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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    [MENTION=828801]Sparkash[/MENTION] [MENTION=5350]Jerry.Richards[/MENTION] - thanks for the detailed error reports. That narrowed it down pretty quickly - we'd picked up a dependency on the project file being provided on the command line (as happens when run via UAT, but not by default in VS). The project file problem is fixed in the latest; with any luck that will address the problem with the plugin paths too.

    The build issue in the ManifestGenerator (occurs when building the UE4 project without a specific game project) should be dealt with too. The PDBCopy issue still needs some work.

    Leave a comment:


  • replied
    [MENTION=494622]jsyarrow[/MENTION] - Yes, you're right, our project name is different than the folder name. Updating fixed that error.

    Unfortunately I'm now getting the same 'descriptor file' error that Jerry has reported above. I did manage to fix it by comparing the generated GameDir functionality on Win64 and noticed that the 'CheckLocal' and CheckGame' variables in FGenericPlatformMisc::GameDir() should probably be the same. On UWP the 'CheckLocal' variable seems to have an erroneous additional Appx folder in it's path (two in a row). By hardcoding a fix there, and thus setting my GameDir to LocalGameDir, I was able to get past the uproject load error. Unfortunately I then hit a path failure in one of my plugins. I can provide more detail if required, but it appears that pathing on the current UWP build isn't quite correct just yet.

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  • replied
    [MENTION=494622]jsyarrow[/MENTION] - With 4.16.x I'm having a UWP64 Debug build problem that wasn't present in the 4.15.x version:

    Code:
    22>Parameter name: path
    22>   at System.IO.Path.GetFullPathInternal(String path)
    22>   at System.IO.Path.GetFullPath(String path)
    22>   at UnrealBuildTool.DirectoryReference..ctor(String InPath) in E:\UEUWP\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\System\DirectoryReference.cs:line 21
    22>   at UnrealBuildTool.UWPManifestGenerator.CreateManifest(UnrealTargetPlatform TargetPlatform, String InOutputPath, String InIntermediatePath, FileReference InProjectFile, String InProjectDirectory, List`1 InTargetConfigs, List`1 InExecutables, IEnumerable`1 InWinMDReferences) in E:\UEUWP\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\ManifestGenerator.cs:line 688
    22>   at UnrealBuildTool.UWPDeploy.PrepForUATPackageOrDeploy(FileReference ProjectFile, String ProjectName, String ProjectDirectory, List`1 TargetConfigurations, List`1 ExecutablePaths, String EngineDirectory, Boolean bForDistribution, String CookFlavor, Boolean bIsDataDeploy) in E:\UEUWP\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\UWPDeploy.cs:line 196
    22>   at UnrealBuildTool.UWPDeploy.PrepTargetForDeployment(UEBuildDeployTarget InTarget) in E:\UEUWP\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\UWPDeploy.cs:line 274
    22>   at UnrealBuildTool.UniversalWindowsPlatform.Deploy(UEBuildDeployTarget Target) in E:\UEUWP\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\UEBuildUWP.cs:line 233
    22>   at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile) in E:\UEUWP\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\System\UnrealBuildTool.cs:line 1623
    22>Total build time: 427.02 seconds (Local executor: 406.20 seconds)
    This has been reported in GitHub too. Do you have any suggestions I can try?

    I'm studying the build code now but hoping that you can point me in the right direction.

    [EDIT]
    When I do get a build and while running the debugger a missing project is reported:

    Click image for larger version

Name:	MissingProject.jpg
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Size:	20.2 KB
ID:	1130612
    Last edited by Jerry.Richards; 07-04-2017, 01:06 PM.

    Leave a comment:


  • replied
    Originally posted by xmak View Post
    Hi.

    Does anyone know if the Microsoft fork of UE works on PC or will only work on Xbox?
    It works with both using the Universal Windows Platform (UWP). With that said, I am developing and testing on a Windows 10 machine, but expect it to work on the Xbox One too.

    Leave a comment:


  • replied
    Hi.

    Does anyone know if the Microsoft fork of UE works on PC or will only work on Xbox?

    Leave a comment:


  • replied
    4.16.x Build Error (PDBCopy.exe)

    With 4.15 I was able to package my game, unfortunately 4.16 is referencing an incorrect location:

    Code:
    UATHelper: Packaging (UWP (x64-64bit)): Program.Main: ERROR: AutomationTool terminated with exception: ERROR: Failed to start local process for action ("The system cannot find the file specified"): C:\Program Files (x86)\MSBuild\Microsoft\VisualStudio\v12.0\AppxPackage\PDBCopy.exe
    PDBCopy can be found:
    Code:
    E:\Program Files\Microsoft Visual Studio\2017\Community\MSBuild\Microsoft\VisualStudio\v15.0\AppxPackage

    Leave a comment:


  • replied
    I'm back, gone a little longer than expected. Just upgraded to the 4.16.x version, and performing a UWP64 build now. Assuming all goes well, I will try utilizing the Stats Manager interface to update Leaderboard/Achievements on the Windows Dev Xbox Live Services. Stay tuned. . .

    Leave a comment:


  • replied
    The Xbox Live SDK isn't required unless you want to use the Live-related plugins. Your project files should be fine. As for the others: the combination of the 15063 SDK and VS2015 is not supported (that's broadly true, even for non-UE development). You should either upgrade to VS2017 or use the 14393 SDK. I should note that support for VS2017 was fairly dodgy for a while, but seems to be in a pretty good place now.

