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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    Originally posted by jsyarrow View Post
    I find that the best way to switch between dev accounts is to use the Xbox App on Windows. Open that up and sign out *inside* the app (but don't sign out of Windows). Next time you start an Xbox Live enabled app such as your game it will pop up the Xbox sign-in UI, and you can use one of your newly created test accounts. If the account doesn't already have a Gamertag it should get a generated one as part of this process.
    This sounds great, and I almost have it working. What is Windows Hello (I'm looking now):

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    I got it. . .it's the PIN I use for my account.
    Last edited by Jerry.Richards; 08-15-2017, 06:38 PM.

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  • replied
    Originally posted by Jerry.Richards View Post
    If I understand correctly, I should create new accounts, and assign the accounts under Dev Center. Is that correct?
    What about gamertags? Will a default value be provided?

    UPDATE:
    When I try to add "Another User" on Windows 10, and log that user in, Windows reports that "the user profile failed the sign-in".

    Is there an easy fix for this?
    I find that the best way to switch between dev accounts is to use the Xbox App on Windows. Open that up and sign out *inside* the app (but don't sign out of Windows). Next time you start an Xbox Live enabled app such as your game it will pop up the Xbox sign-in UI, and you can use one of your newly created test accounts. If the account doesn't already have a Gamertag it should get a generated one as part of this process.

    Leave a comment:


  • replied
    Originally posted by jsyarrow View Post
    There shouldn't be any need to purchase. A regular free MSA will have everything you need to test Creators Program features.
    If I understand correctly, I should create new accounts, and assign the accounts under Dev Center. Is that correct?
    What about gamertags? Will a default value be provided?

    UPDATE:
    When I try to add "Another User" on Windows 10, and log that user in, Windows reports that "the user profile failed the sign-in".

    Is there an easy fix for this?
    Last edited by Jerry.Richards; 08-15-2017, 05:26 PM.

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  • replied
    Originally posted by Jerry.Richards View Post
    The problem is I don't see how to "create some" without possibly purchasing more :|
    There shouldn't be any need to purchase. A regular free MSA will have everything you need to test Creators Program features.

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  • replied
    [MENTION=494622]jsyarrow[/MENTION] - This link https://docs.microsoft.com/en-us/win...-test-accounts states that I can "create some":

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    The problem is I don't see how to "create some" without possibly purchasing more :|

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  • replied
    [MENTION=5350]Jerry.Richards[/MENTION] - the question about what the recommendations are around accounts for testing in the Creators Program is not one I know the answer to. Sounds like a good one to take directly to the Creators Program folks.

    [MENTION=828801]Sparkash[/MENTION] - as you've discovered our current implementation doesn't really support offline Live sign-in on Win10. If you'd like to change that then you'll need to crack open the EraAdapter project. If you look at ShowAccountPickerAsync in SystemUI.cpp it relies on a successful call to GetUserProfileAsync in order to return a valid user. This is to ensure that it can populate the user's DisplayInfo member with data that is a reasonable match for Xbox One, but it's also where offline breaks down. If your project can do without some of the data in DisplayInfo then you could implement a return path that doesn't rely on the GetUserProfileAsync call succeeding.

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  • replied
    We’re currently having issues attempting to boot our Win10 title in offline mode.

    Is there any configuration we need to make to allow our title to run offline? Currently when we call SystemUI::ShowAccountPickerAsync() when offline, it throws a bunch of internal exceptions (inside Microsoft.Xbox.Services.dll) and warns of an incorrect parameter.

    Code:
    Exception thrown at 0x00007FFFD4199E08 (KernelBase.dll) in MyGame.exe: 0x40080201: WinRT originate error (parameters: 0x0000000080070057, 0x000000000000001D, 0x00000003DF74C520).
    Exception thrown at 0x00007FFFD4199E08 in MyGame.exe: Microsoft C++ exception: Platform::InvalidArgumentException ^ at memory location 0x00000003DF74CAF0. HRESULT:0x80070057 The parameter is incorrect.
    WinRT information: The parameter is incorrect.
    Our parameters into ShowAccountPickerAsync are the same in both online and offline mode, so I believe it’s failing internally.

