Originally posted by MiguelCartaxo
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You can start your application from Visual Studio. Simply select "UWP64" as a target platform and eg. "Development" as your configuration.
This will compile and deploy your application and with F5, you can start debugging.
There is however one catch, it does not account for your asset data. To my knowledge, there are two ways to handle that:
One option is to enable copying cooked assets on deploy. You can change this option in your project config files in MyNiceGame\Config\UWP\UWPEngine.ini, set bCopyCookedContentForF5Deployment=True.
With this enabled, your cooked content will be copied to the proper location (MyNiceGame\Binaries\UWP64\AppX\MyNiceGame\Content\) to launch your application from Visual Studio. You must however always make sure your data is cooked. This can either be done from the command line or from the editor.
The second option is better if you make a lot of changes to assets rather than code. There is a command line option called "-CookOnTheFly". More info can be found here: https://docs.unrealengine.com/en-us/...oyment/Cooking. To use it, run the command (eg UE4Editor.exe MyNiceGame -run=cook -targetplatform=UWP64 -cookonthefly).
Before running the application from Visual Studio, make sure to create a new file called "UE4CommandLine.txt" that contains this text: "-filehostip=127.0.0.1" and save it in your project folder under "MyNiceGame\ShooterGame\Binaries\UWP64\UE4CommandLine.txt".
If you did everything right, when running the application from Visual Studio, after a few seconds, you should see the CookOnTheFly process start to cook assets on demand and you should be able to run your application. Note that this will be much slower than option one but it doesn't require recooking all assets every time you make a change in the editor.
When you haven't done this correctly, you will still be able to launch the application but when it starts loading, you will see a large dialog box saying it failed to load some assets and it will crash.
Usually, when I don't make assets changes in the editor, I go for option one but if I use the editor a lot, you can save much more time with option two.
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