    Leave a comment:


  • replied
    Hey Guys, I'm fairly new to most of VS/UE/Git (Mostly basic knowledge of Java/C++/Python, building Cmd-Apps but not working with such enormous Source Projects).

    For the past few weeks I've been lurking this thread to get a working App to deploy on the HoloLens Emulator. For Unity it worked, but since we (I'm an intern) use UE for most of our work, we would like to use UE for the HoloLens. I was able to launch an UWP app. After that I checked out to the dev_MR branch and found the docs on how to setup the Project to deploy for HoloLense but since I'm in a proxy network I am not really able to open the Device Portal in the emulator, therefore I'm not able to sideload. If I build with Unity I'm able to deploy directly to the emulator as target device, but I guess you guys have still a lot of work to do until there will be this option.

    The docs say, there is no Spatial Mapping / Gesture etc. support for blueprints yet (or at all). So there is no possibility to build AR apps without extensive work within Code of the Engine. Or is there a way to create an very simple app that places some holograms into the room?

    Since this thread is more general about the UWP aspect, is there a discussion somewhere or contacts, so I could read/ask more about it?

    Thanks for the heavy work guys! I wish could help with the coding work, but learning how to handle all of those nviroments is already kinda exhausting.

    ps. I've been messing around with so many plugins for VS17 and vs15, that Unity demands Net 3.5 when inserting my own Scripts even tho I have 4.6 installed.
    Could anyone recommend tutorials for correctly handling VS + extras and workflow?

    Leave a comment:


  • replied
    Compile issues with UWP Unreal

    Having issues getting Unreal UWP branch up and running..

    Have installed Windows 10 SDK (10.0.15063.0 from https://developer.microsoft.com/en-u...windows-10-sdk), running generateProjectFiles.bat in the UWP unreal folder, gives me an error...


    "I:\UWP>GenerateProjectFiles.bat
    Setting up Unreal Engine 4 project files...
    Binding IntelliSense data... 0%Error: Xbox Live SDK (version 2017.05.20170517.001) not found. Run Engine/Plugins/Online/XboxOne/OnlineSubsystemLive/GetXboxLiveSDK.ps1
    "



    - However project files appear to be created, can you confirm this is not a fatal error, that is that an XBOX sdk isn't required to use this branch, and that the project files should be good?


    The created UE4 solution loads fine into Visual Studio community 2015, but compiling yields what look like path issues with errors relating to rc.exe from the win10SDK, I was able to progress by moving the rc files, but expect this isn't the solution as then....

    - Compile continues, but fails with "cl : Command line error D8004: '/FU' requires an argument"


    I had guessed this would all be path related, first base would be to check platform
    I'm guessing this is all path issue related now, can you advise any additional steps or processes that might be missing here to have Unreal UWP successfully compiling with Windows10 (10.0.15063.0).

    Many Thanks,

    Leave a comment:


  • replied
    [MENTION=494622]jsyarrow[/MENTION]; I fixed my issue with a 3d app not working. For whatever reason, a the paper2d example has a default map, but starting a blank blueprint project doesn't.

    Leave a comment:


  • replied
    Is your project name different to your project folder name? We had a regression with the update to 4.16 that broke this scenario - the exe path written to the AppxManifest.xml no longer matched the actual path as deployed by VS. This issue should be fixed as of earlier today (commit 000a9d0).

    Leave a comment:


  • replied
    I've integrated my Unreal app with the latest UWP Github branch (dedb9d56c14e560222a115015a049b48374ed69c), but get the following error when attempting to deploy from within VS.

    "Unable to activate Windows Store app '%appname%'. The activation request failed with error 'The system cannot find the path specified'."

    The Event Viewer logs these errors, but doesn't seem to shed any light on which file or path it's failing to find.
    I'm using Windows 10 and Visual Studios 2015. I've enabled 'developer mode' within windows settings (I have previously deployed and run UWP apps on this machine).

    Any suggestions would be appreciated.

    Leave a comment:


  • replied
    Originally posted by jsyarrow View Post
    I've looked into this a little and I think the answer is that, as I suspected, some of these code paths need to be altered to account for the Creators Program. The current approach to writing statistics and reading leaderboards isn't really supported for Creators Program titles. Instead we should be using the newer stats_manager API, for both read and write. Right now I think the best approach would be to go back to the original plan of implementing FOnlineLeaderboardsLive:::WriteLeaderboards. Do that in terms of the state_manager, and then modify ReadLeaderboards (and variants) to also use stats_manager. With any luck that's enough of a clue to get you unblocked.

    Thank you for the clarification and the link. I may not be able to look at this until the 06.(26 or 27).17. I'll take a stab at it then.

    Thanks again.

    Leave a comment:


  • replied
    I've looked into this a little and I think the answer is that, as I suspected, some of these code paths need to be altered to account for the Creators Program. The current approach to writing statistics and reading leaderboards isn't really supported for Creators Program titles. Instead we should be using the newer stats_manager API, for both read and write. Right now I think the best approach would be to go back to the original plan of implementing FOnlineLeaderboardsLive:::WriteLeaderboards. Do that in terms of the state_manager, and then modify ReadLeaderboards (and variants) to also use stats_manager. With any luck that's enough of a clue to get you unblocked.

    Leave a comment:

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