Unreal Engine 4 is available for Win10 UWP app dev now

I’ve just found out about this (I’m surprised I wasn’t aware of this sooner!), ran into issues which were addressed in this thread (and some VS issues addressed in other forums) and got this to build and successfully deploy to my Xbox One (original model).

As a test I’ve deployed one of Epic’s own sample projects and I’ve found that another aspect hindering performance is Atmospheric Fog. Apart from removing it from the map you can eliminate it from the project in Project Settings -> Engine -> Rendering and uncheck “Support Atmospheric Fog”.

With this I’m able to have dynamic shadows with a bunch of post processing effects and the game runs at near-60fps at full resolution (as contrasted to the 40 range). Turning off AA and some other tweaks could get it to 60, I’m hoping. And while this is with a simple level I feel like it’s that shader computation holding things back, and so a larger level, more advanced physics, etc. won’t be big issues.

For one reason or another, I haven’t been able to get motion blur to show up or work. I’m still doing research on that.

I haven’t tried changing the necessary code to enable D2D12 RHI, so there may be further framerate improvements ahead, but I’m ok with what I have now (and I don’t know if that will complicate submission to the Creator’s Club, which is my goal).

My next goal is tackling leaderboards, and while I saw a lot of discussion here overcoming some issues, I’m hoping to be able to implement it through Blueprints only. I’ll have to see how that turns out, and whether I can use free services like EpicLeaderboard ( https://forums.unrealengine.com/community/community-content-tools-and-tutorials/90201-free-epicleaderboard-com-free-online-leaderboards-for-ue4 ) if Creator’s Club apps are allowed those sorts of connections.

I may or may not be able to help, but what do you mean by “export it”? Do you mean packaging the project in UE? Or do you mean compiling the Unreal UWP source code?