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Unreal Engine 4 is available for Win10 UWP app dev now
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manoelneto repliedAre you sure it's connecting? AFAIK UWP apps cannot access localhost by default, you need to setup an exception for specific apps: https://msdn.microsoft.com/en-us/lib.../dn640582.aspx
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Zelex repliedOk, so PDB loading is good now (thx!)
The -filehostip method doesn't appear to be working?
I made a whole new blank project, set it up, works 100% when launching from the editor, I run the cook server, Press F5 from the debugger, game connects to the cook server and streams some stuff, then a totally black screen.
Link to project: https://www.dropbox.com/s/18mj8d6hvdrdwfz/UWP2.7z?dl=0Last edited by Zelex; 10-14-2016, 04:57 PM.
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jsyarrow repliedThey're in the Binaries/UWPxx folder. If you hit Load Symbols and point the dialog at that path they should resolve. Should be a one-time thing; after that VS will remember the path for you.
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jsyarrow repliedTo run from VS you need to get content files into a location where the temporary deployment can read them. This can't be the standard UE directories since the UWP sandbox prevents access. Typically this means running an editor build to do cook-on-the-fly, and then pointing the UWP app at it to stream the content. To do so, you need to set some 'command line' parameters, which for UWP means dropping a UE4CommandLine.txt in your Binaries/UWPxx folder (this should automatically get copied into Binaries/UWPxx/AppX during deployment). You can borrow the UE4CommandLine.txt file that automation creates for you when running from the editor with cook-on-the-fly (it's in Saved/StagedBuilds/UWP), though it contains more than you need. The important portion is
-filehostip=127.0.0.1
Alternatively you can pre-cook everything offline and then manually copy your cooked content into the Binaries/UWPxx/AppX location.
All this is a good reminder that we still need a FAQ posted to GitHub.
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Zelex repliedok, so that works when I launch from the editor nowwhich is fantastic!
When I debug from VS though it now runs the game, but crashes almost immediately with no symbols. Log says:
Assertion failed: HasFoundDataDirectory [File:E:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Runtime\Core\Private\Internationalization\ICUInternationalization.cpp] [Line: 128]
ICU data directory was not discovered:
../../../UE4_UWP/Content/Internationalization
../../../Engine/Content/Internationalization
UE4_UWP-UWP32-Debug.exe has triggered a breakpoint.
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jsyarrow repliedThanks, that's super helpful.
Your VS build output shows an attempt to deploy two different projects, UE4_UWP (which succeeds) and UE4Game (which fails). When you hit Build Solution for a UWP platform there's no filtering of game projects for whether or not they've configured UWP support. So if you're not interested in running UE4Game on UWP you can ignore its errors, or else limit the scope of your build to the project you care about rather than building the entire sln.
Your editor problem is different. You ought to be able to work around it by providing a non-empty Description string for your project (in the Project Settings->Description page).
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Zelex repliedActually, let me revise the above post. Launching from the editor gives me this error
ogPlayLevel: Project.Build: ********** BUILD COMMAND COMPLETED **********
LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********
LogPlayLevel: Project.WriteStageCommandline: Creating UE4CommandLine.txt
LogPlayLevel: Project.CreateStagingManifest: Creating Staging Manifest...
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Writing PRI config file to E:\Unreal Projects\UE4_UWP\Intermediate\Deploy\priconfig.xml ...
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 8.511122
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Successfully Completed
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Index Pass Completed.
