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Unreal Engine 4 is available for Win10 UWP app dev now

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    After a few gyrations, I just got Steam working

    Now I need to examine my design a little closer and see how the online profiles match my local versions. There are various statistics that are part of my game that, which, according to what I read, isn't doable on the Steam system. Of course, I've only had a cursory view/read of the documentation. . .but now that I'm actually attaching to their system I can start to flush out the details.

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      I was able to create a Certificate but as soon as I start packing I get several warnings "Games/Projects/MyProject/Build\UWP\SigningCertificate.pfx' error."
      And at the end the packing fails because a problem with the AppxManifest.xml
      PackageManifestGenerator.SchemaCallback: ERROR: Error validating AppxManifest.xml against schema: Das 'Publisher'-Attribut ist ungültig - Der Wert 'Test' ist gemäß seinem Datentyp 'http://schemas.microsoft.com/appx/manifest/types:ST_Publisher_2010_v2' ungültig - Pattern-Einschränkung ist fehlgeschlagen..

      MakePri: error 0x80080204: Appx manifest not found or is invalid. Please ensure well-formed manifest file is present. Or specify an index name with /in switch.
      Working with UWP is horribly frustrating right now. It takes unreasonably long to pack a project which fails in the last steps and there is no clear documentation. Where should I add an Appxmanifest ?!

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        Are you trying to build and package your own game, or are you using a Starter Kit?

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          I'm currently using the FPS starter kit and nothing more.

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            I started with the Flying kit, then created my certificate, filled out the different fields, uploaded my certificate, and performed the packaging under Shipping, and it appeared to work in that it created an APPX file.

            Below are my screenshots (please note platforms for only UWP), incase it helps any, along with the contents of my FlyingCert.bat file:

            Code:
            "C:\Program Files (x86)\Windows Kits\10\bin\x64\makecert" UEUWPFlying.cer -r -n "CN=RvBGames" -$ individual -sv UEUWPFlying.pvk -pe -cy end
            "C:\Program Files (x86)\Windows Kits\10\bin\x64\pvk2pfx" -pvk UEUWPFlying.pvk -spc UEUWPFlying.cer -pfx UEUWPFlying.pfx
            pause
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              The AppxManifest.xml should be generated as part of the build. The earlier errors you're hitting are preventing this from happening. If we can get those fixed, the makepri error should go away.

              From the looks of things you may have entered 'Test' as your 'Company Distinguished Name'? If so, that's part of your problem - that field should be in the X509 format, e.g. CN=Test. Also make sure that the subject name for your certificate matches this name. There are a couple of posts earlier in the thread which might help. Though it's worth noting that since those were written we've tried to improve default behavior, so if you're just trying to run some tests the best option is frequently just to leave everything blank allowing the build process fill in defaults that ought to work.

              I'd also suggest not creating a packaged build when you first start out. You'll get faster iteration times (packing and signing are skipped) and you don't have to worry about getting a certificate set up. Best way to do this is just to run through the Project Launcher (or Visual Studio if you prefer), rather than via Package Project.

              Service Config and Title Id are part of wiring your title up for Xbox Live. When getting started with UWP and not using Live you should leave these blank. Once you've configured your title for Xbox Live on Windows Dev Center you'll be able to input proper values (note Service Config ID is listed as SCID on Dev Center I believe). You'll also need to add the OnlineSubsystemLive plugin to your project, and run the GetXboxLiveSDK script to install the SDK in the appropriate location. I should note that the current SDK integration is primarily intended for titles in the ID@Xbox program; as of right now it may require some customization to work with the Xbox Live Creators Program.

              Once the Live plugin is enabled the interface is the same as other UE OnlineSubsystem implementations. So if your game works on other online services using UE's standard interface you should have a great start on Live features.

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                Okay, on second thought, maybe the above won't help you any:

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                  Ok thank you for the informations. I'll test this tomorrow and give feedback whats happening

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                    If you've created your own certificate you need to make sure you trust it. If you're your own system administrator this is easy enough. Details at the bottom of this page.

                    Note that if you have an app package (.appx) but have lost the original .cer you can extract a copy via the file properties on the appx. Go to the Digital Signatures tab, select the signature, hit Details, then View Certificate. From here you can either install the certificate directly (make sure to put it in the proper store, per the linked page) or else save it to a file and follow the linked instructions.

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                      James,

                      For some reason I cannot get the UWP build to work with DoN's 3D Pathfinding Plugin (https://www.unrealengine.com/marketp...ding-flying-ai). It works fine with the Substance Plugin (https://www.unrealengine.com/marketp...bstance-plugin), but not so for the other (at least for me). The compiler is complaining about header files, an error I encountered before but can't recall the specifics of it right now, and my quick stab at fixing it didn't work.

                      Are you able to try building with the Pathfinding plugin?

                      On another note, reading your statement:

                      add the OnlineSubsystemLive plugin to your project, and run the GetXboxLiveSDK script to install the SDK in the appropriate location
                      Adds a little excitement to my day. Where does the GetXboxLiveSDK get called at? Early on in the game startup? From the GameInstance possibly?

                      As for the complete build and upload to the Store, I'm trying to witness firsthand the end-to-end steps to get a game up on the store. Do you know how I would take the contents of my APPX folder shown above, and upload it to the Store?
                      Last edited by Jerry.Richards; 05-11-2017, 03:50 PM.

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                        That's good to know how to extract and install the certificate from the APPX file

                        I'm in Developer Mode. I installed the certificate, allowing Windows to find the best store. The install reports success but I still can't install the application.
                        Last edited by Jerry.Richards; 05-11-2017, 04:00 PM.

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                          Originally posted by Jerry.Richards View Post
                          ...allowing Windows to find the best store...
                          That's your problem right there . Windows (entirely reasonably) essentially defines 'best' as 'safest', so the trust level you've given it isn't sufficient to install an application. You want to explicitly put it in the system (not user) Trusted People store. The linked instructions for using certUtil should do the right thing here.

                          I'm not familiar with the pathfinding plugin I'm afraid. Plugins in general can require work to be compatible with the UWP fork, since we've had to add new platforms for UBT that plugin build.cs files won't be aware of and so probably won't handle correctly.

                          The GetXboxLiveSDK script is something you run on your dev machine, from the Windows shell. It really just grabs and extracts the packages from NuGet, making sure they land in a location where the UE code can find them.

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                            NuGet my friend

                            I call it Nugget, like in gold-nugget, it sounds just about right for what it does.

                            Made the change to Trusted People with the certification. . .and the install worked flawlessly

                            I'm rebuilding the source now, trying to isolate the plugin problem. . .but while I'm waiting, can you tell me how I go about packaging my released game for the Windows Store?

                            I can upload the APPX file, but the Store complains about the other files.

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                              Originally posted by Jerry.Richards View Post
                              I can upload the APPX file, but the Store complains about the other files.
                              Most of the other files are actually already part of the appx - you shouldn't need to provide them separately.

                              The exception are the pdbs. I believe the right way to submit these is to zip them up, give the resulting archive a .appxsym extension, then put that alongside the .appx and zip those together, giving the final archive a .appxupload extension. And then you submit just that one file. See here. But it's been a while since I've been on the sharp end of an actual Store submission.

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                                Adding a public record for the NuGet XboxLive (https://www.nuget.org/packages/Micro...K.WinRT.UWP/):


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