Originally posted by MrNexy
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Announcement
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Unreal Engine 4 is available for Win10 UWP app dev now
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Overwrite Games repliedOriginally posted by towe102productions View Posti have got it built but i cant export uwp apps with out problems and i dont know how to add my xbox to unreal so i can test
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.
As far as technical limitations are concerned, the engine should be able to run on the XBO in dev mode. If I can build my prototypes and run them on my GalaxyS5 at 60fps then I don't see why it shouldn't be possible. This of course depends on the amount of time and energy MS XBOX ATG is willing to put into developing and maintaining this branch.
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towe102productions repliedOriginally posted by MrNexy View PostSo ,has anyone managed to get this built and fully tested yet ?
It would be kind of a relief to know that I'm the only one having issues getting everything working.
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Overwrite Games repliedSo ,has anyone managed to get this built and fully tested yet ?
It would be kind of a relief to know that I'm the only one having issues getting everything working.
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MaxiHori repliedGreat news! It would be nice to have an official support from Epic too. And it would be nice to have uwp open source too of course!
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towe102productions repliedOriginally posted by Alan5142 View PostDo you have Windows 10 SDK insalled?
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Overwrite Games repliedContinued Issues
*Update 3*
Ok , so cooking content for windows has been sorted out. The only issues that I am having is packaging for UWP32 and UWP64.
*Update 2*
Pertaining to the issues below, I restarted my machine and did a full clean and rebuild of the engine. Everything built without a hitch ! Excellent !
Now a new issue arises.... I still can't cook content for windows or package for UWP from inside the editor as illustrated in the images below:
When cooking content for windows
When Packaging for UWP64
When Packaging for UWP32
From Visual Studio I can build everything for Win64 but UWP stuff constantly fails, presenting build outputs such as the one below:
1>------ Skipped Build: Project: ShaderCompileWorker, Configuration: UWP64_Development_Program Win32 ------
1>Project not selected to build for this solution configuration
2>------ Build started: Project: UWPCODEPROJECT, Configuration: UWP64_Development_Game Win32 ------
2> Performing full C++ include scan (building a new target)
2> Creating makefile for UWPCODEPROJECT (no existing makefile)
2> Building UnrealHeaderTool...
2> Target is up to date
2> Parsing headers for UWPCODEPROJECT
2> Running UnrealHeaderTool "C:\Users\MrNexy\Documents\Unreal Projects\UWPCODEPROJECT\UWPCODEPROJECT.uproject" "C:\Users\MrNexy\Documents\Unreal Projects\UWPCODEPROJECT\Intermediate\Build\UWP64\UWPCODEPROJECT\Development\UWPCODEPROJECT.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors
2> Reflection code generated for UWPCODEPROJECT in 18.4053839 seconds
