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  • replied
    Thanks for the help everyone.

    Still getting MakePri.exe error 0x80080204, but since MrNexy can get past that, I'm sure I can as well. I have changed the colors in the UWP settings page. I have also used the "CN=*company name*" format for the company distinguished name, but not for the company name. Perhaps making them both "CN=Company" format will do the trick.

    Looks like there are still issues after the MakePri.exe issue is resolved. I'm hoping to package a UWP app with Unreal by the end of the week, so I'll be posting back here as well as commenting on GitHub commits with my progress. Let's do this!

    Thanks again! Cheers!

    Leave a comment:


  • replied
    Originally posted by Adasi View Post
    The commit that addresses the selection of visual assets (https://github.com/MICROSOFT-XBOX-AT...8870658a83f0c9) allows you to select .png images in the Project Settings->Platforms->UWP page, but I am still getting the same errors during packaging (virtually identical to the errors MrNexy and Sentinel are experiencing).

    It seems the author of the previously mentioned commit has added another one - https://github.com/MICROSOFT-XBOX-AT...0cf059fdde8dd5 .

    I will try the new commit and update this post accordingly.

    *Edit: With the newest commit, you can now select the visual assets properly. Unfortunately I'm still getting an error with makepri.exe:

    "MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: 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."

    Perhaps I have the project configured incorrectly. I will see if I can get around this. So close to packaging my UE4 project to UWP!
    The new commit fixes the issues to be sure. There are two things to keep in mind though. jsyarrow on the github said that on the description page you should fill in the company name with "CN=" prefixed to the company name.
    As an example "CN=Nexymedia" without the quotes of course. The second thing to do is on the UWP page. Change the colors to anything other than the default colors.

    Having done this the only error that I get when building from VS is the one below. I included the output from my UWP64 packaging attempt below that.

    Severity Code Description Project File Line Suppression State
    Error MSB3075 The command "F:\MICROSOFT_UWP_UNREAL\Engine\Build\BatchFiles\Build.bat UWP_FPS_TEST UWP32 Development "C:\Users\MrNexy\Documents\Unreal Projects\UWP_FPS_TEST\UWP_FPS_TEST.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command. UWP_FPS_TEST C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 41
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Prepping UWP_FPS_TEST for deployment to UWP64
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Writing PRI config file to C:\Users\MrNexy\Documents\Unreal Projects\UWP_FPS_TEST\Intermediate\Deploy\priconfig.xml ...
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Successfully Completed
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Index Pass Completed: Resources\
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Language Qualifiers: en
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Finished building
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Version: 1.0
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Resource Map Name: UE4Game
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Named Resources: 5
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Resource File: resources.pri
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Version: 1.0
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Resource Candidates: 10
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Language Qualifiers: en
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Successfully Completed
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: UnrealBuildTool Exception: System.FormatException: Input string was not in a correct format.
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at UnrealBuildTool.UWPDeploy.PrepForUATPackageOrDeploy(FileReference ProjectFile, String InProjectName, String InProjectDirectory, String InExecutablePath, String InEngineDir, Boolean bForDistribution, String CookFlavor, Boolean bIsData
    MainFrameActions: Packaging (UWP (x64-64bit)): Deploy) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\UWPDeploy.cs:line 223
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at UnrealBuildTool.UWPDeploy.PrepTargetForDeployment(UEBuildTarget InTarget) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\UWPDeploy.cs:line 241
    MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at UnrealBuildTool.UnrealBuildTool.DoPostStartupStuffThatCanAccessConfigs(String[] Arguments) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\System\UnrealBuildTool.cs:line 1376
    MainFrameActions: Packaging (UWP (x64-64bit)): CommandUtils.Run: Run: Took 18.4299035s to run UnrealBuildTool.exe, ExitCode=5
    MainFrameActions: Packaging (UWP (x64-64bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): F:\MICROSOFT_UWP_UNREAL\Engine\Binaries\DotNET\UnrealBuildTool.exe UWP_FPS_TEST UWP64 Development -Project="C:\Users\MrNexy\Docume
    MainFrameActions: Packaging (UWP (x64-64bit)): nts\Unreal Projects\UWP_FPS_TEST\UWP_FPS_TEST.uproject" "C:\Users\MrNexy\Documents\Unreal Projects\UWP_FPS_TEST\UWP_FPS_TEST.uproject" -remoteini="C:\Users\MrNexy\Documents\Unreal Projects\UWP_FPS_TEST" -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.08.02-23.47.37.txt'
    MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:line 814
    MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 52
    MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVa
    rs) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 355
    MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride,
    Dictionary`2 InTargetToManifest) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 1443
    MainFrameActions: Packaging (UWP (x64-64bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 150
    MainFrameActions: Packaging (UWP (x64-64bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 211
    MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.BuildCommand.Execute() in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 28
    MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 538
    MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Automation.Process(String[] CommandLine) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 509
    MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Program.MainProc(Object Param) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Program.cs:line 131
    MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 704
    MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Program.Main() in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Program.cs:line 54
    MainFrameActions: Packaging (UWP (x64-64bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
    MainFrameActions: Packaging (UWP (x64-64bit)): Domain_ProcessExit
    MainFrameActions: Packaging (UWP (x64-64bit)): AutomationToolLauncher exiting with ExitCode=5
    MainFrameActions: Packaging (UWP (x64-64bit)): copying UAT log files...
    MainFrameActions: Packaging (UWP (x64-64bit)): BUILD FAILED

