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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    I started with the Flying kit, then created my certificate, filled out the different fields, uploaded my certificate, and performed the packaging under Shipping, and it appeared to work in that it created an APPX file.

    Below are my screenshots (please note platforms for only UWP), incase it helps any, along with the contents of my FlyingCert.bat file:

    Code:
    "C:\Program Files (x86)\Windows Kits\10\bin\x64\makecert" UEUWPFlying.cer -r -n "CN=RvBGames" -$ individual -sv UEUWPFlying.pvk -pe -cy end
    "C:\Program Files (x86)\Windows Kits\10\bin\x64\pvk2pfx" -pvk UEUWPFlying.pvk -spc UEUWPFlying.cer -pfx UEUWPFlying.pfx
    pause
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    Leave a comment:


  • replied
    I'm currently using the FPS starter kit and nothing more.

    Leave a comment:


  • replied
    Are you trying to build and package your own game, or are you using a Starter Kit?

    Leave a comment:


  • replied
    I was able to create a Certificate but as soon as I start packing I get several warnings "Games/Projects/MyProject/Build\UWP\SigningCertificate.pfx' error."
    And at the end the packing fails because a problem with the AppxManifest.xml
    PackageManifestGenerator.SchemaCallback: ERROR: Error validating AppxManifest.xml against schema: Das 'Publisher'-Attribut ist ungültig - Der Wert 'Test' ist gemäß seinem Datentyp 'http://schemas.microsoft.com/appx/manifest/types:ST_Publisher_2010_v2' ungültig - Pattern-Einschränkung ist fehlgeschlagen..

    MakePri: error 0x80080204: Appx manifest not found or is invalid. Please ensure well-formed manifest file is present. Or specify an index name with /in switch.
    Working with UWP is horribly frustrating right now. It takes unreasonably long to pack a project which fails in the last steps and there is no clear documentation. Where should I add an Appxmanifest ?!

    Leave a comment:


  • replied
    After a few gyrations, I just got Steam working

    Now I need to examine my design a little closer and see how the online profiles match my local versions. There are various statistics that are part of my game that, which, according to what I read, isn't doable on the Steam system. Of course, I've only had a cursory view/read of the documentation. . .but now that I'm actually attaching to their system I can start to flush out the details.

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  • replied
    Thanks for the information. I'm already on Steam and everything is running fine and wanted to workd with ID@Xbox but now I'm using UWP (because they decided it would fit better) and never thought about file size limitations. As Microsoft know and played my game and it's size and it's teir suggestion to use UWP. It would be great if someone could give some more feedback or even a link to some more documentation. I just can't find any real documentation for UWP Unreal Engine 4 and it's limitations.

    But isn't Gears of War 4 in the Windows 10 Store UWP and >50GB ?!

    Leave a comment:


  • replied
    The Service Config ID, and Title ID appear under the Xbox Live services, which I don't have at this time (at least I don't think I have it).

    As for sizes, both total package size and memory size, it is my understanding that UWP applications are limited to half the Xbox One memory. That would be roughly 480MB but I'm not certain of it. For the total package size, my game stands at roughly 7.5GB, and I don't know if Windows Store has limits that will prevent the upload of my game. I can easily separate out each level, and load them asynchronously but I'm not sure if I'm going to hit the RAM limit.

    Under the Windows Developer Dashboard, there is an Add On for the packages, but I'm not sure if the API for accessing them through a game is there or is it done via a separate process by gamers, meaning code would be needed to locate downloaded content.

    Personally I'm at a fork: focus on Steam, which has the SDK part of the UE4 environment, has no limitations, and is well documented; or develop for UWP, under the Windows Store, both of which are questionable at this time (UWP, MS Store).

    Given these limitations, I'm returning back to Steam, and then I'll look at UWP again.

    Leave a comment:


  • replied
    Thank you, I'll try it out tomorrow and give a report how it worked or not. And what did you add for Service Config ID and Title ID?

    And why did you mention the file size? Is there a file size limit if I want to ship to Xbox One? My Project I want to ship is 7gb of size (packed windows release)
    If the packing works I'll need to order a Xbox One and test the deploy on this platform.

    Leave a comment:


  • replied
    Funny, the Creator Update problem happened to me too, which James said I could download the 10586 SDK, which I did and worked for me as for the actual build of the Editor/Engine.

    Secondly, I am also following the same trajectory as you, specifically, I created the UEUWPFlying Starter Kit, which may be too big (since built in all its glory is roughly over 962MB). With that said here are a few settings I made within the Editor:

    *** Project Settings ***
    Company Name: RvBGames
    Company Distinguished Name: CN=RvBGames
    Copyright Notice: Copyright (c) 2017 RvBGames
    Project Displayed Title: UEUWPFlying

    *** Platforms (UWP) ***
    Signing Certificate: <<see below>>
    Logo: <<screenshot of static mesh saved as PNG in MSPaint, 512x388>>
    Small Logo: <<copy of logo, resized to 291x226, again a PNG>>
    Wide Logo: <<copy of logo, resized to 514x194, again PNG>>
    Splash Screen: <<same one as logo>>
    Store Logo: <<same as small logo>>

    Tile Background Color: 128, 128, 0
    Splash Screen Background Color: 0, 128, 128

    *** Signing Certificate (placed in BAT file) ***
    "C:\Program Files (x86)\Windows Kits\10\bin\x64\makecert" UEUWPFlying.cer -r -n "CN=RvBGames" -$ individual -sv UEUWPFlying.pvk -pe -cy end
    "C:\Program Files (x86)\Windows Kits\10\bin\x64\pvk2pfx" -pvk UEUWPFlying.pvk -spc UEUWPFlying.cer -pfx UEUWPFlying.pfx
    pause


    So, for the logos the unconventional sizes may bite me later but I was hoping the tools would resize them as needed. But the Shipping build did work.
    And of course, for the certifications you need to modify it to your liking.