2> Performing 235 actions (4 in parallel)
2> PCH.Shared.CoreUObject.h.cpp
2> PCH.Shared.Engine.h.cpp
2> PCH.Shared.Core.h.cpp
2> PCH.Engine.EnginePrivate.h.cpp
2> PCH.Core.CorePrivatePCH.h.cpp
2> PCH.Shared.SlateBasics.h.cpp
2> PCH.UWPCODEPROJECT.UWPCODEPROJECT.h.cpp
2> PCH.UELinkerFixups.UELinkerFixupsName.h.cpp
2> Module.Paper2D.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> Paper2D.generated.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> Module.LightPropagationVolumeRuntime.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> LightPropagationVolumeRuntime.generated.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> Module.CharacterAI.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> Module.UdpMessaging.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> UdpMessaging.generated.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> Module.ArchVisCharacter.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> SlateRemote.generated.cpp
2> Module.SlateRemote.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> Module.CableComponent.cpp
2> CableComponent.generated.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> ArchVisCharacter.generated.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> Module.CustomMeshComponent.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> CustomMeshComponent.generated.cpp
2> ProceduralMeshComponent.generated.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> Module.ExampleDeviceProfileSelector.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> Module.ProceduralMeshComponent.cpp
2>C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\winrt\wrl\module.h(1717): warning C4467: usage of ATL attributes is deprecated
2> [27/235] Link UWPCODEPROJECT-ArchVisCharacter.lib
2> Module.Engine.10_of_34.cpp
2> Module.Engine.9_of_34.cpp
2> Module.Engine.6_of_34.cpp
2> Module.Engine.7_of_34.cpp
2> Module.Engine.11_of_34.cpp
2> Module.Engine.5_of_34.cpp
2> Module.Engine.8_of_34.cpp
2> Module.Engine.12_of_34.cpp
2> Module.Engine.17_of_34.cpp
2> Module.Engine.14_of_34.cpp
2> Module.Engine.15_of_34.cpp
2> Module.Engine.16_of_34.cpp
2> Module.Engine.4_of_34.cpp
2> Module.Engine.18_of_34.cpp
2> Module.Engine.19_of_34.cpp
2> Module.Engine.20_of_34.cpp
2> Module.Engine.21_of_34.cpp
2> Module.Engine.22_of_34.cpp
2> Module.Engine.13_of_34.cpp
2> Module.Engine.3_of_34.cpp
2> GameLiveStreaming.generated.cpp
2> Module.Engine.1_of_34.cpp
2> Module.MovieSceneCapture.cpp
2> MovieSceneCapture.generated.cpp
2> Module.MoviePlayer.cpp
2> MoviePlayer.generated.cpp
2> Module.StreamingPauseRendering.cpp
2> Module.SlateNullRenderer.cpp
2> Module.AnalyticsET.cpp
2> Module.NetworkReplayStreaming.cpp
2> Module.NullNetworkReplayStreaming.cpp
2> Module.HttpNetworkReplayStreaming.cpp
2> Module.ImageCore.cpp
2> Module.OnlineSubsystem.cpp
2> OnlineSubsystem.generated.cpp
2> Module.Voice.cpp
2> Module.OnlineSubsystemUtils.cpp
2> OnlineSubsystemUtils.generated.cpp
2> Module.Advertising.cpp
2> Module.GameLiveStreaming.cpp
2> Module.Engine.23_of_34.cpp
2> Module.Engine.2_of_34.cpp
2> Module.Engine.24_of_34.cpp
2> Module.Engine.29_of_34.cpp
2> Module.Engine.26_of_34.cpp
2> SessionMessages.generated.cpp
2> Module.SessionServices.cpp
2> Module.XAudio2.cpp
2> Module.TaskGraph.cpp
2> Module.RealtimeProfiler.cpp