    Leave a comment:


  • replied
    The commit that addresses the selection of visual assets (https://github.com/MICROSOFT-XBOX-AT...8870658a83f0c9) allows you to select .png images in the Project Settings->Platforms->UWP page, but I am still getting the same errors during packaging (virtually identical to the errors MrNexy and Sentinel are experiencing).

    It seems the author of the previously mentioned commit has added another one - https://github.com/MICROSOFT-XBOX-AT...0cf059fdde8dd5 .

    I will try the new commit and update this post accordingly.

    *Edit: With the newest commit, you can now select the visual assets properly. Unfortunately I'm still getting an error with makepri.exe:

    "MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: 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."

    Perhaps I have the project configured incorrectly. I will see if I can get around this. So close to packaging my UE4 project to UWP!
    Last edited by Adasi; 08-02-2016, 03:24 PM.

    Leave a comment:


  • replied
    Hey folks ,

    I wanted to be sure that I was getting a clean start so I re-downloaded and built the engine. Created a new project based off of the fps example and filled out the information per the provided instructions below.

    • Open up the Project Settings window.
    • Open up the Description page.
    • Make sure the page is filled out completely, including project name, company name, and company distinguished name.
    • Open up the UWP page.
    • Make sure all required images are provided.
    Getting pretty much the same build log when packaging for UWP32 and UWP64 both in the Editor and the IDE.
    Below you will find my build output from the editor after packaging for UWP64. Any insight would be greatly appreciated.

