Original post (8-19-2016):
We are in the same boat. We’ve been using Unity but there is a lot of desire to work with Unreal for our Holographic apps, etc.
I’ve been diving into the DirectX documentation, and UE4 uses DX11 to render as a default on windows, so I know it’s doable. If only the Holograms App source code was public. I’m pretty sure that would help a lot. Then again, I’m not sure if the Holograms App was made with Unity, or with another route.
I’ve learned enough about DirectX to render to swap chains as well as holographic spaces, now I just need to get Unreal to render to a holographic space. I’d like to get some insight from someone who knows a lot about how UE4 rendering gets done. I have been using UE4 for a while now, but I’ve never had to actually change the render pipeline; i’m struggling a little bit on that front.
UPDATE 8-31-2016:
Making some cool progress! Got all the hololens device resources and stuff in my UE4 UWP build, now we need to render the project stuff in the holographic space properly, etc. It’s been tough fitting time for this in-between other projects, but Unreal on the HoloLens is slowly becoming a reality!