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Language Qualifiers: en
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Scale Qualifiers: 100
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0:
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Finished building
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Version: 1.0
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Resource Map Name: UE4Game
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Named Resources: 5
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0:
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Resource File: resources.pri
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Version: 1.0
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Resource Candidates: 10
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Language Qualifiers: en
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Scale Qualifiers: 100
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0:
LogPlayLevel: Utils.<RunLocalProcessAndLogOutput>b__0: Successfully Completed
LogPlayLevel: Project.CleanStagingDirectory: Cleaning Stage Directory: E:\Unreal Projects\UE4_UWP\Saved\StagedBuilds\UWP
LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying NonUFSFiles to staging directory: E:\Unreal Projects\UE4_UWP\Saved\StagedBuilds\UWP
LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying DebugFiles to staging directory: E:\Unreal Projects\UE4_UWP\Saved\StagedBuilds\UWP
LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying UFSFiles to staging directory: E:\Unreal Projects\UE4_UWP\Saved\StagedBuilds\UWP
LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND COMPLETED **********
LogPlayLevel: Project.Package: ********** PACKAGE COMMAND STARTED **********
LogPlayLevel: Project.Package: ********** PACKAGE COMMAND COMPLETED **********
LogPlayLevel: Project.Deploy: ********** DEPLOY COMMAND STARTED **********
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException ---> System.Exception: Package could not be registered.
LogPlayLevel: E:\Unreal Projects\UE4_UWP\Saved\StagedBuilds\UWP\AppxManifest.xml(23,62): error 0x80073B17: Cannot register the UE4Game_1.0.0.0_x64__wvbrvc80n7t76 package because the following error was encountered while determining whether the ms-resourceescription string resource could be localized: NamedResource Not Found.
LogPlayLevel: . Check that the string resource is defined and that there is at least one instance defined in the resources.pri file contained in this package.
LogPlayLevel: --- End of inner exception stack trace ---
LogPlayLevel: at UWP.Automation.UWPPlatform.Deploy(ProjectParams Params, DeploymentContext SC) in e:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\UWP\UWPPlatform.Automation.cs:line 57
LogPlayLevel: at Project.Deploy(ProjectParams Params) in e:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\DeployCommand.Automation.cs:line 27
LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params) in e:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 220
LogPlayLevel: at AutomationTool.BuildCommand.Execute() in E:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 27
LogPlayLevel: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in E:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 547
LogPlayLevel: at AutomationTool.Automation.Process(String[] Arguments) in E:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 517
LogPlayLevel: at AutomationTool.Program.MainProc(Object Param) in E:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Program.cs:line 135
LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in E:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 704
LogPlayLevel: at AutomationTool.Program.Main() in E:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Program.cs:line 59
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=35 (Error_AppInstallFailed)
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 4.756436
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Failed to Install app
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Zelex repliedIts a shame I can't just run the executable. Then I can avoid all this stuff and get back to programming!
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Zelex repliedNo I have no idea. I noticed that it created a pri file as well, but from the log it clearly doesn't work for some reason.
Yes, this is when I build from VS, though launching from the editor does the same. Building a package however fails for some kind of signing nonsense, but that is going to be my next thread once I resolve this one! lol
11> Target is up to date
11> Prepping UE4_UWP for deployment to UWP64
11> Writing PRI config file to E:\Unreal Projects\UE4_UWP\Intermediate\Deploy\priconfig.xml ...
11> Successfully Completed
11> Index Pass Completed.
11> Language Qualifiers: en
11> Scale Qualifiers: 100
11>
11> Finished building
11> Version: 1.0
11> Resource Map Name: UE4Game
11> Named Resources: 5
11>
11> Resource File: resources.pri
11> Version: 1.0
11> Resource Candidates: 10
11> Language Qualifiers: en
11> Scale Qualifiers: 100
11>
11> Successfully Completed
11> UWP deployment preparation took 0.18 seconds
12> Target is up to date
12> Prepping UE4Game for deployment to UWP64
12> Empty or invalid value provided for required attribute Square150x150Logo on partially specified element Package.Applications.Application[0].uap:VisualElements
12> Empty or invalid value provided for required attribute Square44x44Logo on partially specified element Package.Applications.Application[0].uap:VisualElements
12> Empty or invalid value provided for required attribute Image on partially specified element Package.Applications.Application[0].uap:VisualElements.uap:SplashScreen
12> Validation error reading XML schema from XDK. The element 'Properties' in namespace 'http://schemas.microsoft.com/appx/manifest/foundation/windows10' has incomplete content. List of possible elements expected: 'Logo' in namespace 'http://schemas.microsoft.com/appx/manifest/foundation/windows10'.