2> Module.ProfilerMessages.cpp
2> ProfilerMessages.generated.cpp
2> Module.ProfilerService.cpp
2> [81/235] Link UWPCODEPROJECT-ProceduralMeshComponent.lib
2> Module.UnrealEdMessages.cpp
2> UnrealEdMessages.generated.cpp
2> Module.MessageLog.cpp
2> Module.AutomationController.cpp
2> UELinkerFixups.cpp
2> [87/235] Link UWPCODEPROJECT-Paper2D.lib
2> [88/235] Link UWPCODEPROJECT-CustomMeshComponent.lib
2> [89/235] Link UWPCODEPROJECT-LightPropagationVolumeRuntime.lib
2> [90/235] Link UWPCODEPROJECT-CableComponent.lib
2> [91/235] Link UWPCODEPROJECT-UdpMessaging.lib
2> Module.SessionMessages.cpp
2> Module.AutomationWorker.cpp
2> AutomationMessages.generated.cpp
2> Module.AutomationMessages.cpp
2> Module.Engine.27_of_34.cpp
2> Module.Engine.28_of_34.cpp
2> Module.Engine.30_of_34.cpp
2> Module.Engine.31_of_34.cpp
2> Module.Engine.33_of_34.cpp
2> Module.Engine.32_of_34.cpp
2> Module.Engine.34_of_34.cpp
2> Engine.generated.1.cpp
2> Engine.generated.2.cpp
2> Module.Engine.25_of_34.cpp
2> LevelSequence.generated.cpp
2> Engine.generated.5.cpp
2> Module.Media.cpp
2> Module.MediaAssets.cpp
2> MediaAssets.generated.cpp
2> Module.PakFile.cpp
2> Module.Serialization.cpp
2> Serialization.generated.cpp
2> Module.NetworkFile.cpp
2> Module.StreamingFile.cpp
2> Engine.generated.4.cpp
2> Engine.generated.3.cpp
2> Module.LevelSequence.cpp
2> Module.JsonUtilities.cpp
2> Module.ShaderCore.cpp
2> Module.UtilityShaders.cpp
2> Module.D3D11RHI.cpp
2>C:\MICROSOFT_UWP_UNREAL\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Texture.cpp(1653): warning C4838: conversion from 'int32' to 'UINT' requires a narrowing conversion
2> Module.D3D12RHI.cpp
2> Module.RHI.cpp
2> Module.RenderCore.cpp
2> Module.MaterialShaderQualitySettings.cpp
2> MaterialShaderQualitySettings.generated.cpp
2> Module.HeadMountedDisplay.cpp
2> HeadMountedDisplay.generated.cpp
2> Module.Renderer.1_of_9.cpp
2> Module.Renderer.2_of_9.cpp
2> Module.Renderer.3_of_9.cpp
2> Module.Renderer.4_of_9.cpp
2> JsonUtilities.generated.cpp
2> Module.Renderer.6_of_9.cpp
2> Module.Renderer.7_of_9.cpp
2> Module.Renderer.8_of_9.cpp
2> Module.Renderer.9_of_9.cpp
2> Module.Foliage.cpp
2> Foliage.generated.cpp
2> Module.NullDrv.cpp
2> Module.PhysXFormats.cpp
2> Module.Networking.cpp
2> Module.SandboxFile.cpp
2> Module.Launch.cpp
2> UWPCODEPROJECT.cpp
2> UWPCODEPROJECTGameMode.cpp
2> UWPCODEPROJECT.generated.cpp
2> Module.Core.1_of_7.cpp
2> Module.Core.3_of_7.cpp
2> Module.Core.2_of_7.cpp
2> Module.Core.4_of_7.cpp
2> Module.Core.5_of_7.cpp
2> Module.Core.6_of_7.cpp
2> Module.Core.7_of_7.cpp
2>C:\MICROSOFT_UWP_UNREAL\Engine\Source\Runtime\Core\Private\UWP\UWPString.cpp(14): warning C4996: '_vsnwprintf': This function or variable may be unsafe. Consider using _vsnwprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
2> C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\ucrt\corecrt_wstdio.h(1122): note: see declaration of '_vsnwprintf'
2>C:\MICROSOFT_UWP_UNREAL\Engine\Source\Runtime\Core\Private\UWP\UWPString.cpp(25): warning C4996: '_vsnprintf': This function or variable may be unsafe. Consider using _vsnprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
2> C:\Program Files (x86)\Windows Kits\10\Include\10.0.14388.0\ucrt\stdio.h(1395): note: see declaration of '_vsnprintf'
2> Module.Json.cpp
2> Module.Projects.cpp
2> Module.InputCore.cpp
