UWP is not Epic’s problem
and seems is an XB1 bug because i’ve installed the UWP on local windows and shows correct
Maybe DX12 bug ? Either way, renderer is in UE4, not in XBOX1, so it could very well be Epic’s problem. When you run engine on XB1, it might use different rendering path (even though you run UWP, on Windows it might use one render path, on console it might use another render path).
Good example would be something working on Nvidia, but not on AMD… Assuming there are no issues with drivers, you don’t say “it’s AMD’s problem”. You try solving it in the software.
Crashes if compiled with D312 RHI …
Is your game deployed as a game or an app:
If its deployed as an app, the performance will suffer.
Apps do not support DirectX 12 but games do. Also with Games you get full access to the GPU and 4 exclusive CPU cores. On your Xbox if you go the details view of your deployed game you should see the App Type.
I’ve changed the details to game, as an App is worthless, all reports i’ve made are under “Game” settings.
I choose DX12, compile, browse upload to xbox from browser, go to xbox, change from app to game, launch => crash with error driver crash and some other texts i don’t remember now
but will compile and test again to see exact error
Also, in “game” mode is ESRAM “touchable” or Unreal only “touches” it with full dev access?
I would imagine you’re getting a device removed error returned from the CreatePipelineLibrary call in the D3D12 RHI. Right now that’s the expected state of things when trying to use UE’s D3D12 RHI for UWP on Xbox.
To your other question: when building a UWP game UE only uses Xbox hardware features that are addressable via the normal D3D interface. ESRAM is not used. If your project needs more then you can always consider applying to the ID@Xbox program
Thanks for the info, as for ID@Xbox my game is in early progress state
you can view here:
https://forums.unrealengine.com/community/work-in-progress/1409689-fantasy-side-scroller-wip
i have more from the cave part done, but results on XB1 under UWP are around 20fps@720p with 85% resolution scale.
i loose a bunch of details for those settings … and since id@xbox is offered for a more complete game, hard to guess what to optimize…
Hey guys I’m currently experiencing this error when trying to generate project files:
Setting up Unreal Engine 4 project files...
Binding IntelliSense data... 0%ERROR: Unexpected compiler setting when trying to determine Windows SDK folder
I have Windows SDK 10.0.16299.0 installed so not sure whats going on here.
Any ideas?
Hmm, that’s a new one. It suggests that UBT can’t work out what VS version to use (which in turn affects what Windows SDK is supported). Perhaps try explicitly requesting VS2017 (required for the 16299 SDK) via GenerateProjectFiles -2017.
Yes that worked, you legend
As of **** workaround to be able to get D3D12 RHI working,
https:///MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL/blob/a09f6499f28e977a34452d96867ece4c5b38cfab/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12PipelineState.h#L220
(set to false), the performance gain is huge.
I was able to get 60fps with minor tweaks and even better performance with Forward Shading (at the cost of reflections and AO and others i didn’t test).
nice one @som3on3
I don’t understand why can’t MS get their sh#t together and have source that just builds and runs without any issues :rolleyes:
i’ve been compiling every version of this fork from 4.8 until 4.18
but there never showed up any build platform that called itself UWP…
what am i doing wrong?!?
i just want to play around with UE4 and my xbox…
Dumb question:
Are you compiling:
https:///MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL
?
if so, in unreal editor, File > Package > UWP
You can find some tuts on too.
Has anyone been able to get the Substance plugin working with the UWP fork? I seem to have a bit of trouble getting it to compile with Substance.
yes i was compiling that
ive been successful now
Hi, I want to use gesture recognition plugin. so, how’s progress going?
https:///MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL/issues/167
Is there a way to have 2 users signed in with separate gamertags? I see these comments in UWPInputInterface.cpp, which leads me to believe that its not supported:
// TODO: handle multi-user scenario in UWP
Also, is there a way to switch your profile while in the game?
@ - Right, the fork doesn’t support multiple signed in Live users at the moment. It’s worth noting that even if we added this it would really only apply to UWP on Xbox. UWP on desktop PC is inherently single user, with the Live user identity coupled to the signed in Windows user.
On PC you need to use the Xbox App to switch profiles (this goes back to that tie between the Windows user and the Live user). You could potentially present a button to launch the Xbox App to streamline this a bit.
@shop_0761 - The MR folks are not typically very active here. I’d suggest asking your questions directly on the linked issue.
@ - I haven’t tried to use the Substance plugin specifically, but I’m fairly familiar with getting things working in UWP in general :). If you’re able to share more details it might turn out to be something I can help with.