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Unreal Engine 4 is available for Win10 UWP app dev now

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    I'm having difficulty in getting a 3D project to run on the Xbox One, it just crashes shortly after the splash screen. There isn't anything in the scene apart from the preexisting bit of geometry.
    Building the Paper2D project as UWP and deploying that does seem to work, however.

    Is mine an isolated issue?

    ***Fixed***
    Last edited by xxValiumxx; 06-27-2017, 02:05 AM. Reason: I missed a setting. oops.

    Comment


      [MENTION=494622]jsyarrow[/MENTION] - I'm trying to write achievements following the code in OnlineAchievementsInterfaceLive.cpp:

      Code:
      for ( FStatPropertyArray::TConstIterator It( WriteObject->Properties ); It; ++It )
      {
      	float Percent = 0.0f;
      	It.Value().GetValue( Percent );
      
      	if ( Percent < 100.0f )
      	{
      		continue;
      	}
      	:
      	:
      	FName Name = It.Key();
      	int32* Index = AchievementsConfig.AchievementMap.Find( Name.ToString() );
      
      	FOnlineEventParms Parms;
      	Parms.Add( TEXT( "AchievementIndex" ), FVariantData( (int32)*Index ) );
      
      	if ( !EventInterface->TriggerEvent( PlayerId, *AchievementsConfig.AchievementEventName, Parms ) )
      	{
      	}
      }
      Why is the value in Properties 100.0f?

      Where is the AchievementsConfig and AchivementMap kept? It appears that Google Play Plugin has such a map: https://docs.unrealengine.com/latest...nts/index.html

      The Live plugin doesn't have a similar map. Is it supposed to be in an INI file?

      Also, the above code does not appear to write my key-value pair:

      Code:
      writeObject->SetIntStat(FName("HighScore"), totalScore);
      :
      ioa->WriteAchievements(*playerId, writeObjectRef, callback);

      The OnlineAchievementsInterfaceLive code above appears to write the event name, "AchievementIndex", and the index value for the achievement:

      Code:
      FOnlineEventParms Parms;
      Parms.Add( TEXT( "AchievementIndex" ), FVariantData( (int32)*Index ) );
      
      if ( !EventInterface->TriggerEvent( PlayerId, *AchievementsConfig.AchievementEventName, Parms ) )

      Maybe there is some subtlety in the code that I missed, but test cases in the same file present a different view:

      Code:
      	FOnlineEventsLive * EventInterface = (FOnlineEventsLive*)LiveSubsystem->GetEventsInterface().Get();
      
      	FOnlineEventParms Parms;
      	Parms.Add( TEXT( "GameplayModeId" ), FVariantData( (int32)1 ) );
      	Parms.Add( TEXT( "DifficultyLevelId" ), FVariantData( (int32)1 ) );
      	Parms.Add( TEXT( "ExitStatusId" ), FVariantData( (int32)0 ) );
      	Parms.Add( TEXT( "MapName" ), FVariantData( FString("Highrise") ) );
      	Parms.Add( TEXT( "PlayerScore" ), FVariantData( (int32)0 ) );
      	Parms.Add( TEXT( "PlayerWon" ), FVariantData( (bool)false ) );
      
      	EventInterface->TriggerEvent( PlayerId, TEXT( "PlayerSessionEnd" ), Parms );

      Are you able to provide some insight on this?

      Comment


        [MENTION=5350]Jerry.Richards[/MENTION] - this again is the plugin revealing its origins as a component of UE for Xbox One XDK games. The ability to write Achievements is not part of the Xbox Live Creators Program.
        [MENTION=680838]User-645081948[/MENTION] - do you have the Windows 10 SDK installed (preferably either 14393, or if you're using VS2017, 15063)?
        [MENTION=595928]xxValiumxx[/MENTION] - a couple of ideas: be aware of the performance envelope for UWP on Xbox One. In particular, make sure you're not exceeding the memory limit, and that you're using the D3D11 RHI. Also, try running the Windows App Certification Kit (WACK) against your appx package; often that will highlight problems that can go unnoticed on Windows desktop, but that will limit your game's ability to run on other UWP devices. Note that it's expected that configurations other than Shipping use some unsupported APIs, so you may need to use a Shipping build to run on Xbox.

        Comment


          How do I write the Featured Stats / Leaderboards then:

          Click image for larger version

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          I've tried writing them with events too:

          Code:
          IOnlineEvents* ioe = ios->GetEventsInterface().Get();
          if (ioe != nullptr)
          {
              FOnlineEventParms Parms;
              Parms.Add(TEXT("GameplayModeId"), FVariantData((int32)1));
              Parms.Add(TEXT("DifficultyLevelId"), FVariantData((int32)1));
              Parms.Add(TEXT("HighScore"), FVariantData((int32)levelScore->GetTotalScore()));
          
              bool isOk = ioe->TriggerEvent(*playerId, TEXT("OceanWave"), Parms);
              isOk = ioe->TriggerEvent(*playerId, TEXT("HighScore"), Parms);
          }

          Above, I used two calls with different event names hoping that one of them will match my Xbox Live Configuration.
          Last edited by Jerry.Richards; 06-20-2017, 01:36 PM.

          Comment


            For the record, I've posted my request for help at two additional locations:

            https://github.com/Microsoft/xbox-live-api/issues/203

            https://social.msdn.microsoft.com/Fo...um=xboxlivedev

            Sadly no response yet.

            Comment


              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.

              Comment


                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.

                Comment


                  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.

                  Comment


                    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).

                    Comment


                      [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.

                      Comment


                        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,

                        Comment


                          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?

                          Comment


                            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.

                            Comment


                              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. . .

                              Comment


                                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

                                Comment

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