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Unreal Engine 4 is available for Win10 UWP app dev now

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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.

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  • replied
    I figured out the name part but now I'm being asked about the Unreal FrontEnd its actually missing from its original location.

    What can be done about this?

    Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: BUILD FAILED: Couldn't find the executable to Run: C:\Users\*****\Documents\GitHub\MICROSOFT_UWP_UNREAL\Engine\Binaries\Win64\UnrealFrontend.exe
    Last edited by ErnestoEASD; 06-10-2017, 02:00 AM.

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  • replied
    What does this mean?

    LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException ---> System.Exception: The Appx package's manifest is invalid.
    LogPlayLevel: error 0xC00CE169: App manifest validation error: The app manifest must be valid as per schema: Line 3, Column 62, Reason: 'companyname' violates pattern constraint of '(CN|L|O|OU|E|C|S|STREET|T|G|I|SN|DC|SERIALNUMBER|Description|PostalCode|POBox|Phone|X21Address|dnQualifier|(OID\.(0|[1-9][0-9]*)(\.(0|[1-9][0-9]*))+))=(([^,+="<>#;])+|".*")
    (, ((CN|L|O|OU|E|C|S|STREET|T|G|I|SN|DC|SERIALNUMBER|Description|PostalCode|POBox|Phone|X21Address|dnQualifier|(OID\.(0|[1-9][0-9]*)(\.(0|[1-9][0-9]*))+))=(([^,+="<>#

    The problem as far to what I can see is that it does not like the name, what should I do to solve this? I renamed it several times.

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  • replied
    Originally posted by jsyarrow View Post
    'Assocate app with the store' isn't used for a UE project. Part of what it does is align the content of your AppXManifest with your store listing, but in UE the AppXManifest is build output, not a source file. Instead you should make sure that the identity that you enter in your Project Settings matches what's in Dev Center. Since you've successfully uploaded your project in the past then you're probably already past this step.
    This may be an issue since the Title ID is stored in decimal on the Dev Center, and in hex in UE UWP page. Would that be a problem? Is a conversion taking place?

    Thank you again for the link, which I believe I reviewed originally. I'll go through it thoroughly to make sure my settings are right, and reinforce my understanding of the process.

    [EDIT]
    Using Windows Device Portal I just confirmed that I'm in the proper sandbox. And it reports that Xbox Live Services is Up and Running, certainly making many gamers happy
    Last edited by Jerry.Richards; 06-09-2017, 07:12 PM.

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  • replied
    Originally posted by jsyarrow View Post
    sln is the file extension for Visual Studio Solution Files. If you open up UE4.sln and you can't select UWP64 or UWP32 as your build platform that would indicate you don't have all the perquisites for building UWP. Are you running on Windows 10, with at least one version of the Windows 10 SDK installed?
    Alright sorry I miss worded it, what I ment was that I didn't know what a .sln file was and I had to go back to the readme that the downloaded folder came with but I found nothing so I tried the link
    that took me to the "Getting up and running" and it turned out it was the Visual Studio file that was generated.

    So after a long wait of building the Unreal Engine worked and the UWP is now in the supported platforms so this worked out successfully.

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  • replied
    Some of the advice in those docs is targeted at other programs that grant access to Xbox Live (e.g. ID@Xbox). There is a good page on sandboxes here that's specifically targeted at the Creators Program. You should follow the instructions there to get hold of the SwitchSandbox tool (or just use the Device Portal approach).

    'Assocate app with the store' isn't used for a UE project. Part of what it does is align the content of your AppXManifest with your store listing, but in UE the AppXManifest is build output, not a source file. Instead you should make sure that the identity that you enter in your Project Settings matches what's in Dev Center. Since you've successfully uploaded your project in the past then you're probably already past this step.

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  • replied
    Those are very useful. I believe some of the information applies specifically to the XDK. Do I need to put my Windows 10 into a specific Sandbox:

    For Windows 10 Desktop, you can use the SwitchSandbox.cmd script that’s located in the Tools directory of the Xbox Live SDK installation.
    I couldn't find it on my computer. Should I have it?

    [EDIT 2017.06.09 @ 15:00]
    The discussions on those links don't seem to help or not accessible.

    Do I need to associate my app with the Store:

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    Last edited by Jerry.Richards; 06-09-2017, 05:04 PM.

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  • replied
    Originally posted by Jerry.Richards View Post
    Well, I am having some success but I encounter an error after pressing Let's Play:
    The troubleshooting page may help here.