    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Prepping UWP_FPS_TEST for deployment to UWP64
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Empty or invalid value provided for required attribute Square150x150Logo on partially specified element Package.Applications.Application[0].uap:VisualElements
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Empty or invalid value provided for required attribute Square44x44Logo on partially specified element Package.Applications.Application[0].uap:VisualElements
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Empty or invalid value provided for required attribute Image on partially specified element Package.Applications.Application[0].uap:VisualElements.uap:SplashScreen
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Validation error reading XML schema from XDK. The 'Publisher' attribute is invalid - The value 'Nexymedia' is invalid according to its datatype 'http://schemas.microsoft.com/appx/manifest/types:ST_Publisher_2010_v2' - The Pattern constrain
    > MainFrameActions: Packaging (UWP (x64-64bit)): t failed.
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: 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://s
    > MainFrameActions: Packaging (UWP (x64-64bit)): chemas.microsoft.com/appx/manifest/foundation/windows10'.
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: 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 na
    > MainFrameActions: Packaging (UWP (x64-64bit)): mespace 'http://schemas.microsoft.com/appx/manifest/foundation/windows10' as well as 'VisualElements' in namespace 'http://schemas.microsoft.com/appx/manifest/uap/windows10'.
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Writing PRI config file to C:\Users\MrNexy\Documents\Unreal Projects\UWP_FPS_TEST\Intermediate\Deploy\priconfig.xml ...
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Successfully Completed
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Microsoft (R) MakePRI Tool
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Copyright (C) 2013 Microsoft. All rights reserved.
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: 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.
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Usage:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: ------
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: MakePri.exe new /pr <project root> /cf <config file> [options]
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Example:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: --------
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: MakePri.exe new /pr C:\MyApp\src\ /cf C:\MyApp\priconfig.xml /mn
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: C:\MyApp\AppXManifest.xml /of C:\MyApp\src\resources.pri /o
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Description:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: ------------
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Creates a PRI file at [outputfile] by indexing all files in the
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: [projectroot]and its subdirectories as directed by the [configxml]. The
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: index will be assigned [indexname] to reference resources in the application
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Required Parameters:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: --------------------
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /ProjectRoot(pr) : <FOLDERPATH> Root location of project files
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /ConfigXml(cf) : <FILEPATH> Configuration file location. Use
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: 'Makepri.exe createconfig' command to generate one
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Options:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: --------
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /OutputFile(of) : <FILEPATH> Output location of PRI file, default is
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: [projectroot]\resources.pri
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /Manifest(mn) : <FILEPATH> Location of the application or component's
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: manifest. This parameter is ignored if [indexname]
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: is given. Default is [projectroot]\AppXManifest.xml
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /IndexName(in) : <STRING> Name for the generated index of resources.
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Typically matches the AppX package name, class library
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: simple name, etc. May be supplied via the
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: [manifest] parameter.
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /VersionMajor(vma): <INTEGER> [Deprecated] Major version number for
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: index, default is 1
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /IndexLog(il) : <FILEPATH> XML Log of indexed resources, no file
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: generated by default
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /AutoMerge(am) : This flag is not recommended for normal use with AppX
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: packages. It causes Makepri.exe to set the auto
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: merge flag within the PRI file. Default is not set.
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /ReverseMap(rm) : Generate a reverse mapping section in the PRI file
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: which can be used for debugging purposes.
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /MappingFile(mf) : <MAPPINGFILETYPE> Generate a mapping file in the given
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: file format.
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /SchemaFile(sf) : <FILEPATH> Output location of XML resource schema
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: description.
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /IndexOptions(io) : <OPTIONS> Options to provide detailed control over
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: behavior of resource indexers.
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /Overwrite(o) : Overwrite an existing output file of the same name
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: without prompting
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /Verbose(v) : Causes verbose messages to be output to the console
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /Help(h, ?) : Display the usage help text
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /ExtensionDll(ex) : <FILEPATH> Location of the MRT environment extension
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: DLL. This DLL must be signed by a Microsoft-issued
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: certificate. Default is an empty path (no DLL
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: will be used).
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: FOLDERPATH - is a valid path to a folder
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: FILEPATH - is a path to a file, either relative to the current
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: directory or absolute
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: MAPPINGFILETYPE - Supported File type(s): 'AppX'
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: UnrealBuildTool Exception: System.FormatException: Input string was not in a correct format.
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at UnrealBuildTool.UWPDeploy.PrepForUATPackageOrDeploy(FileReference ProjectFile, String InProjectName, String InProjectDirectory, String InExecutablePath, String InEngineDir, Boolean bForDistribution, String CookFlavor, Boolean bIsDataDeploy) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs
    > \UnrealBuildTool\UWP\UWPDeploy.cs:line 223
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at UnrealBuildTool.UWPDeploy.PrepTargetForDeployment(UEBuildTarget InTarget) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\UWPDeploy.cs:line 241
    > MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at UnrealBuildTool.UnrealBuildTool.DoPostStartupStuffThatCanAccessConfigs(String[] Arguments) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\System\UnrealBuildTool.cs:line 1376
    > MainFrameActions: Packaging (UWP (x64-64bit)): CommandUtils.Run: Run: Took 1651.806458s to run UnrealBuildTool.exe, ExitCode=5
    > MainFrameActions: Packaging (UWP (x64-64bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): F:\MICROSOFT_UWP_UNREAL\Engine\Binaries\DotNET\UnrealBuildTool.exe UWP_FPS_TEST UWP64 Development -Project="C:\Users\MrNexy\Docume
    > MainFrameActions: Packaging (UWP (x64-64bit)): nts\Unreal Projects\UWP_FPS_TEST\UWP_FPS_TEST.uproject" "C:\Users\MrNexy\Documents\Unreal Projects\UWP_FPS_TEST\UWP_FPS_TEST.uproject" -remoteini="C:\Users\MrNexy\Documents\Unreal Projects\UWP_FPS_TEST" -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.08.02-18.47.58.txt'
    > MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:line 814
    > MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 52
    > MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVa
    > rs) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 355
    > MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride,
    > Dictionary`2 InTargetToManifest) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 1443
    > MainFrameActions: Packaging (UWP (x64-64bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 150
    > MainFrameActions: Packaging (UWP (x64-64bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 211
    > MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.BuildCommand.Execute() in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 28
    > MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 538
    > MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Automation.Process(String[] CommandLine) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 509
    > MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Program.MainProc(Object Param) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Program.cs:line 131
    > MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 704
    > MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Program.Main() in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Program.cs:line 54
    > MainFrameActions: Packaging (UWP (x64-64bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
    > MainFrameActions: Packaging (UWP (x64-64bit)): Domain_ProcessExit
    > MainFrameActions: Packaging (UWP (x64-64bit)): AutomationToolLauncher exiting with ExitCode=5
    > MainFrameActions: Packaging (UWP (x64-64bit)): copying UAT log files...
    > MainFrameActions: Packaging (UWP (x64-64bit)): BUILD FAILED
    > PackagingResults:Error: Error Unknown Error

