Unreal Engine 4 is available for Win10 UWP app dev now

Thanks!

Any ideas why we have to apply this fix:

https://forums.unrealengine.com/development-discussion/engine-source-github/1400696-errors-when-run-generateprojectfiles-bat-in-uwp-unreal-release

when getting the following issues:
-warning MSB3245: Could not resolve this reference. Could not locate the assembly “Windows”
-error CS0246: The type or namespace name ‘Windows’ could not be found

while running GenerateProjectFiles.bat

Is there any side effects of changing <TargetPlatformVersion>8.0</TargetPlatformVersion> to 8.1?

I’ve been having trouble getting the UWP fork to generate project files and compile the engine for the last few months, but in the last few days I have finally got it up and running. Here’s solution which has worked from me on both my work and home machines.

I’d have no issue until running the GenerateProjectFiles.bat then I would get the following issues:
1)Could not locate the assembly “Windows”
2)The type or namespace name ‘Windows’ could not be found
3)Cannot locate the windows SDK folder.

Here how I have finally got it compiling:

  1. Download the latest version of Visual Studio Community, you will need to install the following workloads from the installer:
    Universal Windows Platform Development,
    Desktop Development with C++,
    Game Development with C++
    and Mobile Development with C++ (The Mobile Development with C++ might not be necessary but I’m covering all of the bases).

You will also require the following individual components:
Visual C++ runtime for UWP,
.NET Framework 4.5.2 targeting package,
.NET Framework 4.7.1 SDK,
.NET Framework targeting package,
Windows 8.1 SDK
and .NET Core runtime.

  1. Run the Setup.bat file from the UWP_UNREAL folder, this should install any further missing files such as the XBOX Live extension SDK (annoyingly it won’t install any missing .NET framework packages).
    2.1) Running the GenerateProjectFiles.bat files now was where I encountered issues.

[Edit]
3) Check the following directory: C:\Program Files (x86)\Windows Kits\10\UnionMetadata, there should be a file here called Windows.winmd. If there isn’t open the folder ‘10.0.16299.0’ (there should be folder here with some series of numbers, this will be the version of the windows 10 SDK that you currently have installed), there should be the Windows.winmd file here, copy it and paste it into the C:\Program Files (x86)\Windows Kits\10\UnionMetadata folder.

The C:\Program Files (x86)\Windows Kits\10\UnionMetadata directory is where the UnrealBuildTool.csproj file will look to find the Windows.winmd file if it can’t find it elsewhere. This should solve the 1) and 2) errors at the top of this reply.
[Edit]

  1. In the UnrealBuildTool.csproj file the line: <TargetPlatformVersion>8.0</TargetPlatformVersion> needs replaced with: **<TargetPlatformVersion>8.1</TargetPlatformVersion> **(it should be line 239)

  2. Run the GenerateProjectFiles.bat file from the CMD admin privileges (run as admin) with the command** -2017**
    Your command line should look like this: **UWP_UNREAL_FOLDER]>GenerateProjectFiles.bat -2017 ** (Don’t forget the change the directory of the command line to the your UWP_UNREAL folder, if you don’t know how to do that check out this page: https://www.digitalcitizen.life/comm…basic-commands)

This should allowed me to generate the project files, and open the .sln project file in visual studio (run as ADMIN) and compile the engine.

  1. If the errors from the GenerateProjectFiles.bat file persist (particularly that the windows SDK folder cannot be found) then the SDK location in the registry maybe incorrect (as it was on my work computer, but not my home machine oddly enough).

I cannot stress strongly enough that if you are not familiar with the registry editor that you should not mess with it and that you should ignore this step.

Look for the registry folders here: HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Microsoft SDKs\Windows, there should be a v10.0 and a v8.1 folder. In each for them check the InstallationFolder Key, their values should be C:\Program Files (x86)\Windows Kits\10 and C:\Program Files (x86)\Windows Kits\8.1 respectively.

After fixing any issues here run step five again.

I hope this helps.

60fps on Xbox One

https://www…com/watch?v=TNR00Kt5QFU

60fps on Xbox One

[/QUOTE]

Character doesn’t cast any shadows though…

Dynamic shadows from directional light cost 30fps
tho, if you choose static lighting and bake everything you are able to achieve 60 fps

What about modulated shadows or/and capsule shadows ?