12> Validation error reading XML schema from XDK. The element 'Application' in namespace 'http://schemas.microsoft.com/appx/manifest/foundation/windows10' has incomplete content. List of possible elements expected: 'VisualElementsChoice' in namespace 'http://schemas.microsoft.com/appx/manifest/foundation/windows10' as well as 'VisualElements' in namespace 'http://schemas.microsoft.com/appx/manifest/uap/windows10'.
12> Writing PRI config file to E:\rad\MICROSOFT_UWP_UNREAL\Engine\Intermediate\Deploy\priconfig.xml ...
12> Successfully Completed
12> Microsoft (R) MakePRI Tool
12> Copyright (C) 2013 Microsoft. All rights reserved.
12>
12>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.
12>
12> Usage:
12> ------
12> MakePri.exe new /pr <project root> /cf <config file> [options]
12>
12> Example:
12> --------
12> MakePri.exe new /pr C:\MyApp\src\ /cf C:\MyApp\priconfig.xml /mn
12> C:\MyApp\AppXManifest.xml /of C:\MyApp\src\resources.pri /o
12>
12> Description:
12> ------------
12> Creates a PRI file at [outputfile] by indexing all files in the
12> [projectroot]and its subdirectories as directed by the [configxml]. The
12> index will be assigned [indexname] to reference resources in the application
12>
12> Required Parameters:
12> --------------------
12> /ProjectRoot(pr) : <FOLDERPATH> Root location of project files
12> /ConfigXml(cf) : <FILEPATH> Configuration file location. Use
12> 'Makepri.exe createconfig' command to generate one
12>
12> Options:
12> --------
12> /OutputFile(of) : <FILEPATH> Output location of PRI file, default is
12> [projectroot]\resources.pri
12> /Manifest(mn) : <FILEPATH> Location of the application or component's
12> manifest. This parameter is ignored if [indexname]
12> is given. Default is [projectroot]\AppXManifest.xml
12> /IndexName(in) : <STRING> Name for the generated index of resources.
12> Typically matches the AppX package name, class library
12> simple name, etc. May be supplied via the
12> [manifest] parameter.
12> /VersionMajor(vma): <INTEGER> [Deprecated] Major version number for
12> index, default is 1
12> /IndexLog(il) : <FILEPATH> XML Log of indexed resources, no file
12> generated by default
12> /AutoMerge(am) : This flag is not recommended for normal use with AppX
12> packages. It causes Makepri.exe to set the auto
12> merge flag within the PRI file. Default is not set.
12> /ReverseMap(rm) : Generate a reverse mapping section in the PRI file
12> which can be used for debugging purposes.
12> /MappingFile(mf) : <MAPPINGFILETYPE> Generate a mapping file in the given
12> file format.
12> /SchemaFile(sf) : <FILEPATH> Output location of XML resource schema
12> description.
12> /IndexOptions(io) : <OPTIONS> Options to provide detailed control over
12> behavior of resource indexers.
12> /Overwrite(o) : Overwrite an existing output file of the same name
12> without prompting
12> /Verbose(v) : Causes verbose messages to be output to the console
12> /Help(h, ?) : Display the usage help text
12> /ExtensionDll(ex) : <FILEPATH> Location of the MRT environment extension
12> DLL. This DLL must be signed by a Microsoft-issued
12> certificate. Default is an empty path (no DLL
12> will be used).
12>
12>
12> FOLDERPATH - is a valid path to a folder
12> FILEPATH - is a path to a file, either relative to the current
12> directory or absolute
12> MAPPINGFILETYPE - Supported File type(s): 'AppX'
12>
12> UnrealBuildTool Exception: System.IO.FileNotFoundException: Could not find file 'E:\rad\MICROSOFT_UWP_UNREAL\Engine\Intermediate\Deploy\resources.pri'.
