I’m a bit busy with a project at work, so I haven’t been able to work on the ARM build for the past weeks, but I’d like to give an update on how it’s going.
I got past all the problems involving 3rd party libraries and the engine now initializes to the point where it’s writing logs and config files on the devices (and proper crash dumps, which is a godsend).
As expected, it crashes when trying to initialize the D3D11 device, since most (all?) UWP ARM devices only support feature level 9.3 and UE4 requires 10.0 minimum. I cleared up a bunch of incompatibilities (thanks to the D3D debug device and looking at what is/isn’t enabled in the GL ES 2.0 renderer), but there are a bunch of shaders that still fail to compile under FL_9_3 even when targeting PCD3D_ES2.
However, I’m trying to run the editor under FL9_3 so I suspect some shaders that would never be in a mobile build are being compiled and they don’t respect the instruction limits of ES2, even under mobile preview (since mobile preview uses either D3D10+ or OpenGL3+).