2> InputCore.generated.cpp
2> Module.SlateCore.cpp
2> SlateCore.generated.cpp
2> Module.Messaging.cpp
2> Module.SlateReflector.cpp
2> SlateReflector.generated.cpp
2> Module.AppFramework.cpp
2> Module.Sockets.cpp
2> Module.Landscape.1_of_3.cpp
2> Module.Renderer.5_of_9.cpp
2> Module.Landscape.3_of_3.cpp
2> Module.GameplayTasks.cpp
2> GameplayTasks.generated.cpp
2> Module.GameplayTags.cpp
2> GameplayTags.generated.cpp
2> Module.Landscape.2_of_3.cpp
2> Module.GameplayAbilities.1_of_2.cpp
2> Module.GameplayAbilities.2_of_2.cpp
2> GameplayAbilities.generated.cpp
2> Module.GameplayDebugger.cpp
2> GameplayDebugger.generated.cpp
2> Module.SynthBenchmark.cpp
2> Module.AIModule.1_of_3.cpp
2> Module.AIModule.3_of_3.cpp
2> AIModule.generated.cpp
2> Module.DatabaseSupport.cpp
2> Module.ReliabilityHandlerComponent.cpp
2> Module.PacketHandler.cpp
2> PacketHandler.generated.cpp
2> Module.Analytics.cpp
2> Module.HardwareSurvey.cpp
2> Module.AnimGraphRuntime.cpp
2> AnimGraphRuntime.generated.cpp
2> Module.AIModule.2_of_3.cpp
2> EngineSettings.generated.cpp
2> [194/235] Link UWPCODEPROJECT-SlateRemote.lib
2> Module.Niagara.cpp
2> Module.SlateRHIRenderer.cpp
2> Module.VectorVM.cpp
2> MovieSceneTracks.generated.cpp
2> Niagara.generated.cpp
2> Module.Internationalization.cpp
2> Module.CinematicCamera.cpp
2> CinematicCamera.generated.cpp
2> Module.MovieSceneTracks.cpp
2> VectorVM.generated.cpp
2> Module.UMG.cpp
2> MovieScene.generated.cpp
2> Module.HTTP.cpp
2> Landscape.generated.cpp
2> Module.Navmesh.1_of_3.cpp
2> Module.Navmesh.2_of_3.cpp
2> Module.Navmesh.3_of_3.cpp
2> Module.AssetRegistry.cpp
2> Module.EngineMessages.cpp
2> EngineMessages.generated.cpp
2> Module.EngineSettings.cpp
2> Module.MovieScene.cpp
2> UMG.generated.cpp
2> [218/235] Link UWPCODEPROJECT-ExampleDeviceProfileSelector.lib
2> Module.ImageWrapper.cpp
2> EditorStyle.generated.cpp
2> [221/235] Link UWPCODEPROJECT-CharacterAI.lib
2> Module.CoreUObject.2_of_5.cpp
2> Module.CoreUObject.3_of_5.cpp
2> Module.CoreUObject.4_of_5.cpp
2> Module.EditorStyle.cpp
2> Module.CoreUObject.5_of_5.cpp
2> CoreUObject.generated.cpp
2> Module.Slate.1_of_5.cpp
2> Module.Slate.2_of_5.cpp
2> Module.Slate.3_of_5.cpp
2> Module.Slate.4_of_5.cpp
2> Module.Slate.5_of_5.cpp
2> Module.CoreUObject.1_of_5.cpp
2> Slate.generated.cpp
2> [235/235] Link UWPCODEPROJECT.exe
2> Total build time: 1468.27 seconds
2> Prepping UWPCODEPROJECT for deployment to UWP64
2> Empty or invalid value provided for required attribute Square150x150Logo on partially specified element Package.Applications.Application[0].uap:VisualElements
2> Empty or invalid value provided for required attribute Square44x44Logo on partially specified element Package.Applications.Application[0].uap:VisualElements
2> Empty or invalid value provided for required attribute Image on partially specified element Package.Applications.Application[0].uap:VisualElements.uap:SplashScreen
2> 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'.
2> 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'.
2> Writing PRI config file to C:\Users\MrNexy\Documents\Unreal Projects\UWPCODEPROJECT\Intermediate\Deploy\priconfig.xml ...
2> Successfully Completed
2> Microsoft (R) MakePRI Tool
2> Copyright (C) 2013 Microsoft. All rights reserved.
2>
2>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.
