Unreal Engine 4 is available for Win10 UWP app dev now

Hey guys, any idea if/when VR will make it to UWP? It’s pretty obvious Oculus supports VR in UWP (MinecraftVR), any ideas as to what we would have to do to get it working?

Cant see what your post has to do with UE4 UWP but however your idea was completed and ssssoooo last year!, and as you know, the world moves quickly on https://mojang.com/2016/08/minecraft-vr-coming-to-oculus-rift-today/ and in the Windows Store https://www.microsoft.com/en-us/store/p/minecraft-windows-10-edition-beta/9nblggh2jhxj

Hello there @DaveVoyles , @ and @ !

I hope you’ve all been well. I wanted to check in on any progress on Holographic API integration for UE4.
I’ve been doing development for the for a couple clients lately and while the Unity integration helps get the work done, working in Unity feels positively backwards when compared to the control and flexibility that I have with UE4.
Any information regarding this would be greatly appreciated !

Kind Regards

Has anyone been successful / is it possible to run an unrealengine based app on windows 10 mobile?

Obviously, in an Unreal engine forum, I meant VR in the UE4 UWP branch…it does not work currently.

I was able to run the UE 4 UWP application on .

But you can not handle events such as touch and gestures.
How can I handle touch and gestures of UWP applications?
I also read C ++ and C ++ / CX code, but I do not know how to do that.

Hello alwei.

has two main view modes. One basically shows plain old 2D-Windows in a 3D environment (containing UE4Game UWP App now). Then there is another mode were you have complete control over rendering of stereoscopic images. Have a look at the App views here:
https://developer.microsoft.com/en-us/windows/holographic/app_model

So you need to setup a correct stereoscopic rendering in UE4 first. You need to switch to Holographic view to have 3D stereo access. Then you have to connect this stereoscopic renderings to the devices dx-backbuffers. Finally move the stereoscopic camera by devices sensors data.

I can help you with that, but sometimes UWP can be frustrating. Except stereo rendering in UE4, I have already done all this on a and would love to see UE4 run on it.

Hi,

i have several questions to this MS modification.
I use vs2017 and have strong c++ /boost skills. Now i try to write my first game and and dont want to learn unity and c# or xamarin.
My target plattform is UWP as desktop AND Mobile, and maybee later Android and iOS.

Can i use it for both MS types at same time or does i have to choose like in ue editor, desktop or mobile?
Can i easy switch the same code (without plattform dependend things, switch in vs2017 with installed andoid support) to an other operation system, like android?

Thats so far, thx for answers.
Thut

Ps: Could it be that the fork its not compatible with vs2017?
I get an coredef.h :Cant find corecrt.h error.

Is that branch planned to be integrated to main git? (I saw a pull request, but looks like it is still under review)
And is update to 4.15 planned?

Hey y’all & @-

Hope nobody minds me keeping this thread alive, as there hasn’t been a post in 2 weeks but I still have faith. I haven’t been able to spend much time but I’m still hopeful for a fully holographic UE4 experience in the future!

I’ve been able to tap into the holographic APIs in a packaged UE4 game on (In theory, this means we can access all of the hardware), but I haven’t been able to properly render to the holographic space. I am by no means a render-master, but we should be able to use a plugin to render to the holo-space similarly to how the VR plugins render to their respective devices properly.

I may have a bit of time to put into this in the near future, but I still have much to learn regarding the UE4 rendering pipeline.

Cheers,

Hey there @,

I don’t think anyone that’s interested would mind :wink:
I’m glad that you’ve made some progress. I’m sure that someone with the requisite knowledge could easily implement the holographic api properly. The rendering isn’t really an issue afaik as black simply doesn’t show on projected displays.
The tricky part is getting the spatial mapping, tracking and Occlusion working (ok maybe a little rendering stuff here for the occlusion:3). Looking forward to any progress that you or anyone else might make, will definitely be keeping an eye on this thread :slight_smile:

Kind Regards,

Hi all, @, @,

Thanks for keeping the faith! Just popping in to say that, after a bit of a quiet period, we’ve now pulled 4.15 into the UWP fork. Until now, as some have discovered :), we were still on VS2015 only, but you should be able to use the latest version with VS2017 and the Creators Update SDK. Let us know if not!

