Unreal Engine 4 is available for Win10 UWP app dev now

Build Successfully

Hi Forum :slight_smile:

Ill build successfull a UWP App for Win10 x64 and a App for Xbox One(S)

interested ?

So i can make a Video from it :slight_smile:

bb

C’mon man!

I would like to learn more about building for XBox One :slight_smile: Also, does UWP build works for both ARM and Intel?

I’m finding that Unreal Editor’s Launch button never works for UWP builds - when it tries to launch the app, it gives an error that UE4Frontend doesn’t support the “UWP” platform. I get this whether I build with pre-cooked assets or try to use the cook-on-the-fly support.

Is the Launch button working for anybody else?

I know this Thread is quite old and interest may have gone.
Anyway I have built Unreal Engine 4.14.3 from a clone. Using Visual Studio 2015 update 3 VC++ and the GitHub extension.

This clone was then used to build the clone of MICROSOFT_UWP_UNREAL as Win64.

The MICROSOFT_UWP_UNREAL version attempted to build UWP64 project this failed its due to an assertion about platform types saying UWP is not a valid platform.

The failure is in %USERNAME%\Source\Repos\MICROSOFT_UWP_UNREAL\Engine\Source\Developer\TargetPlatform\Public\Common\TargetPlatformBase.h

Basically line 246 is commented out.

I don’t know enough about the code to apply #IF symbol #ENDIF conditional compilation

This however means the UWP64 package could be successfully made and can be installed with Windows 10 Anniversary/Insider build 14393

Unfortunately when installed the program starts with a big white box and stays there!
which is not the way the Win64 works.

The strange Blue box with a big white box inside the Graphics driver failure over the Remote Desktop connection the original controller was configured for a NVidia GT750 graphics the remote machine used an AMD9700 laptop driver, total incompatibility. When run using the NVidia Windows 10 UWP version it works fine.

UWP multiplayer with blueprints

Hi,

Is it possible to make a UWP multiplayer game with blueprints?

Thanks in advance,

Lunch button does not work for me either but the game is deployed and I can run it from Start menu in Windows 10.

Hi people, I’m sorry for the late answer, but my PC had some problems. Furthermore I had again the Unreal engine editor and the games new compiling. Here is a small snippet. Demo I had installed before ever the infiltrator so that it runs faster. That would be it for now. Statement of course in the near time :slight_smile:

https://.com/watch?v=PauX3LteQ_Q

btw: sorry for the bad english :stuck_out_tongue:

There is problem when trying to check this type of Windows 10 app into Windows Store,
using the Packaging MSIX apps - MSIX | Microsoft Learn

The app built with the Xbox will ONLY be supported from the MICROSOFT_UWP_UNREAL in UWP64

The Unreal 4 UWP32 MICROSOFT_UWP_UNREAL needed for Holographic and cannot be entered to Windows Store.

Upload app packages - Windows apps | Microsoft Learn explains the problems
The offline versions will install but will **NOT **meet the packaging requirements for the Store

Yes you are right Jimbohalo10. First and foremost it was about creating a running app via the Unreal Engine Editor. Because there are many obstacles. You are quite right with the app signing. This is a little more complicated but feasible :slight_smile:

#UPDATE

Ill build a 32bit UWP APP for Xbox One(S)
Video later that Day :wink:

Thx !!

Can’t wait :slight_smile:

i dont mind an offline for dev

Thanks to this fork, I was able to run the UWP application I created with UE4.
How do you actually use this UWP application with ?
Or is there a way to run Holographic App?

running from editor keeps failing

when i try to run my project from the editor it failed, anyone has an idea?

Just an update on the ARM branch: I’m still working on shaders, but it’s going slowly. Turns out D3D feature level 9.3 is a bit more restrictive than even OpenGL ES 2. My plan of using the SP_PCD3D_ES2 shader platform didn’t pan out because it was actually made to be compiled as feature level 4.0 (D3D 10) and does lots of things that aren’t supported in FL 9.3 (equivalent to D3D 9.0c). I ended up adding a new shader platform (SP_PCD3D_SM2) and I’m gradually getting more and more shaders to compile.

One big issue with FL 9.3 is that it specifies only 32 constant registers for pixel shaders (in OpenGL they’re called “uniforms”), while OpenGL ES 2 doesn’t specify any specific number. Pretty much every GL ES2 hardware has at least 64 uniforms (the Adreno 305 in the Lumia 520 has 224 uniforms). I am currently compiling the shaders for SM2 with validation disabled (which disables checking for too many const registers), but I’m not sure if they’ll work during runtime (whether the driver actually enforces the constraint). There there are issues with unsupported semantics, which mean I’ll have to modify a bunch of shaders to do things pass vertex position in a texture coordinate.

So, this will take a while. The good thing is that, when I’m done, the SM2 shaders will also be usable on normal PC builds and should be really fast on low-end hardware like older Intel GPUs, which can be great for simpler games or 2D games.

Yes you need Windows 10 Anniversary Professional with Hyper-V threading enabled.
You have to install the Holographic tools at Install the tools - Mixed Reality | Microsoft Learn

The you have to use the Visual Studio 2015 to Deploy to the Emulator.
Good luck on that it almost always fails first time, you will need to build the Vc++ template
to get the emulator running for the first time and “Run as Administrator” to set up your
environment.
Its not easy

Oh the new Windows Holographic Occluded headsets release soon, which will be a game changer as
the will be about $300 as opposed to $3000 for Device.

When that’s released we will get a new upgrade for and all Holographic software embedded in Windows 10!!

I should have posted a cross link to Microsoft Holographic Support forum https://forums…com/discussion/6386/unreal-engine-4-and-#latest

I appreciate your explanation.
I understand that support is not enough yet.
I will try it from the document prepared by Microsoft little by little.

Just like you can make a traditional UE4 multiplayer game with blueprints, you should be able to do it just fine with the UWP fork.

Once you get the UWP fork up and packaging, etc., you can package for UWP32 and it will install/deploy on a (real or emulator) no problem. The performance differs GREATLY between emulator and device.

Without any plugin work or engine work, you will not be able to render to holographic space. The apps will be traditional 2D ‘slate’ apps. To get UE4 to render holographically, an AR plugin would be the best route, similar to how VR support is provided via Plugins. I started to develop a plugin, but had to redirect my focus elsewhere before getting much accomplished. I hope I’ll be able to hop back into dev on this sometime in the near future.