    At the moment, I'm trying to deploy to my Xbox One

    Leave a comment:


  • replied
    Hi,

    Thanks for the reply. Yes I used the right source and now I was able to build the engine and have UWP in Unreal Engine. Had to reinstall Windows 10 as the Creator Update messed everything up some days ago and nothing worked as it should after the update. Now with a clean setup I was able to build and see UWP.

    But I have some questions left about the UWP Setup in UE4. I tried to pack a sample game and had an error with missint Appx-Manifest and I think it's because of the missiong UWP configuration of the project.

    - Signing Certificate -> the Certificate is created with a MakeCert.exe from the windows SDK I think?!

    - What belongs into Service Config ID and Title ID? I have so many Publisher, Develiper, Product IDs in the MS Developer Dashboard and I'm not sure what to add here.

    I think a small step by step guid would work wonders and help everyone who's getting startet with UWP. I'm willed to write such a guid if I get everything to work properly.

    Leave a comment:


  • replied
    Hopefully James you able to address my concerns with the UEUWP codebase. As stated on the GitHub repo:

    "This project is community-supported, with periodic updates from Microsoft’s Xbox Advanced Technology Group (ATG) to help accelerate game development for UWP."
    "THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND. . ."

    For game development, these two lines provide a fine description of my experience using Microsoft tools to develop games. XNA Creators Club was very limited, felt like programming with my thumbs, and Microsoft support of it was even worse. After sometime I stopped following XNA Creators Club as it became more and more phone-centric. I switched to Unity3d because obviously it had a leg up on the XNA offering, and was easy enough to follow along with since we were forced to use C#. Unfortunately I encountered some basic issues with Unity3d, that and their support responses were underwhelming, and realized that it too was going to be hit and miss at best. Around that time UE was being offered at a price point I could afford, which we all now know became free. Of course being C++ based was desirable for me given that's where my strength is, but it too was a struggle in the beginning due to limited documentation, and infrequent support. However, the tool is constantly improving, unfortunately though the Marketplace isn't keeping pace. Oddly enough that is where Unity3d excelled at.

    Anyway, without a firm commitment to support the Unreal Engine Universal Windows Platform codebase for the long term, how are we supposed to work with it in good faith? Maybe there won't be much effort to dual build from the Editor, and keeping source separate as #defines isn't a big deal, but clearly the UWP package option isn't part of the standard codebase. That's a concern for me. If I put time and effort into it I'd like some assurances that I'll have an opportunity to earn my investment back.

    Even though both the UE and UEUWP source is open, the Xbox products from Microsoft aren't. And if Microsoft decides to drop support for the UE I believe we'll have little recourse in maintaining it.

    Please don't get me wrong, I love Microsoft, always have since I started using MASM 1.x, which goes back a few years. Appropriately enough I purchased it at an EggHead store, and it came as a set of 360 KB disks.

    So, if the UE team chooses not to make the UWP changes permanent, how long will your team keep supporting it?
    Last edited by Jerry.Richards; 05-10-2017, 09:50 AM.

    Leave a comment:


  • replied
    Hello KAEPS.

    Forgive me if these appear as basic questions. It's so that I understand where your environment is at.

    Can you confirm that you pulled the source from here: https://github.com/MICROSOFT-XBOX-AT...OFT_UWP_UNREAL

    Are you able to look locally in your files for the source and see the last commit made by James: Engine/Source/Runtime/RHI/Private/RHI.cpp

    Click image for larger version

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    Assuming a successful pull and build from the above repository, from UE4 Editor File option it should show the Packaging:

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  • replied
    Hi,

    I still have the problem that there are no UWP Packing options in UE 4.13, 4.14 and 4.15. I can compile the source code without an error and it works fine but there is no UWP options at all. Is there something I'm missing?

    Leave a comment:


  • replied
    Originally posted by Jerry.Richards View Post
    Also, how do I connect VS to the Xbox One (https://docs.microsoft.com/en-us/win...ironment-setup). Do you know if the link content is correct or not?
    Yes, the steps at that link are correct for UWP development on Xbox One. Once you've gone through those F5 should work provided you pull latest - prior to today there were a couple of bugs getting in the way of running on Xbox. You will need to make sure your game can get at its content. Cook-on-the-fly typically works well for that. As for packaging, you should do that through the Editor/UAT. The projects are not set up for Visual Studio to be able to package them correctly.

    I've also made the changes to support SDK version in tool paths.

    Questions here or via GitHub issues are much better than PMs: the answers can help a broad audience, and sometimes that broad audience can even jump in and provide the help! Also, as may be obvious from the history, we're not always available to answer.

    Leave a comment:


  • replied
    The build worked. And I was able to create the C++ Flying Starter kit. However, I wasn't able to package the project for the Universal Windows Platform (UWP x64-64 bit). Should I be able to do this while running from the Visual Studio debugger? Normally I can package my other games while using the debugger.

    Also, how do I connect VS to the Xbox One (https://docs.microsoft.com/en-us/win...ironment-setup). Do you know if the link content is correct or not?

    Ideally, I would like to deploy my game from VS to the console, debugging it along the way.

    Leave a comment:

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