I’ve created a merge request for 4.20 here, if someone wants to check it out:
https:///MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL/pull/409
Regards,
Marvin from https://lab132.com
I’ve created a merge request for 4.20 here, if someone wants to check it out:
https:///MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL/pull/409
Regards,
Marvin from https://lab132.com
Hi there all!
this is my situation at the moment:
I’m able to package any project for UWP with 0 errors 0 warnings but then when launching the app on Win 10 it crashes on startup.
In the video below as you can see I’m testing with the First Person template.
what am I doing wrong?
Hello everyone,
I would like to know if UE4 UWP is working fine also on xbox one S, beside the regular xbox one.
Thank you.
Can anyone verify if this UWP branch supports Xbox-Live? The git repo refers to a “UWP Branch” and also a “UWP Branch that is Xbox-Live ready” for Xbox dev partners. My team is considering a shift to the UWP branch, but need to make sure we’ll have access to achievements, leaderboards, etc for Xbox Live.
With the UWP you can publish and run games on the Xbox One. You won’t get access to Xbox Live services, such as achievements and online multiplayer. For that you need to register for ID@Xbox and get approved https://www.xbox.com/en-GB/developers/id .
therein lies the issue we’re having. we’ve been developing on the 4.18.3 branch as a console approved group (with access where needed for Xbox). However, when requesting the UWP branch with Xbox Live access, Epic said we need to refer to the forums instead. Your answer provides some clarity knowing the Git branch doesn’t have what’s needed for online sub. will reach out to them again. thanks!
Don’t work for me, when I try to export it always fail after 2 seconds. I have a UWP dev licence and VS 2017.
Help please?
I’ve just found out about this (I’m surprised I wasn’t aware of this sooner!), ran into issues which were addressed in this thread (and some VS issues addressed in other forums) and got this to build and successfully deploy to my Xbox One (original model).
As a test I’ve deployed one of Epic’s own sample projects and I’ve found that another aspect hindering performance is Atmospheric Fog. Apart from removing it from the map you can eliminate it from the project in Project Settings -> Engine -> Rendering and uncheck “Support Atmospheric Fog”.
With this I’m able to have dynamic shadows with a bunch of post processing effects and the game runs at near-60fps at full resolution (as contrasted to the 40 range). Turning off AA and some other tweaks could get it to 60, I’m hoping. And while this is with a simple level I feel like it’s that shader computation holding things back, and so a larger level, more advanced physics, etc. won’t be big issues.
For one reason or another, I haven’t been able to get motion blur to show up or work. I’m still doing research on that.
I haven’t tried changing the necessary code to enable D2D12 RHI, so there may be further framerate improvements ahead, but I’m ok with what I have now (and I don’t know if that will complicate submission to the Creator’s Club, which is my goal).
My next goal is tackling leaderboards, and while I saw a lot of discussion here overcoming some issues, I’m hoping to be able to implement it through Blueprints only. I’ll have to see how that turns out, and whether I can use free services like EpicLeaderboard ( https://forums.unrealengine.com/community/community-content-tools-and-tutorials/90201-free-epicleaderboard-com-free-online-leaderboards-for-ue4 ) if Creator’s Club apps are allowed those sorts of connections.
I may or may not be able to help, but what do you mean by “export it”? Do you mean packaging the project in UE? Or do you mean compiling the Unreal UWP source code?
Can you be me specific? What is the error you get, and when does it occur? It might be easier to post a screenshot.
Hello! Can anyone help with small but very important problem with ID@XBOX project?
When i’m eneable OnlineSubsystemLive - all needed things working fine (achievements, save games and Leaderboard).
Save games saved localy, but saved and can be loaded. Without roaming data.
When i’m enable plugin UWP Platform Feauterse - achievements still working fine and leaderboard working fine, but save games cannot be save or load.
What can i do? Engine version 4.19.2 release uwp. Visual studio 2017.
Sorry for bad englesh and thank you!
Hi, I’m having issues setting up unreal to build a UWP project. I downloaded the 4.17.2-release (which is the unreal version that I’m interested in) from microsoft’s unreal fork github page. I ran the Setup.bat, GenerateProjectFiles.bat and built the ue4.sln fine with Visual studio 2015. My VS installation has the UWP dev tools with Windows 10 SDK 10.0.10586. But when I create a c++ project inside unreal I do not have the UWP option in the packaging menu (see attached image). What did I miss? Is there any other setup I need to do?
[SPOILER]
The UWP version wouldn’t have those options to package for consoles. Make sure you clone the repo to a completely seperate folder and compile from there. In the UWP version of Unreal’s folder, go to Engine/Binaries/ and run the UE4Editor executable from there. Either you cloned the repo over the top of another Unreal version or used the wrong shortcut, which would go to the wrong version of the Unreal engine.
But that is what I did. I downloaded the 4.17.2-release from microsoft’s github fork, moved it to a separate folder, ran Setup.bat, then UnrealVersionSelector-Win64-shipping.exe, then GenerateProjectFiles.bat, then built ue4 with VS 2015 (with UWP dev tools and 10586 sdk), then unreal opens for me to open or create a project, I create a c++ first person project, VS opens again for the project, I compile and run and no UWP options in the package project menu, as per the image in my previous post. I dont know what else to do or what am I missing.