One other thing to note, which actually quietly happened a while back - the fork now includes support for Xbox Live on UWP. Our hope is that this will go nicely with the Xbox Live Creators Program (currently in preview).

Good to hear the project is live and well!

A related question:
Can a standard UE4 game be packed with Desktop to UWP Bridge?

Hi guys

Is there anything special that we need to do when using winmd libraries from an Unreal game project? I’ve successfully referenced standard winmd exports and also less-standard ones by using PrivateWinMDReferences, as far as the build is concerned, but I don’t get Intellisense support in Visual Studio which makes development a lot more awkward. I thought maybe it just wasn’t supported, until I noticed that there’s specific code in UEBuildModule.cs that seems to try to support Intellisense - does this generally work for other people?

What I see in Visual Studio is that the first character in any file with e.g. “using namespace Platform” is highlighted giving the Intellisense error: ’ command-line error: cannot open metadata file “platform.winmd” ’ It doesn’t seem to matter which namespace I use like this, it always complains about platform.winmd.

All namespaces and types from winmd references are then highlighted red, and auto-completion doesn’t work.

Does this mean there is MS Support?

Thanks for spotting this. We definitely want to support Intellisense for winmd references as much as possible. Looks like this got a bit busted at some point, but I’ve pushed some adjustments that seem to have it working again for me.

One thing to note: it’s important to make sure that the winmd references are added when running project generation for the Win64 platform, even if they’re only used for UWP - though of course you can use winmd for desktop builds too. But Win64 is the platform that fills in the MSBuild properties that Intellisense ends up reading. We were getting that wrong for the Xbox Live integration :). I’ve tried to fix that too.

Hi,

I downloaded the UE 13.4 branch out of github and successfully build the engine. I created a FPS Template game just to realize that there are no UWP settings. Is there anything else required to set up to unlock UWP? Any spezial settings required to build the engine?

Setup.bat works, however, GenerateProjectFiles.bat is failing:



Setting up Unreal Engine 4 project files...
Binding IntelliSense data... 0%ERROR: Unable to instantiate instance of 'UWPPlatformFeatures' object type from compiled assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.  Unreal Build Tool creates an instance of your module's 'Rules' object in order to find out about your module's requirements.  The CLR exception details may provide more information:  System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Windows Kits\10\References\Windows.Gaming.XboxLive.StorageApiContract'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.Directory.GetDirectories(String path)
   at UnrealBuildTool.VCEnvironment.FindLatestVersionDirectory(String InDirectory, Version NoLaterThan) in E:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\Windows\VCEnvironment.cs:line 377
   at UnrealBuildTool.VCEnvironment.GetLatestMetadataPathForApiContract(String ApiContract) in E:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\Windows\VCEnvironment.cs:line 408
   at UWPPlatformFeatures..ctor(TargetInfo Target) in e:\MICROSOFT_UWP_UNREAL\Engine\Plugins\Online\XboxOne\UWPPlatformFeatures\Source\UWPPlatformFeatures.Build.cs:line 17
   --- End of inner exception stack trace ---
   at System.RuntimeMethodHandle.InvokeMethod(Object target, Object] arguments, Signature sig, Boolean constructor)
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object] parameters, CultureInfo culture)
   at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object] args, CultureInfo culture, Object] activationAttributes, StackCrawlMark& stackMark)
   at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object] args, CultureInfo culture, Object] activationAttributes)
   at System.Activator.CreateInstance(Type type, Object] args)
   at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, TargetInfo Target, FileReference& ModuleFileName) in E:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 263


GenerateProjectFiles ERROR: UnrealBuildTool was unable to generate project files.

Press any key to continue . . .


Does anyone know how to resolve this error?

The changes to winmd references for Intellisense mistakenly introduced a hard dependency on an Xbox Live component. I’ve made it optional again. If you pull again now you should be able to generate project files.

Thank you for making the change . I’m pulling it now and I’ll report back if it is successful or not.