    Leave a comment:


  • replied
    Thank you for the info. I Changed the file and build successfully the engine. Now I tried to package a mobile UWP Project but everytime I do it failes, giving me an ExitCode=5 and following messages:

    LogPlayLevel: UnrealBuildTool: Empty or invalid value provided for required attribute Square150x150Logo on partially specified element Package.Applications.Application[0].uap:VisualElements
    LogPlayLevel: UnrealBuildTool: Empty or invalid value provided for required attribute Square44x44Logo on partially specified element Package.Applications.Application[0].uap:VisualElements
    LogPlayLevel: UnrealBuildTool: Empty or invalid value provided for required attribute Image on partially specified element Package.Applications.Application[0].uap:VisualElements.uap:SplashScreen
    LogPlayLevel: UnrealBuildTool: 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'.
    LogPlayLevel: UnrealBuildTool: 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: 'VisualElements' in namespace 'http://schemas.microsoft.com/appx/manifest/uap/windows10'.
    I created a 44x44 pixel logo (.png) and also a 150x150 pixel (also .png) but I'm still getting this issue. After a closer look it seems that he buts the last image I add to the UWP tab in the project settings and applies it to the small logo, logo, wide and splash screen. Also it creates a ".png" file. Hope that someone has an idea on how to fix this.

    P.S. is the UWP only working on Windows 10 devices like a PC / tablet or also on mobile devices running windows 10 like a Lumia phone?

    Leave a comment:


  • replied
    Originally posted by towe102productions View Post
    It is a bug in the code I am trying to fix the code and see if it works will update on what I find
    Looks like they have fixed this here:
    https://github.com/MICROSOFT-XBOX-AT...8870658a83f0c9

    Updated the file in question and rebuilding , will let you folks know how it goes.

    Leave a comment:


  • replied
    Originally posted by jwatte View Post
    In any Windows file dialog box, you can type in the name of the file you want, even if the "file type" doesn't show the type.
    (That's a work-around, I agree it looks like a bug!)
    It is a bug in the code I am trying to fix the code and see if it works will update on what I find

    Leave a comment:


  • replied
    In any Windows file dialog box, you can type in the name of the file you want, even if the "file type" doesn't show the type.
    (That's a work-around, I agree it looks like a bug!)

    Leave a comment:


  • replied
    Originally posted by MrNexy View Post
    Just this information right here is incredibly helpful, thank you for getting in touch with the team and gettings this together.
    So far, so good I would say but for one issue that I'm facing (perhaps for lack of knowledge.)