I can’t seem to download the latest release of this on github. I keep getting told that a sub module points to a commit which doesn’t exist. I will try the zipped version.
Also, any idea when it will be updated to 4.20 or 4.21? 4.19 was a bad engine version and I’d like to stay away from it.
I got the latest 4.19.2 working, even though it’s not the version that I wanted (If someone has any idea how to make 4.17.2 work I’m still interested). I can package it fine, but when I run it it says that it’s missing vccorlib140_app.dll, MSVCP140_APP.dll and VCRUNTIME140_APP.dll. I’m packaging with 10.0.16299 SDK and Visual studio 2017. I got both 2015 and 2017 Microsoft Visual C++ redistributable x64 and x86. If I download the dlls from the internet and add them to exe folder or system32 folder (which feels wrong), it pops up another error “application was unable to start correctly 0xc00007b”. Any ideas?
EDIT: Apparently you’re not suppose to run the exe directly. You run the created appx file that is in the build folder after you package it to install the app and then you have the app on the start menu and you can run a build of it.
So… Any update on the UWP fork for version 4.20? I mainly worked on 4.20 because (besides obvious meme material) I utilized some new features introduced in that version. Latest update on the fork was committed about six months ago…
The UWP port as been generally working great for us, but we have noticed something very alarming with our UWP64.
Our UWP builds appear to consume ALOT more RAM than standard Widows exe’s. In my case the task manager reports the Win64 build consuming ~700MB while the UWP64 consumes ~4.5GB.
When comparing the UWP and the exe, stat memory shows no a significant changes.
We also don’t see any significant changes in memreport -full
I am looking for a reason why the UWP is consuming so much more ram - and if possible a way to fix it.
Thanks
Is it possible to run the UWP version of the game inside the editor? Or this fork of unreal just allows to package a UWP version of the game? Right now my iterate time is kind of long, I make a change to the code, compile, open the editor and recreate the UWP package to test my change, as apparently when you run the game inside the editor you still are running the normal windows version. Does anyone know if this is possible, if so, how? Thanks.
Hi, (again). I’ve been having problems with foliage (see attached video), where with certain camera angles the foliage disappears and it only happens with packaged UWP build. If I package it as Win64 or play in the editor everything is fine. Happens both in dx11 and dx12. I’ve searched for similar bugs but the closest thing I found was a OpenGL bug, which UWP does not use, here forums.unrealengine.com/development-discussion/rendering/1454850-fixed-in-4-20-foliage-culling-bug-with-opengl-on-4-19-x-ue-57652-ue-58198 . Does anyone have any idea?
In this video the cillinders are placed with the foliage painter tool in the editor, I created an FPS C++ project. then created a new foliage type and attached the Shape_Pipe mesh to it and painted, thats it. I’m on Unreal 4.19.2-release (the latest).
video here: [video]https://streamable.com/2mn29[/video]
EDIT: Could not figure out the problem, moved back to 4.18 where the problem does not seem to happen.
As far as I know, you can’t run UWP from inside the editor. However…
You can start your application from Visual Studio. Simply select “UWP64” as a target platform and eg. “Development” as your configuration.
This will compile and deploy your application and with F5, you can start debugging.
There is however one catch, it does not account for your asset data. To my knowledge, there are two ways to handle that:
One option is to enable copying cooked assets on deploy. You can change this option in your project config files in MyNiceGame\Config\UWP\UWPEngine.ini, set bCopyCookedContentForF5Deployment=True.
With this enabled, your cooked content will be copied to the proper location (**MyNiceGame\Binaries\UWP64\AppX\MyNiceGame\Content**) to launch your application from Visual Studio. You must however always make sure your data is cooked. This can either be done from the command line or from the editor.
The second option is better if you make a lot of changes to assets rather than code. There is a command line option called “-CookOnTheFly”. More info can be found here: Cooking Content in Unreal Engine | Unreal Engine 5.3 Documentation. To use it, run the command (eg UE4Editor.exe MyNiceGame -run=cook -targetplatform=UWP64 -cookonthefly).
Before running the application from Visual Studio, make sure to create a new file called “UE4CommandLine.txt” that contains this text: “-filehostip=127.0.0.1” and save it in your project folder under “MyNiceGame\ShooterGame\Binaries\UWP64\UE4CommandLine.txt”.
If you did everything right, when running the application from Visual Studio, after a few seconds, you should see the CookOnTheFly process start to cook assets on demand and you should be able to run your application. Note that this will be much slower than option one but it doesn’t require recooking all assets every time you make a change in the editor.
When you haven’t done this correctly, you will still be able to launch the application but when it starts loading, you will see a large dialog box saying it failed to load some assets and it will crash.
Usually, when I don’t make assets changes in the editor, I go for option one but if I use the editor a lot, you can save much more time with option two.