Unreal Engine 4 is available for Win10 UWP app dev now

This line:


error LNK2038: mismatch detected for '_MSC_VER': value '1700' doesn't match value '1900' in Engine.h.obj

…is saying that the value of _MSC_VER used by the linker doesn’t match the value the .obj file was compiled with. _MSC_VER is the Visual Studio version, 1700 means VS 2013 while 1900 means VS 2015. It seems UBT is using the VS2013 linker instead of the VS2015 one on your machine. Either the code I modified to select the ARM linker isn’t working correctly (I didn’t test it with multiple versions of VS in the same PC) or some setting in your machine is causing it to think VS2013 is the default compiler. Check Editor Preferences > Source Code and make sure VS 2015 is selected there.

its just saying visual studio


(in case image is not visible: http://puu.sh/sRFHO/c45f92d19c.png)

Looks to me like you’re using the proper compiler for your project and it’s actually a Windows library that was produced using the old version.

Specifically xapobase.lib is an audio library pulled in to UWP builds by either DX11Audio.build.cs, or UWPSDK.build.cs, and should be coming from the Windows 10 SDK (Program Files (x86)\Windows Kits\10\Lib\10.0.14393.0\um\arm in particular).  An ARM version built with VS2013 sounds like it might instead be coming from the Windows 8 SDK. Not sure how that would have happened, but perhaps it’s enough of a clue for you to track it down?

do you think reinstalling the windows 10 sdk and recompiling the project might help?

I found this in the references of the UWP.Automation in the source

C:\Program Files (x86)\Windows Kits\8.1\References\CommonConfiguration\Neutral\Windows.winmd

is there something similar in the windows 10 sdk cuz I’m not finding it :confused:

Edit: found one in this location: C:\Program Files (x86)\Windows Kits\10\UnionMetadata
but not sue if it’ll be the same

Hello, I’m having issues with running UWP build. It looks like the build is ok but when it tries to run it I get:

Project.RunInternal: Starting Client…
LogPlayLevel: Project.SetupClientParams: Launching via UFE:
LogPlayLevel: Project.SetupClientParams: ClientCmdLine: -run=Launch -Device=UWP@LAPTOP-6C1BVOIV_UWP -Exe=“C:\Data\TempleBuilder\TempleBuilder\Saved\StagedBuilds\UWP\TempleBuilder\Binaries\UWP64\TempleBuilder.exe” -Targetplatform=UWP -Params="…/…/…/TempleBuilder/TempleBuilder.uproject /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap -stdout -Messaging -nom
cp -Windowed -CrashForUAT -SessionId=2F7860EA4BCB877EDE7C12A2A23F069B -SessionOwner=“dejan” -SessionName=“Launch On Device” "
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: BUILD FAILED: Couldn’t find the executable to Run: C:\Data\MICROSOFT_UWP_UNREAL\Engine\Binaries\Win64\UnrealFrontend.exe
LogPlayLevel: at AutomationTool.CommandUtils.Run(String App, String CommandLine, String Input, ERunOptions Options, Dictionary2 Env, SpewFilterCallbackType SpewFilterCallback) in C:\Data\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:line 745 LogPlayLevel: at AutomationTool.Platform.RunClient(ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params) in C:\Data\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Platform.cs:line 181 LogPlayLevel: at Project.RunStandaloneClient(List1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params) in c:\Data\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\RunProjectCommand.Automation.cs:line 354
LogPlayLevel: at Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile) in c:\Data\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\RunProjectCommand.Automation.cs:line 177
LogPlayLevel: at Project.Run(ProjectParams Params) in c:\Data\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\RunProjectCommand.Automation.cs:line 114
LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params) in c:\Data\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 224
LogPlayLevel: at AutomationTool.BuildCommand.Execute() in C:\Data\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 27
LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) in C:\Data\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 547
LogPlayLevel: at AutomationTool.Automation.Process(String] Arguments) in C:\Data\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 517
LogPlayLevel: at AutomationTool.Program.MainProc(Object Param) in C:\Data\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Program.cs:line 135
LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in C:\Data\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 704
LogPlayLevel: at AutomationTool.Program.Main() in C:\Data\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Program.cs:line 59
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 2.002444
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 0.000083
LogPlayLevel: BUILD FAILED

