To my knowledge, the organisation has stopped working on supporting Unreal Engine on UWP. Their latest supported version is 4.19.2
There are a few PRs that integrate 4.20 - 4.21 that have not been merged in their repo, see the PR section on GitHub.
Upgrading the repo to 4.22 requires quite the effort however.
How to determine which UWP platform the game is running on. I would like to make a separate menu for XBOX, etc ?
Always returns âUWPâ.
I guess my question is related to the one **offmonreal asked which I wonder if there is some way that someone found to detect the Xbox system type from Blueprints at all. Meaning, Iâd like to check for XBOne or XBOneX to tweak some graphics settings based on the hardware. I kind of assume this is not available âofficiallyâ through some node but wonder if someone found a way.
Basically what I need to do is change the screen percentage for the XBOne since GPU there is WAY weaker than the X. So currently I tried to detect slow down by checking the tick rate ms value. This kinda works but I feel like itâs unreliable. I donât really know any other method. I could check for supported resolutions since the X support to 4k but by running an X on a 1080p screen, the engine only detects 1080p, not 4k as resolution. I also donât know how to force 4k in that case since the X can render at 4k and then down sample to 1080p on the hardware side. But by default if the X is on a 1080p screen the engine will only go to 1080p even if I try to setres, to 4k. But anyway, my main question is to detect the system in some way if there is a way, using blueprints, if anyone knows.**
Late to topic, who do you refer to as âorganizationâ ? Sounds like Uwp is gone then in UE4 and rewriting for higher engine Vâs might be a nightmare ?
Seems idiotic not to have UWP ? Wonder what happened , so by organization are you talking about MIcrosoft given they created it for ue4 to begin with ?
4.24 obviously is to V most are going to care about and going fwd as wellâŚIf Unity has âno problemâ with UWP, whatâs going on hereâŚ
yes, thatâs possible. It requires modifying the UnrealBuildTool source. What iâve done to allow Multi-User Application Support is to modify ManifestGenerator.cs located in **Engine\Source\Programs\UnrealBuildTool\Platform\UWP. **Specifically, you want to go inside the method GetProperties() and add:
//RICH: Added By Richard For Multi-User Applications.
XmlElement PackageSupportedUsers = AppxManifestXmlDocument.CreateElement("uap", "SupportedUsers", "http://schemas.microsoft.com/appx/manifest/uap/windows10");
string SupportedUsers;
GameIni.GetString("/Script/EngineSettings.GeneralProjectSettings", "SupportedUsers", out SupportedUsers);
if (SupportedUsers.Length == 0)
PackageSupportedUsers.InnerText = "single";
else
PackageSupportedUsers.InnerText = SupportedUsers;
Properties.AppendChild(PackageSupportedUsers);
That code allows you to have
[/Script/EngineSettings.GeneralProjectSettings]
SupportedUsers=multiple
In any of your XXXGame.ini config files (eg DefaultGame.ini, UWPGame.ini, etc)
Yes, that can be done in code by checking
auto DeviceForm = FString(Windows::System::Profile::AnalyticsInfo::DeviceForm->Data()).ToLower();
if(DeviceForm.Contains("xbox one x"))
//Device Is XBox One X
else if(DeviceForm.Contains("xbox"))
//Device Is XBox One
else
//Device Is Other Non-XBox Device
This functionality can then easily be exposed to Blueprint via a static function in a BlueprintFunctionLibrary
I donât know how to get this fork working⌠Is there any Videos on how to get it set up properly?
Can someone confirm if I use Unreal version 4.19 and using the most updated UWP build in the fork if its possible to create a game and publish in the Creators Program without problems ? Other things like saving the game can be done using UGameplayStatics::CreateSaveGameObject as well ? Just don´t know how limited is UWP when doing those essential things to create a game.
There is a newer version
4.20-uwp-clean https:///EvoPulseGaming/UnâŚlean/README.md
This is to support the UE4 Ocean Project on Discord UE4 Environment Project (Ocean)
The most updated version right now:
https:///EmmettJnr/UnrealEngine/commits/4.21-uwp (includes the clean version of 4.20 updated by EmmettJnr to 4.21)
The old videos are not relevant. Follow the instructions on Discord. **Not **the standard 4.16-4.19 Readme.MD instructions
There is a newer version UE 4.20-uwp-clean at
https:///EvoPulseGaming/UnâŚlean/README.md
The UE4 Ocean Project is at https:///UE4-OceanProject/OceanProject
This version is to support the UE4 Ocean Project on Discord UE4 Environment Project (Ocean)
Support for the UE4 Ocean Project is in the #faq
From 4.20-uwp-clean search show, everything you require is in UWP
Engine\Config\BaseEditor.ini(157):+EditoronlyBPFunctionRedirects=(ClassName=âGameplayStaticsâ, OldFunctionName=âCreateSaveGameObjectFromBlueprintâ, NewFunctionName=âCreateSaveGameObjectâ, BlueprintParamName=âSaveGameBlueprintâ, ClassParamName=âSaveGameClassâ)
GameFramework\SaveGame.h(13): * Then when you want to save a game, create an instance of this object using CreateSaveGameObject, fill in the data, and use SaveGameToSlot, providing a slot name.
GameFramework\SaveGame.h(22): * @see UGameplayStatics::CreateSaveGameObject
GameplayStatics.cpp(1774):USaveGame* UGameplayStatics::CreateSaveGameObject(TSubclassOf<USaveGame> SaveGameClass)
\Engine\Source\Runtime\Engine\Private\GameplayStatics.cpp(1784):USaveGame* UGameplayStatics::CreateSaveGameObjectFromBlueprint(UBlueprint* SaveGameBlueprint)
Matching files: 5 Total files searched: 33346
I see so I can create a save game using this. I asked about this because my previous engine was GMS2 and the UWP support there is 0 literally. To create a save system there people need to create buffers but the poor documentation there just don´t work . But its possible to test a saved game in dev mode XB1 ? If I save the game there, delete the package and upload again will I still be able to load the game or the save data will be lost ?
Hey dude, thank you so much for the reply, I will look into how to use this. Iâve never programmed before so will need to figure this out but thanks a lot for the info, really appreciated!.
Please excuse my super newb-ness when it comes to this stuff but I tried finding tutorials or whatever to implement this but of course thereâs nothing I can find quite whatâs needed. All tutorials show the same simple thing and nothing that helps me get this working. Of course I know absolutely nothing about C++ so this is quite beyond me.
So this currently what Iâve got in the generated .h file when I add a new BlueprintFunctionLibrary. I basically took the code given to me and pasted it in that generated .h file. I donât know how to adapt it, I mean, like I said I know absolutely nothing about C++ and this doesnât compile. If anyone knows how to adapt the code to actually work?.. that would be awesome and I would maybe learn a little something⌠maybeâŚ
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyBPFunctionLibrary.generated.h"
/**
*
*/
UCLASS()
class URALLYTEST1_API UMyBPFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
auto DeviceForm = FString(Windows::System::Profile::AnalyticsInfo::DeviceForm->Data()).ToLower();
if (DeviceForm.Contains("xbox one x"))
//Device Is XBox One X
else if (DeviceForm.Contains("xbox"))
//Device Is XBox One
else
//Device Is Other Non-XBox Device
};
I have a problem
This keeps shutting off when i try to install it
https://wwwâŚcom/watch?v=lhaBVXQnmJs
For UWP, use Unity!
Epic is not doing anything about UWP support.
Hey any luck on this?
This why i like Unity
Hi this link does not work:
https:///MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL
any updates?
How did you convert it into â.appxâ, can u help me with that?