feel like it's unreliable. I don't really know any other method. I could check for supported resolutions since the X support to 4k but by running an X on a 1080p screen, the engine only detects 1080p, not 4k as max resolution. I also don't know how to force 4k in that case since the X can render at 4k and then down sample to 1080p on the hardware side. But by default if the X is on a 1080p screen the engine will only go to 1080p even if I try to setres, to 4k. But anyway, my main question is to detect the system in some way if there is a way, using blueprints, if anyone knows.

    Leave a comment:


  • replied
    How to determine which UWP platform the game is running on. I would like to make a separate menu for XBOX, etc ?
    UGameplayStatics::GetPlatformName()
    Always returns "UWP".

    Leave a comment:


  • replied
    Originally posted by polkovnika View Post
    Does anyone know is there somewhere version of UE4 4.22 UWP for Download ?
    This is very stupid.
    I have a game I want to be UWP and there is only an old version that does not work me!

    Unity has no problems with UWP.

    I apologize for my bad English.
    To my knowledge, the organisation has stopped working on supporting Unreal Engine on UWP. Their latest supported version is 4.19.2
    There are a few PRs that integrate 4.20 - 4.21 that have not been merged in their repo, see the PR section on GitHub.
    Upgrading the repo to 4.22 requires quite the effort however.

    Leave a comment:


  • replied
    Does anyone know is there somewhere version of UE4 4.22 UWP for Download ?
    This is very stupid.
    I have a game I want to be UWP and there is only an old version that does not work me!

    Unity has no problems with UWP.

    I apologize for my bad English.

    Leave a comment:

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