From the looks of my Xbox Device Portal backend , I am able to deploy applications remotely to my device from my pc. @DaveVoyles 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:
Have I missed a step ? Perhaps there’s a dependency missing or something obvious ?
Edit * I changed the install directory to F:\UnrealEngine (My usual) and did a full rebuild. Still no luck I’m afraid.
There 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.
From Visual Studio I can build everything for Win64 but UWP stuff constantly fails, presenting build outputs such as the one below:
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 @ . 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:
Error List Only Output:
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:
I have previously followed the guide below to ensure that my IDE is setup to build UWP applications :
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.
So ,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.
So we’re pretty much in the same boat then. You won’t be able to package for the xbox through the editor unless you have the XSDK installed. Getting that is a matter of having a workable product and being an accepted part of the ID@XBOX program.
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.
I am currently having issues packaging for UWP 32bit. I am getting the following error w/ MakePri:
“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.”
My log looks practically identical to the build output that previously posted. Perhaps this issue will resolve itself with the visual assets being set up correctly.
I am also curious if you need the XSDK/XDK for packaging to Xbox, as I am not currently part of the ID@XBOX program, but I’d love to deploy stuff to Xbox.
This is what I was thinking. Unfortunately, I have been unable to set any of the visual assets under the UWP Platform settings.
It sure would be fun to explore what could be achieved with the limited system resources allocated to UWP applications. I have a few ideas knocking about the place that could prove an interesting challenge
A FAQ for all of this is on the radar, but everything is still early at the moment.
**The project isn’t designed to be built on the Xbox SDK, so it should build for UWP. **
In order to build for UWP, the project settings must be configured so that the build process can generate a valid AppX manifest. To do so,
• Open up the Project Settings window.
• Open up the Description page.
• Make sure the page is filled out completely, including project name, company name, and company distinguished name.
• Open up the UWP page.
• Make sure all required images are provided.