    Also, many of the error codes have helpful descriptions in comments in the Xbox Live SDK headers. Find them in Engine\Plugins\Online\XboxOne\OnlineSubsystemLive\ThirdParty\XSAPI\Microsoft.Xbox.Live.SDK.WinRT.UWP.2016.12.20170107.01\build\native\include\xsapi\errors.h

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  • replied
    Well, I am having some success but I encounter an error after pressing Let's Play:

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  • replied
    Originally posted by ErnestoEFL View Post
    Open the sln? what on earth is that? you mean the engine itself? if that's the case no there is no UWP supported platform in there at all
    sln is the file extension for Visual Studio Solution Files. If you open up UE4.sln and you can't select UWP64 or UWP32 as your build platform that would indicate you don't have all the perquisites for building UWP. Are you running on Windows 10, with at least one version of the Windows 10 SDK installed?

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  • replied
    Open the sln? what on earth is that? you mean the engine itself? if that's the case no there is no UWP supported platform in there at all

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  • replied
    [MENTION=29977]ErnestoEFL[/MENTION] - that sounds right. When you open the sln, do you have UWP64 and UWP32 configurations available? If so, then you're in good shape.
    [MENTION=770243]Anvar_[/MENTION] - what commit are you at, and what versions of Visual Studio and the Windows SDK do you have installed? Depending on the answer there are a number of places the missing reference might come from. In particular if you're on a slightly older commit and building UAT using VS2017 I can see how you'd hit this.
    [MENTION=808466]balzar29[/MENTION] - I'd suggest taking a look at the new dev_MixedReality branch that's now part of the UWP fork.

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  • replied
    No one is trying to create some basic universal apps for Hololens? I know that Hololens API is missing, but you think that Microsoft will provide something usable to integrate hololens with unreal and not just unity? The only app that i can create is a 2D screen with inside my unreal screen but not 3d holographs.

    Thanks for answers!

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  • replied
    I seem to be having this error when packaging in UE4, any help would be much appreciated.

    Helper: Packaging (UWP (x64-64bit)): UWPPlatform.Automation.cs(26,4): error CS0246: The type or namespace name 'Windows' could not be found (are you missing a using directive or an assembly reference?) [C:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\Programs\AutomationTool\UWP\UWP.Automation.csproj]
    UATHelper: Packaging (UWP (x64-64bit)): UWPPlatform.Automation.cs(26,63): error CS0246: The type or namespace name 'Windows' could not be found (are you missing a using directive or an assembly reference?) [C:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\Programs\AutomationTool\UWP\UWP.Automation.csproj]
    UATHelper: Packaging (UWP (x64-64bit)): UWPPlatform.Automation.cs(37,63): error CS0103: The name 'Windows' does not exist in the current context [C:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\Programs\AutomationTool\UWP\UWP.Automation.csproj]
    UATHelper: Packaging (UWP (x64-64bit)): UWPPlatform.Automation.cs(47,68): error CS0103: The name 'Windows' does not exist in the current context [C:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\Programs\AutomationTool\UWP\UWP.Automation.csproj]
    UATHelper: Packaging (UWP (x64-64bit)): UWPPlatform.Automation.cs(52,58): error CS0103: The name 'Windows' does not exist in the current context [C:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\Programs\AutomationTool\UWP\UWP.Automation.csproj]
    UATHelper: Packaging (UWP (x64-64bit)): Win.Automation -> C:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
    UATHelper: Packaging (UWP (x64-64bit)): XLocLocalization.Automation -> C:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Binaries\DotNET\AutomationScripts\XLocLocalization.Automation.dll
    UATHelper: Packaging (UWP (x64-64bit)): at AutomationTool.ScriptCompiler.FindAndCompileScriptModules(String ScriptsForProjectFileName, List`1 AdditionalScriptsFolders) in C:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\Programs\AutomationTool\AutomationUtils\ScriptCompiler.cs:line 180
    UATHelper: Packaging (UWP (x64-64bit)): at AutomationTool.ScriptCompiler.FindAndCompileAllScripts(String ScriptsForProjectFileName, List`1 AdditionalScriptsFolders) in C:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\Programs\AutomationTool\AutomationUtils\ScriptCompiler.cs:line 82
    UATHelper: Packaging (UWP (x64-64bit)): at AutomationTool.Automation.Process(String[] Arguments) in C:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 500
    UATHelper: Packaging (UWP (x64-64bit)): at AutomationTool.Program.MainProc(Object Param) in C:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\Programs\AutomationTool\Program.cs:line 135
    UATHelper: Packaging (UWP (x64-64bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in C:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 704
    UATHelper: Packaging (UWP (x64-64bit)): at AutomationTool.Program.Main() in C:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\Programs\AutomationTool\Program.cs:line 59
    UATHelper: Packaging (UWP (x64-64bit)): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
    UATHelper: Packaging (UWP (x64-64bit)): BUILD FAILED

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