2>
2> Usage:
2> ------
2> MakePri.exe new /pr <project root> /cf <config file> [options]
2>
2> Example:
2> --------
2> MakePri.exe new /pr C:\MyApp\src\ /cf C:\MyApp\priconfig.xml /mn
2> C:\MyApp\AppXManifest.xml /of C:\MyApp\src\resources.pri /o
2>
2> Description:
2> ------------
2> Creates a PRI file at [outputfile] by indexing all files in the
2> [projectroot]and its subdirectories as directed by the [configxml]. The
2> index will be assigned [indexname] to reference resources in the application
2>
2> Required Parameters:
2> --------------------
2> /ProjectRoot(pr) : <FOLDERPATH> Root location of project files
2> /ConfigXml(cf) : <FILEPATH> Configuration file location. Use
2> 'Makepri.exe createconfig' command to generate one
2>
2> Options:
2> --------
2> /OutputFile(of) : <FILEPATH> Output location of PRI file, default is
2> [projectroot]\resources.pri
2> /Manifest(mn) : <FILEPATH> Location of the application or component's
2> manifest. This parameter is ignored if [indexname]
2> is given. Default is [projectroot]\AppXManifest.xml
2> /IndexName(in) : <STRING> Name for the generated index of resources.
2> Typically matches the AppX package name, class library
2> simple name, etc. May be supplied via the
2> [manifest] parameter.
2> /VersionMajor(vma): <INTEGER> [Deprecated] Major version number for
2> index, default is 1
2> /IndexLog(il) : <FILEPATH> XML Log of indexed resources, no file
2> generated by default
2> /AutoMerge(am) : This flag is not recommended for normal use with AppX
2> packages. It causes Makepri.exe to set the auto
2> merge flag within the PRI file. Default is not set.
2> /ReverseMap(rm) : Generate a reverse mapping section in the PRI file
2> which can be used for debugging purposes.
2> /MappingFile(mf) : <MAPPINGFILETYPE> Generate a mapping file in the given
2> file format.
2> /SchemaFile(sf) : <FILEPATH> Output location of XML resource schema
2> description.
2> /IndexOptions(io) : <OPTIONS> Options to provide detailed control over
2> behavior of resource indexers.
2> /Overwrite(o) : Overwrite an existing output file of the same name
2> without prompting
2> /Verbose(v) : Causes verbose messages to be output to the console
2> /Help(h, ?) : Display the usage help text
2> /ExtensionDll(ex) : <FILEPATH> Location of the MRT environment extension
2> DLL. This DLL must be signed by a Microsoft-issued
2> certificate. Default is an empty path (no DLL
2> will be used).
2>
2>
2> FOLDERPATH - is a valid path to a folder
2> FILEPATH - is a path to a file, either relative to the current
2> directory or absolute
2> MAPPINGFILETYPE - Supported File type(s): 'AppX'
2>
2> UnrealBuildTool Exception: System.FormatException: Input string was not in a correct format.
2> at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
2> at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
2> at UnrealBuildTool.UWPDeploy.PrepForUATPackageOrDeploy(FileReference ProjectFile, String InProjectName, String InProjectDirectory, String InExecutablePath, String InEngineDir, Boolean bForDistribution, String CookFlavor, Boolean bIsDataDeploy) in C:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\UWPDeploy.cs:line 223
2> at UnrealBuildTool.UWPDeploy.PrepTargetForDeployment(UEBuildTarget InTarget) in C:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\UWPDeploy.cs:line 241
2> at UnrealBuildTool.UnrealBuildTool.DoPostStartupStuffThatCanAccessConfigs(String[] Arguments) in C:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\System\UnrealBuildTool.cs:line 1376
2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(41,5): error MSB3075: The command "C:\MICROSOFT_UWP_UNREAL\Engine\Build\BatchFiles\Build.bat UWPCODEPROJECT UWP64 Development "C:\Users\MrNexy\Documents\Unreal Projects\UWPCODEPROJECT\UWPCODEPROJECT.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
========== Build: 0 succeeded, 1 failed, 3 up-to-date, 1 skipped ==========
========== Deploy: 0 succeeded, 0 failed, 0 skipped ==========
*Update 1*
As the repository is private I cannot raise an issue on github , I did make a comment on the most recent commit in hopes that I would get some support. You'll find my message below. It is a bit long winded but I wanted to present as clear of a picture of the state of my situation as possible. Here's to hoping that someone sees it.