    Illustrated below is the UWP page mentioned in your post above, when I attempt to set the images using the usual method I am unable to select any images that I have prepared in any format.
    The only format in the drop down is "(*.)" .

    [ATTACH=CONFIG]104458[/ATTACH]

    Is there perhaps a different method for setting these images ? Or a particular format that is required ?

    - MrNexy
    this is waht i am seeing when i try and add a image Click image for larger version

Name:	33532d91c50a40215316cedfbdbc4eed.png
Views:	1
Size:	680.4 KB
ID:	1112893

    Leave a comment:


  • replied
    Originally posted by DaveVoyles View Post
    I spoke with the team today.

    A FAQ for all of this is on the radar, but everything is still early at the moment.

    The project isn't designed to be built on the Xbox SDK, so it should build for UWP.

    In order to build for UWP, the project settings must be configured so that the build process can generate a valid AppX manifest. To do so,
    • Open up the Project Settings window.
    • Open up the Description page.
    • Make sure the page is filled out completely, including project name, company name, and company distinguished name.
    • Open up the UWP page.
    • Make sure all required images are provided.


    More to come!
    Just this information right here is incredibly helpful, thank you for getting in touch with the team and gettings this together.
    So far, so good I would say but for one issue that I'm facing (perhaps for lack of knowledge.)

    Illustrated below is the UWP page mentioned in your post above, when I attempt to set the images using the usual method I am unable to select any images that I have prepared in any format.
    The only format in the drop down is "(*.)" .

    Click image for larger version

Name:	UWP_VisualContent_Help.jpg
Views:	1
Size:	151.9 KB
ID:	1112891

    Is there perhaps a different method for setting these images ? Or a particular format that is required ?

    - MrNexy

    Leave a comment:


  • replied
    I spoke with the team today.

    A FAQ for all of this is on the radar, but everything is still early at the moment.

    The project isn't designed to be built on the Xbox SDK, so it should build for UWP.

    In order to build for UWP, the project settings must be configured so that the build process can generate a valid AppX manifest. To do so,
    • Open up the Project Settings window.
    • Open up the Description page.
    • Make sure the page is filled out completely, including project name, company name, and company distinguished name.
    • Open up the UWP page.
    • Make sure all required images are provided.


    More to come!

    Leave a comment:


  • replied
    Perhaps this issue will resolve itself with the visual assets being set up correctly.
    This is what I was thinking. Unfortunately, I have been unable to set any of the visual assets under the UWP Platform settings.


    I am also curious if you need the XSDK/XDK for packaging to Xbox, as I am not currently part of the ID@XBOX program, but I'd love to deploy stuff to Xbox.
    It sure would be fun to explore what could be achieved with the limited system resources allocated to UWP applications. I have a few ideas knocking about the place that could prove an interesting challenge

    Leave a comment:


  • replied
    I am currently having issues packaging for UWP 32bit. I am getting the following error w/ MakePri:

    "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."

    My log looks practically identical to the build output that MrNexy previously posted. Perhaps this issue will resolve itself with the visual assets being set up correctly.

    I am also curious if you need the XSDK/XDK for packaging to Xbox, as I am not currently part of the ID@XBOX program, but I'd love to deploy stuff to Xbox.

    Leave a comment:


  • replied
    Originally posted by DaveVoyles View Post
    I don't know if you need the XSDK for this. Let me check with the team now.
    Thank you kindly Dave , it is very much appreciated !

    Leave a comment:


  • replied
    Originally posted by MrNexy View Post
    So we're pretty much in the same boat then. You won't be able to package for the xbox through the editor unless you have the XSDK installed. Getting that is a matter of having a workable product and being an accepted part of the ID@XBOX program.
    What might work and what I'd like to test out, is compiling and packaging for UWP32 or UWP64 and installing it on the XBOX via the dashboard while it's in dev mode. The hope is that is should function as it would be a UWP application and you can test those on an XBO in dev mode.
    I don't know if you need the XSDK for this. Let me check with the team now.

    Leave a comment:

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