Open the sln? what on earth is that? you mean the engine itself? if that’s the case no there is no UWP supported platform in there at all
sln is the file extension for Visual Studio Solution Files. If you open up UE4.sln and you can’t select UWP64 or UWP32 as your build platform that would indicate you don’t have all the perquisites for building UWP. Are you running on Windows 10, with at least one version of the Windows 10 SDK installed?
The troubleshooting page may help here.
Also, many of the error codes have helpful descriptions in comments in the Xbox Live SDK headers. Find them in Engine\Plugins\Online\XboxOne\OnlineSubsystemLive\ThirdParty\XSAPI\Microsoft.Xbox.Live.SDK.WinRT.UWP.2016.12.20170107.01\build
ative\include\xsapi\errors.h
Those are very useful. I believe some of the information applies specifically to the XDK. Do I need to put my Windows 10 into a specific Sandbox:
I couldn’t find it on my computer. Should I have it?
[EDIT 2017.06.09 @ 15:00]
The discussions on those links don’t seem to help or not accessible.
Do I need to associate my app with the Store:
Some of the advice in those docs is targeted at other programs that grant access to Xbox Live (e.g. ID@Xbox). There is a good page on sandboxes herethat’s specifically targeted at the Creators Program. You should follow the instructions there to get hold of the SwitchSandbox tool (or just use the Device Portal approach).
‘Assocate app with the store’ isn’t used for a UE project. Part of what it does is align the content of your AppXManifest with your store listing, but in UE the AppXManifest is build output, not a source file. Instead you should make sure that the identity that you enter in your Project Settings matches what’s in Dev Center. Since you’ve successfully uploaded your project in the past then you’re probably already past this step.
Alright sorry I miss worded it, what I ment was that I didn’t know what a .sln file was and I had to go back to the readme that the downloaded folder came with but I found nothing so I tried the link
that took me to the “Getting up and running” and it turned out it was the Visual Studio file that was generated.
So after a long wait of building the Unreal Engine worked and the UWP is now in the supported platforms so this worked out successfully.
This may be an issue since the Title ID is stored in decimal on the Dev Center, and in hex in UE UWP page. Would that be a problem? Is a conversion taking place?
Thank you again for the link, which I believe I reviewed originally. I’ll go through it thoroughly to make sure my settings are right, and reinforce my understanding of the process.
[EDIT]
Using Windows Device Portal I just confirmed that I’m in the proper sandbox. And it reports that Xbox Live Services is Up and Running, certainly making many gamers happy
What does this mean?
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException —> System.Exception: The Appx package’s manifest is invalid.
LogPlayLevel: error 0xC00CE169: App manifest validation error: The app manifest must be valid as per schema: Line 3, Column 62, Reason: ‘companyname’ violates pattern constraint of '(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]*))+))=((^,+="<>#
The problem as far to what I can see is that it does not like the name, what should I do to solve this? I renamed it several times.
I figured out the name part but now I’m being asked about the Unreal FrontEnd its actually missing from its original location.
What can be done about this?
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: BUILD FAILED: Couldn’t find the executable to Run: C:\Users*****\Documents\GitHub\MICROSOFT_UWP_UNREAL\Engine\Binaries\Win64\UnrealFrontend.exe
@ I seem to have fixed the issue, I had just been using an old commit with VS2017. Thanks for the help.
The documentation states that the TitleId in the xboxservices.config file should be entered in decimal:
Since I’m not logging in to the Xbox Live Services, I tried the two cases, entering the TitleId in the UE4 UWP page in both hex, and decimal. The decimal didn’t work, it won’t run. The hex version runs but won’t login; and coincidentally the TitleId gets converted from hex to decimal in the config file as needed.
Bummer.
Now I’m testing a simple Visual Studio project with a Dev Center Xbox Live enabled app. . .
I ended up figuring out the rest the UWP now launches but now I get this message:
Message
The global shader cache file “GlobalShaderCache-PCD3D_SM5.bin” is missing
Your application is built to load COOKED content. No COOKED content was found, This usually means
you did not cook content for this build
It may also indicate missing cooked data for a shader platform(E.G., OpenGL under Windows):
Make sure you platforms packaging settings include the Targeted RHI
Alternatively build and run the UNCOOKED version instead.
Whats happening? this one is is strange I cooked the game like 3 times already and nothing is getting rid of the message.
@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 $xsapiVersionUwp in Engine\Plugins\Online\XboxOne\OnlineSubsystemLive\GetXboxLiveSDK.ps1 to be 2017.5.20170517.1 (the latest version), then re-running the script and seeing whether that makes any difference.
- In addition to cooking the content, you need to get it deployed to a location where the UWP exe can access it at runtime. If you’re launching from within the Editor this should be automatic. If you’re launching from Visual Studio then there are a couple of options:
- in your project settings for UWP, enable the check-box labeled “Copy Cooked Content for F5 Deployment”. This will cause Visual Studio’s deploy step to automatically copy updated files from Saved/Cooked/UWPxx to Binaries/UWPxx/AppX. This should allow you to get past your error, but will slow down deployment - typically cook-on-the-fly (below) is a faster way to iterate on content.
- do a one-time manual copy of content from Saved/Cooked/UWPxx/ to Binaries/UWPxx/AppX. This won’t help if you’re iterating on content, but will give you the fastest iteration times for deploy and launch if you’re working on C++ code.
- run a cook-on-the-fly server process, and connect your UWP client up to that. You do this via the usual -filehostip commandline, which for UWP needs to be provided in a UE4Commandline.txt file that sits alongside the exe.
@ - I need to clarify my remarks, I can login, it does display my Gamertag, but when I press the “Let’s Play” button it reports the error I noted before:
Do you still want me to make the version change?
If you’re up for it, yes! Failure at that stage indicates that your user is recognized, but your UWP application is not. For sign-in to succeed, both need to be recognized (and the combination needs to be valid).
I did make the change and ran the script again.
- It was changed:
#$xsapiVersionUwp = "2016.12.20170107.01"
$xsapiVersionUwp = "2017.5.20170517.1"
-
How can be certain that the change worked?
-
Do I need to recompile or can I run my existing build?
[EDIT]
I do have the following directories:
[EDIT]
I rebuilt the UEUWP source given that there were numerous sources files downloaded. Now I’m re-packaging my project using UWP64.
A rebuild of both the UEUWP source, and my game didn’t change the results. Let’s Play still reports the same error code.
The link doesn’t work.
Best regards
Agha Khan
One final check to make sure the new version was picked up: can you verify that the dlls in Engine\Plugins\Online\XboxOne\OnlineSubsystemLive\ThirdParty\XSAPI\UWP\build
ative\lib\x64\v140\release of your output AppX directory match the versions in the new 20170517 folder (and not the old 20170107 folder)? Also, can you confirm that your output xboxservices.config has the “XboxLiveCreatorsTitle” : true line? (This is the specific feature that was causing me to question whether the SDK might be too old)
Assuming they do, then I guess there really is a problem with the link between your UWP application identity and your Xbox Live identity. I’d suggest triple checking that your package name and publisher generated by Unreal match what you have in Dev Center, and also perhaps republishing your Xbox Live configuration to your test sandbox (Publish Xbox Live Configuration to the test environment).