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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    If you're using the steps above to generate the certificate, which I believe is used for local testing, the package may not be uploaded to the Store as is. I'm not positive about that, but I believe our certificate is generated for testing purposes. The steps we're taking however, may be similar for the real thing.

    As for the package manifest we'll need information from the Windows Dev Center (https://developer.microsoft.com/en-us/windows) portal, specifically from the App Identity screen:

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    Try installing the certificate using a right-mouse on the file to bring up the context-sensitive menu, then observe the two things that were important to get it to work correctly (for me anyway):

    1. Install the Certificate for the Local Machine
    2. Place all certificates in the following store: Trusted People

    Once you have the certificate installed, you should be able to run the application.


    To upload our games to the Windows Store, James noted above how we create an .appxupload file, which may be necessary to upload the game content, which may or may not be part of the APPX file. The Flying Starter Kit shipping build resulted in a whopping 960 MB folder. Contained inside the folder is the UEUWPFlying.appx file, which is 363MB. Under that there is UEUWPFlying\Content folder, which also has another PAK file of 559MB. Even zipped that file is over 339MB, so it is possible that it is contained within the APPX file but not certain.
    Last edited by Jerry.Richards; 05-12-2017, 08:49 AM.

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  • replied
    Ok after some struggeling I'm able to pack a UWP app.

    However I'm not able to install and test it. I'm in Developer mode and can't install the App-Installer from store (button is greyed out) and powershell is telling me that there is no trust cert or something like that.
    So i tried to install the certificate (https://msdn.microsoft.com/en-us/lib...v=vs.85).aspx)

    Certutil -addStore TrustedPeople C:\Users\Daniel\Desktop\UEUWPShooter.cer
    pause
    But this didn't change anything. Now I'm stuck here. What do I need to do next to test the app?

    And what is also important to know is what I'm actually doing. I'm just building a local test app now or is this app valid to upload to the store right after testing? I'm, still missing the overview of the entire progress.

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  • replied
    Ouch, I didn't realize that my build was set to Win64. It now builds using UWP64.

    Are you able to post a code snippet to verify that I'm connecting to XboxLive?

    What include files:
    Code:
    #include "../Plugins/Online/XboxOne/OnlineSubsystemLive/Source/Public/OnlineSubsystemLive.h"
    Or other include files, and a couple of calls to test the connection. . .

    Btw, do I need to include OnlineSubsystemLive to the Build.cs list of modules:

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    Last edited by Jerry.Richards; 05-11-2017, 09:28 PM.

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  • replied
    Yes, we expect the Live packages inside the ThirdParty folder of the plugin itself, not the root packages folder; we're trying to follow the UE pattern rather than the VS pattern. Hence the bat to take care of this (annoyingly NuGet commands aren't part of a regular Powershell environment, so Nuget.exe is the best option I could come up with).

    For the pch problem, I wouldn't expect OnlineSubsystemLive to be compiled for Win64. It's whitelisted for UWP (and Xbox One) only. Did you add an explicit reference from your game's build.cs that might be forcing it to build?

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  • replied
    Interesting, even though I installed the XBoxLiveSDK using NuGet within Visual Studio, and it completed successfully, the build failed with the GetXboxLiveSDK.bat. It was reporting that NuGet.exe wasn't found. So, I downloaded the executable from (https://www.nuget.org/) but now I'm getting an inconsistent command-line option:

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


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  • replied
    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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  • replied
    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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  • replied
    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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  • replied
    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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  • replied
    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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  • replied
    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.

    Leave a comment:


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

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

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  • replied
    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.

    Leave a comment:

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