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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    Would this be the correct statement then:

    Code:
    $xsapiVersionUwp = "2017.05.20170517.001"
    Doing so I encountered no errors.

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  • replied
    When I run the script manually I am getting an error:

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  • replied
    I don't think the build worked correctly? Am I supposed to run the GetXboxLiveSDK script manually?

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  • replied
    The DLL's looked like the 20170107 folder. Sometimes running the script doesn't work.

    Anyway, I completely deleted my UEUWP folder, re-downloaded the source from GitHub, changed the xsapiVersionUWP in the GetXboxLiveSDK.ps1 script. Now I'm rebuilding.

    Assuming ThirdParty contains the 20170517 folder, I will delete all previous build information from my game folder, and rebuild with the changes. Hopefully that will work.

    As for the triple checking, I've gone significantly past that, at least I think I have. Of course, maybe I'm looking at the wrong items.

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  • replied
    I got Visual Studio setup for building/debugging the game I had to set it up first, but despite the debug build it didn't work its the same thing.

    Also I'm a bit confused with this two you listed can you explain a little bit more in depth how to do this please?:

    - do a one-time manual copy of content from Saved/Cooked/UWPxx/ to Binaries/UWPxx/AppX. This won't help if you're iterating on content, but will give you the fastest iteration times for deploy and launch if you're working on C++ code.

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  • replied
    One final check to make sure the new version was picked up: can you verify that the dlls in Engine\Plugins\Online\XboxOne\OnlineSubsystemLive\ThirdParty\XSAPI\UWP\build\native\lib\x64\v140\release of your output AppX directory match the versions in the new 20170517 folder (and not the old 20170107 folder)? Also, can you confirm that your output xboxservices.config has the "XboxLiveCreatorsTitle" : true line? (This is the specific feature that was causing me to question whether the SDK might be too old)

    Assuming they do, then I guess there really is a problem with the link between your UWP application identity and your Xbox Live identity. I'd suggest triple checking that your package name and publisher generated by Unreal match what you have in Dev Center, and also perhaps republishing your Xbox Live configuration to your test sandbox (Publish Xbox Live Configuration to the test environment).

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  • replied
    The link doesn't work.
    Best regards
    Agha Khan

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  • replied
    A rebuild of both the UEUWP source, and my game didn't change the results. Let's Play still reports the same error code.

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  • replied
    I did make the change and ran the script again.


    1. It was changed:
    Code:
    #$xsapiVersionUwp = "2016.12.20170107.01"
    $xsapiVersionUwp = "2017.5.20170517.1"
    2. How can be certain that the change worked?

    3. Do I need to recompile or can I run my existing build?

    [EDIT]
    I do have the following directories:

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    [EDIT]
    I rebuilt the UEUWP source given that there were numerous sources files downloaded. Now I'm re-packaging my project using UWP64.
    Last edited by Jerry.Richards; 06-12-2017, 04:33 PM.

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  • replied
    Originally posted by Jerry.Richards View Post
    Do you still want me to make the version change?
    If you're up for it, yes! Failure at that stage indicates that your user is recognized, but your UWP application is not. For sign-in to succeed, both need to be recognized (and the combination needs to be valid).

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  • replied
    [MENTION=494622]jsyarrow[/MENTION] - I need to clarify my remarks, I can login, it does display my Gamertag, but when I press the "Let's Play" button it reports the error I noted before:

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    Click image for larger version

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ID:	1129436


    Do you still want me to make the version change?

    Leave a comment:


  • replied
    [MENTION=5350]Jerry.Richards[/MENTION] - That is a bummer! Usually the kind of error you posted comes from your UWP application identity (project name, publisher, etc.) not being properly associated with an Xbox Live identity (title id and scid), but I'm beginning to suspect it might be something different in your case. I wonder whether the version of the Live SDK we're using might be a little old for Creators Program support? If you're feeling brave you could try changing the value of $xsapiVersionUwp in Engine\Plugins\Online\XboxOne\OnlineSubsystemLive\GetXboxLiveSDK.ps1 to be 2017.5.20170517.1 (the latest version), then re-running the script and seeing whether that makes any difference.
    [MENTION=29977]ErnestoEFL[/MENTION] - In addition to cooking the content, you need to get it deployed to a location where the UWP exe can access it at runtime. If you're launching from within the Editor this should be automatic. If you're launching from Visual Studio then there are a couple of options:
    - in your project settings for UWP, enable the check-box labeled "Copy Cooked Content for F5 Deployment". This will cause Visual Studio's deploy step to automatically copy updated files from Saved/Cooked/UWPxx to Binaries/UWPxx/AppX. This should allow you to get past your error, but will slow down deployment - typically cook-on-the-fly (below) is a faster way to iterate on content.
    - do a one-time manual copy of content from Saved/Cooked/UWPxx/ to Binaries/UWPxx/AppX. This won't help if you're iterating on content, but will give you the fastest iteration times for deploy and launch if you're working on C++ code.
    - run a cook-on-the-fly server process, and connect your UWP client up to that. You do this via the usual -filehostip commandline, which for UWP needs to be provided in a UE4Commandline.txt file that sits alongside the exe.

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  • replied
    I ended up figuring out the rest the UWP now launches but now I get this message:

    Message

    The global shader cache file "GlobalShaderCache-PCD3D_SM5.bin" is missing

    Your application is built to load COOKED content. No COOKED content was found, This usually means
    you did not cook content for this build
    It may also indicate missing cooked data for a shader platform(E.G., OpenGL under Windows):
    Make sure you platforms packaging settings include the Targeted RHI

    Alternatively build and run the UNCOOKED version instead.

    Whats happening? this one is is strange I cooked the game like 3 times already and nothing is getting rid of the message.

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  • replied
    The documentation states that the TitleId in the xboxservices.config file should be entered in decimal:

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    Since I'm not logging in to the Xbox Live Services, I tried the two cases, entering the TitleId in the UE4 UWP page in both hex, and decimal. The decimal didn't work, it won't run. The hex version runs but won't login; and coincidentally the TitleId gets converted from hex to decimal in the config file as needed.

    Bummer.

    Now I'm testing a simple Visual Studio project with a Dev Center Xbox Live enabled app. . .
    Last edited by Jerry.Richards; 06-11-2017, 06:03 PM.

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  • replied
    [MENTION=494622]jsyarrow[/MENTION] I seem to have fixed the issue, I had just been using an old commit with VS2017. Thanks for the help.

    Leave a comment:

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