Btw, https://www.epicgames.com/fortnite/en-US/news/fortnite-battle-royale-state-of-development-v4

Says "Later this month we plan to add an optional 60 FPS mode for Battle Royale on consoles (PS4, PS4 Pro, Xbox One, Xbox One X). This 60 FPS mode is tuned for each console to maximize frame rate while minimizing loss of visual quality. " and I am sure Fortnite has characters casting shadows.

60fps on Xbox One

[/QUOTE]

Have you switched the deployed project to a Game type? Or is it an App type?
By default it launches it as an App type, which has worse performance. If its a Game type, how did you manage to change it to that? Every time I change it to Game type from the Dev Home, the project crashes on launch.

Haven’t tested more option, was more a test to see how much you need to cut to get 60fps (in my opinion no game should run under 60fps).
Will do more testing today and post results.

No success, best result is 40 fps with static lighting and capsule shadows.
Seems UWP is a big joke (at least for development).
or a published game have better performance?

Anyone with id@xbox can provide information on how many fps they get with the default SideScroller map (no changes/tweaks) on a Xbox One 1st Generation?

Actually the problem is elsewhere: AO
here is a video with stationary light and dynamic shadows at 60fps
https://www…com/watch?v=Qa1Qle0kCNw

[quote=“som3on3, post:636, topic:69983”]

Actually the problem is elsewhere: AO
here is a video with stationary light and dynamic shadows at 60fpshttps://.com/watch?v=Qa1Qle0kCNw[/QUOTE]

Nice find. Isn’t there a way to play with quality of real-time AO ? (maybe have it lower quality, but still have it in the project nevertheless)

Thanks, still thinking for a solution (except bake AO in a different software), tweaking vals doesn’t help much, will just make it look bad.
Maybe source code will help. Will test more when i’ll have some spare time and post results.
Tho, 60fps at 1080p in UE4 on xbox uwp dev mode is pretty awesome (even without AO).

Im using Xbone S and I can definitely get stable 60 fps@1080p with shadows (top down game with 4 local players in an empty level)
Just try different settings until it runs smooth. Shadow quality, AO, AA, post process, particles, etc.

Maybe you can include 2 settings templates like some xbone games do… 1 template for 60fps and 1 template for graphics.
Also keep in mind that most xbox one games do not run in real full hd. You can also try 900p/720p or some kind of dynamic resolution…

At the end it depends a lot on your game. Take a look at PUBG… Optimization is not that simple, even with “full” Xbone dev access.

Lightmass in UE4 bakes great static AO.

Static AO + Temporal AA = 30fps
Static AO + No AA = 60fps
Dynamic AO + No AA = 30fps

Thanks for sharing, that is great to hear, tho, i don’t want to scale nothing down, will loose too much quality from “Epic” to “High”

PUBG is a great game, but let’s face it, the look on XB1 (even on X one) can’t be compared to PC version and optimization for a game like that is a complete nightmare, tons of foliage, translucent/masked materials and a huge terrain. But the gameplay is what makes the game great, because (in my opinion) Battlefront 2 or Battlefield 1 looks much better.
Since no “full” XB1 dev access, UWP remains the only option to test on XB1 hardware. I am searching for UE4 reports on UWP since microsoft released branch and since no results,
i started searching to see what is causing such a big fps drop and sharing results to everyone, in case someone else is looking. I’m pretty sure there something somewhere that can boost performance and quality on XB1

Meanwhile my hud doesn’t show:
LogLinker: Warning: Can’t find file ‘/Script/LogVisualizer’
LogLinker: Warning: Can’t find file for asset ‘/Script/LogVisualizer’ while loading /Content/SideScrollerBP/Blueprints/HUD_BP.uasset

Have you tried baked AO + FXAA and baked AO + MSAA x2 ?

Nope, but will try later on
tried Forward Rendered instead but the Stationary Directional Light is not included somehow and get only Sky Light

Odd, it seems to be working fine in VR (on Windows). Forward Shading Renderer in Unreal Engine | Unreal Engine 5.3 Documentation

On windows works fine, but on XB1:

And no shadow at all

Perhaps it’s a bug you should be reporting to Epic :wink: