@anonymous_user_1267f45c - That is a bummer! Usually the kind of error you posted comes from your UWP application identity (project name, publisher, etc.) not being properly associated with an Xbox Live identity (title id and scid), but I’m beginning to suspect it might be something different in your case. I wonder whether the version of the Live SDK we’re using might be a little old for Creators Program support? If you’re feeling brave you could try changing the value of $xsapiVersionUwp in Engine\Plugins\Online\XboxOne\OnlineSubsystemLive\GetXboxLiveSDK.ps1 to be 2017.5.20170517.1 (the latest version), then re-running the script and seeing whether that makes any difference.
- In addition to cooking the content, you need to get it deployed to a location where the UWP exe can access it at runtime. If you’re launching from within the Editor this should be automatic. If you’re launching from Visual Studio then there are a couple of options:
- in your project settings for UWP, enable the check-box labeled “Copy Cooked Content for F5 Deployment”. This will cause Visual Studio’s deploy step to automatically copy updated files from Saved/Cooked/UWPxx to Binaries/UWPxx/AppX. This should allow you to get past your error, but will slow down deployment - typically cook-on-the-fly (below) is a faster way to iterate on content.
- do a one-time manual copy of content from Saved/Cooked/UWPxx/ to Binaries/UWPxx/AppX. This won’t help if you’re iterating on content, but will give you the fastest iteration times for deploy and launch if you’re working on C++ code.
- run a cook-on-the-fly server process, and connect your UWP client up to that. You do this via the usual -filehostip commandline, which for UWP needs to be provided in a UE4Commandline.txt file that sits alongside the exe.