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  • replied
    Is there a way to test the Xbox Live services with test accounts that are not Xbox Live accounts?

    As you may know, on the Dev Portal, under the Xbox Services page there is a link to enter Xbox Test accounts. It implies that these are established Xbox Live accounts. Is there any other option that doesn't involve purchasing additional accounts?

    I'm trying to test my Leaderboards and obviously would like a variety of (test) gamers to test with.

    Leave a comment:


  • replied
    Originally posted by wjakobczyk View Post
    Is support for Windows Mixed Reality headsets available with this fork or somehow else?
    The dev_MixedReality branch of this fork has work-in-progress support for Windows MR headsets. Be aware that support is still early and there's lots of active development going on in that branch.

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  • replied
    Is support for Windows Mixed Reality headsets available with this fork or somehow else?

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  • replied
    That API is part of the d3dx12 helper header, here in the source tree.

    If you don't ever want to use DX12 for UWP then you can try removing the customization here that brings it in as a dependency. If you did want DX12 for UWP you should get in touch with your Microsoft rep about this issue.

    Leave a comment:


  • replied
    When I run WACK on my shipping package, I get the following error -

    Code:
    API D3D12SerializeVersionedRootSignature in d3d12.dll is not supported for this application type. MyGame-UWP64-Shipping.exe calls this API.
    I can't see a direct call to this function anywhere in the source, and I've even got DX12 disabled in Win10 UWP builds (via the bUseD3D12RGI flag in UWPTargetSettings). Any thoughts on where this is coming from and how I can remove it?

    Leave a comment:


  • replied
    Originally posted by iicolsandersii View Post
    Just wanted to give an update, that I was successfully able to compile the editor, and package my game into a UWP .appx.

    I was also able to switch my Xbox One over to DevMode, and upload my game for play testing!

    Thank you all so much for your posts, there were all a huge help!
    Awesome! Thanks for keeping us in the loop. Always comforting when a developer shares their success. As others are able to build, please share here too.

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  • replied
    I've encountered a linking order issue when running of a UWPx64 build via the UAT command line tool. Specifically,

    Code:
    dxguid.lib(d3d10guid.obj) : error LNK2005: IID_ITextStoreAnchorSink already defined in uuid.lib(textstor_interface.obj)
    dxguid.lib(d3d10guid.obj) : error LNK2005: IID_ITextStoreACPSink already defined in uuid.lib(textstor_interface.obj)
    dxguid.lib(d3d10guid.obj) : error LNK2005: IID_IAnchor already defined in uuid.lib(textstor_interface.obj)
    dxguid.lib(d3d10guid.obj) : error LNK2005: IID_ITextStoreACP already defined in uuid.lib(textstor_interface.obj)
    dxguid.lib(d3d10guid.obj) : error LNK2005: IID_ITextStoreAnchor already defined in uuid.lib(textstor_interface.obj)
    D:\mygame_416_uwp_merge\engine\Engine\Binaries\Win64\CrashReportClient.exe : fatal error LNK1169: one or more multiply defined symbols found
    I found this forum post which suggested that library link order was the problem. The only relevant inclusion of uuid.lib seems to be in UEBuildWindows.cs:818. Manually including a library dependency for dxguid.lib right before it seemed to resolve my issue. Obviously this solution isn't ideal though. Is there a better way to force library include orders?

    Strangely I don't get the error when I run builds from within the editor.

    Leave a comment:


  • replied
    Originally posted by iicolsandersii View Post
    Just wanted to give an update, that I was successfully able to compile the editor, and package my game into a UWP .appx.

    I was also able to switch my Xbox One over to DevMode, and upload my game for play testing!

    Thank you all so much for your posts, there were all a huge help!
    Glad to learn of your success

    Leave a comment:

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