@Sentinel - winmd files aren’t involved here, it’s all about the lib files. Again, “Program Files (x86)\Windows Kits\10\Lib\10.0.14393.0\um\arm” is the path from which you ought to be pulling that library.  The paths are set up via VCEnvironment.GetVisualCppLibraryPaths in UBT. I’d suggest debugging into that if possible.
@DejanSeguljev - Try first building the UnrealFrontend project (in VS) for Development Editor|Win64 and then giving your UWP project another shot.

When will UWP branch be merged with master? Last update was 2 months ago.

hey guys,

managed to fix my issue with the windows lib. but now I’m facing following issue:

any idea what on how to fix it?

lurking … hopeful someone works out how to get holo building :slight_smile:

Unable to Make a UWP build , below is the log… HALP me :frowning:

The 4.14 push is currently dependent on the most recent Windows 10 SDK (14393). If you can upgrade to that it should resolve your error above.

Hey, guys! I downloaded the files from GitHub and don’t know what to do next. Please help me. I moved the files to the root version of the engine and started the Install.bat. Then I created a new project inside the engine, but among the supported platforms is not found in the UWP. HELP ME!

*Reinstalled Win 10 SDK (14393)
*Unreal 4 (Rebuild)

getting the below error

After Downloading from Github.

  1. Click on Setup.bat and wait for it to finish.
  2. Click on UE4.sln and Build Unreal 4

then you will get Unreal build with UWP as a platform

That’s a new one to me. But it looks like it might be a transient problem. Have you tried deleting the obj file above (so it will be regenerated) and building again?

Hi,

I want to test UWP for XBOXONE but I experience various problems.
This test is to see if it is possible to develop some games on UWP with UE with a Cross-Buy support for XboxOne.

-> But I am unable to make a simple 3D scene running on XB1.
The game perfectly run to Desktop with UE launcher button.

-> I cannot add the xboxone console (its a developer xb1) as device in the UE device manager for UWP.

-> So I decided to make a package: it builds and deploys without problem but the game crash just after launch screen on XB1.

→ Then I expected that it may a sign/certificate problem. So I regenerated a new one by command line but now I cannot package anymore… :frowning:



MakeAppx : error: Error info: error C00CE169: App manifest validation error: The app manifest must be valid as per schema: Line 3, Column 55, Reason: 'MyCompany' '(CN|L|O|OU|E|C|S|STREET|T|G|I|SN|DC|SERIALNUMBER|Description|PostalCode|POBox|Phone|X21Address|dnQualifier|(OID\.(0|[1-9][0-9]*)(\.(0|[1-9][0-9]*))+))=((^,+="<>#;])+|".*")(, ((CN|L|O|OU|E|C|S|STREET|T|G|I|SN|DC|SERIALNUMBER|Description|PostalCode|POBox|Phone|X21Address|dnQualifier|(OID\.(0|[1-9][0-9]*)(\.(0|[1-9][0-9]*))+))=((^,+="<>#;])+|".*")))*'  'pattern' 

 'MyCompany'  'Publisher' 


Something is missing in the app manifest … but it is generated by UE, isn’t it?

Any help very apreciated :smiley:

Okay I managed to fix signing problem: simply forget to add “CN=” before Company Name in project description tab :stuck_out_tongue:

But packaged app always crash … Cooking for the package seems done correctly or may i miss some other settings?

I think many of us here are hoping for .

It probably means that your app cannot access the cooked assets. The easiest way to fix that is to set up the cook-on-the-fly asset server correctly - see https://forums.unrealengine.com/showthread.php?p=608268#post608268 for details on that.

I believe for standalone distributions you need to copy the cooked assets in manually, but I’m not certain.