---------------------------
Hello [MENTION=494622]jsyarrow[/MENTION] . This commit resolved the silk_common.lib issue that I was having while trying to compile. I am having other issues however, I would be most grateful for any support or direction you may be able to provide.
I have built the engine from the latest branch as uploaded, There are errors and warnings that occur and 1 project fails to build as per the paste-bins below:
Full Build Ouput:
http://pastebin.com/RY8XDsDy
Error List Only Output:
http://pastebin.com/iAJcvXCR
Despite the errors, I am able to run the editor and create a blank blueprint project. In this simple test project, I tried cooking for Windows but the build part of the process fails. This is while I have UWP and Windows set as supported platforms. When trying to package for UWP from the blueprint project I get a message saying that I can't build DebugGame from the editor and that I should try building through the IDE. So I create a new C++ class and get my VS solution setup.
From the IDE I am able to regularly build the Win64 version of DebugGame and it runs. However, when I attempt to deploy a UWP32 or UWP64 version I get the following output:
Test Project Deploy Output:
http://pastebin.com/Lm6K1ChF
I have previously followed the guide below to ensure that my IDE is setup to build UWP applications :
https://msdn.microsoft.com/en-us/win...s-10-sdk-setup
I have tested general UWP build functionality both as a regular application in Windows and as one running on my Xbox One in dev mode. In both instances, there were no issues.
I thought perhaps that my Windows10 SDK may be out of date so I updated it and re-generated the UE4 Project files. I then performed a full clean and rebuild to no avail. My user account has full admin rights and I am running VS using "Run as administrator", I also have visual Studio 2015 Update 3 installed. When building other branches of UE4 from github source I do not encounter any such issues.
Am I perhaps missing an SDK or dependency or a step in the setup process ? Or is there a workflow that I am unaware of ?
Apologies for the long winded message. I am not able to raise an issue on a private repository and there doesn't seem to be anywhere else I can get support. I would be most appreciative of any assistance you may be able to lend me.
Kind Regards
MrNexy
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towe102productions replied -
DaveVoyles repliedThere are two partitions on Xbox One. An Exclusive one, typically reserved for AAA engines so that they can make use of most of the system's resources, and a second partition which is reserved for UWP apps.
In the past, I believe UE4 ran on the exclusive partition. Because you are running this as a UWP, it will likely run under the shared partition.
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DaveVoyles repliedOriginally posted by funkinessfactor View PostDo you know where their (Microsoft's) "project centennial" fits into the picture? It seems it might be easier to create a store app that way then using a forked version.
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jwatte repliedIf u agree Android is a free platform
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Overwrite Games repliedFrom the looks of my Xbox Device Portal backend , I am able to deploy applications remotely to my device from my pc.
[MENTION=1455]DaveVoyles[/MENTION] The only issue that I'm having now is getting the engine properly built to get all this tested. I usually never have an issue building the engine from source. I forked it through github, then ran the setup to install the dependencies (which finished successfully) and then I generated the project files. The build was going well until it encountered some sort of issue with the output below:
1>------ Build started: Project: ShaderCompileWorker, Configuration: Development_Program x64 ------
1> Target is up to date
2>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
2> Performing 252 actions (4 in parallel)
2> [1/252] Link UE4Editor-Engine.dll
2> [2/252] Link UE4Editor-Voice.dll
2>LINK : fatal error LNK1181: cannot open input file 'silk_common.lib'
2>LINK : fatal error LNK1181: cannot open input file 'silk_common.lib'
2>ERROR : UBT error : Failed to produce item: F:\MICROSOFT_UWP_UNREAL\Engine\Binaries\Win64\UE4Editor-Engine.dll
2> Total build time: 14.30 seconds
2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(37,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
========== Build: 1 succeeded, 1 failed, 3 up-to-date, 0 skipped ==========
* Edit * I changed the install directory to F:\UnrealEngine (My usual) and did a full rebuild. Still no luck I'm afraid.Last edited by Overwrite Games; 07-29-2016, 03:12 PM.
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