12> File name: 'E:\rad\MICROSOFT_UWP_UNREAL\Engine\Intermediate\Deploy\resources.pri'
12> at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
12> at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
12> at UnrealBuildTool.PackageResourceGenerator.GenerateResources(String OutputPath, String IntermediatePath, String LocalContentPath, String ProjectPathParam, String AppxManifestPath) in E:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\ResourceGenerator.cs:line 465
12> at UnrealBuildTool.UWPDeploy.PrepForUATPackageOrDeploy(FileReference ProjectFile, String InProjectName, String InProjectDirectory, String InExecutablePath, String InEngineDir, Boolean bForDistribution, String CookFlavor, Boolean bIsDataDeploy) in E:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\UWPDeploy.cs:line 202
12> at UnrealBuildTool.UWPDeploy.PrepTargetForDeployment(UEBuildTarget InTarget) in E:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\UWPDeploy.cs:line 258
12> at UnrealBuildTool.UnrealBuildTool.DoPostStartupStuffThatCanAccessConfigs(String[] Arguments) in E:\rad\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\System\UnrealBuildTool.cs:line 1379
12>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(41,5): error MSB3075: The command "E:\rad\MICROSOFT_UWP_UNREAL\Engine\Build\BatchFiles\Build.bat UE4Game UWP64 Debug -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
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jsyarrow repliedTo confirm: when you get this error you're attempting to build/run in Visual Studio, not in the Unreal Editor?
Meanwhile I remain perplexed. The AppxManifest.xml file you provided validates for me in VS using the same schema set that UnrealBuildTool applies Specifically for the 10586 SDK these are:
Windows Kits\10\Include\10.0.10586.0\winrt\UapManifestSchema.xsd
Windows Kits\10\Include\10.0.10586.0\winrt\FoundationManifestSchema.xsd
Windows Kits\10\Include\10.0.10586.0\winrt\AppxManifestTypes.xsd
Windows Kits\10\Include\10.0.10586.0\winrt\AppxManifestSchema2010_v2.xsd
Windows Kits\10\Include\10.0.10586.0\winrt\AppxManifestSchema2013.xsd
Windows Kits\10\Extension SDKs\WindowsMobile\10.0.10586.0\Include\WinRT\AppxPhoneManifestSchema2014.xsd
Additionally I've confirmed that I'm able to manually run makepri against that file + a Resources directory and get valid output. I do see that your folder contains a resources.pri, which suggests that makepri succeeded at some point. Any idea what might have changed?
> makepri createconfig /cf priconfig.xml /dq en /o /pv 10.0.0
Writing PRI config file to priconfig.xml ...
Successfully Completed
> makepri /pr . /cf priconfig.xml /mn AppxManifest.xml /il resindexlog.xml /o /of resources.pri
MakePri: warning: Output location of PRI file(s) is detected to be under the project root. If previously generated PRI file(s) are present, these may be re-indexed and lead to unexpected results.
Index Pass Completed.
Language Qualifiers: en
Scale Qualifiers: 100
Finished building
Version: 1.0
Resource Map Name: UE4Game
Named Resources: 8
Resource File: resources.pri
Version: 1.0
Resource Candidates: 14
Language Qualifiers: en
Scale Qualifiers: 100
Successfully Completed
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Zelex repliedOk, so. this may be an issue?
This is at the top of the schema
<Package xmlns="http://schemas.microsoft.com/appx/manifest/foundation/windows10" xmlns:uap="http://schemas.microsoft.com/appx/manifest/uap/windows10" xmlns:mp="http://schemas.microsoft.com/appx/2014/phone/manifest">
http://schemas.microsoft.com/appx/ma...tion/windows10
is a broken link now
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