I spoke with the team today.
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.
More to come!
Just this information right here is incredibly helpful, thank you for getting in touch with the team and gettings this together.
So far, so good I would say but for one issue that I’m facing (perhaps for lack of knowledge.)
Illustrated below is the UWP page mentioned in your post above, when I attempt to set the images using the usual method I am unable to select any images that I have prepared in any format.
The only format in the drop down is “(*.)” .
Is there perhaps a different method for setting these images ? Or a particular format that is required ?
Just this information right here is incredibly helpful, thank you for getting in touch with the team and gettings this together.
So far, so good I would say but for one issue that I’m facing (perhaps for lack of knowledge.)
Illustrated below is the UWP page mentioned in your post above, when I attempt to set the images using the usual method I am unable to select any images that I have prepared in any format.
The only format in the drop down is “(*.)” .
Is there perhaps a different method for setting these images ? Or a particular format that is required ?
this is waht i am seeing when i try and add a image
jwatte
(jwatte)
August 2, 2016, 2:25am
45
In any Windows file dialog box, you can type in the name of the file you want, even if the “file type” doesn’t show the type.
(That’s a work-around, I agree it looks like a bug!)
In any Windows file dialog box, you can type in the name of the file you want, even if the “file type” doesn’t show the type.
(That’s a work-around, I agree it looks like a bug!)
It is a bug in the code I am trying to fix the code and see if it works will update on what I find
Looks like they have fixed this here:
https:///MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL/commit/7c959fef046df7001450c290498870658a83f0c9
Updated the file in question and rebuilding , will let you folks know how it goes.
Sentanaru
(Sentanaru)
August 2, 2016, 3:19pm
48
Thank you for the info. I Changed the file and build successfully the engine. Now I tried to package a mobile UWP Project but everytime I do it failes, giving me an ExitCode=5 and following messages:
I created a 44x44 pixel logo (.png) and also a 150x150 pixel (also .png) but I’m still getting this issue. After a closer look it seems that he buts the last image I add to the UWP tab in the project settings and applies it to the small logo, logo, wide and splash screen. Also it creates a “.png” file. Hope that someone has an idea on how to fix this.
P.S. is the UWP only working on Windows 10 devices like a PC / tablet or also on mobile devices running windows 10 like a Lumia phone?
Hey folks ,
I wanted to be sure that I was getting a clean start so I re-downloaded and built the engine. Created a new project based off of the fps example and filled out the information per the provided instructions below.
• 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.
Getting pretty much the same build log when packaging for UWP32 and UWP64 both in the Editor and the IDE.
Below you will find my build output from the editor after packaging for UWP64. Any insight would be greatly appreciated.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Prepping UWP_FPS_TEST for deployment to UWP64
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Empty or invalid value provided for required attribute Square150x150Logo on partially specified element Package.Applications.Application[0].uap:VisualElements
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Empty or invalid value provided for required attribute Square44x44Logo on partially specified element Package.Applications.Application[0].uap:VisualElements
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Empty or invalid value provided for required attribute Image on partially specified element Package.Applications.Application[0].uap:VisualElements.uap:SplashScreen
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Validation error reading XML schema from XDK. The ‘Publisher’ attribute is invalid - The value ‘Nexymedia’ is invalid according to its datatype ‘Error ’ - The Pattern constrain
> MainFrameActions: Packaging (UWP (x64-64bit)): t failed.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: 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://s
> MainFrameActions: Packaging (UWP (x64-64bit)): chemas.microsoft.com/appx/manifest/foundation/windows10 ’.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: 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 na
> MainFrameActions: Packaging (UWP (x64-64bit)): mespace ‘http://schemas.microsoft.com/appx/manifest/foundation/windows10 ’ as well as ‘VisualElements’ in namespace ‘http://schemas.microsoft.com/appx/manifest/uap/windows10 ’.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Writing PRI config file to C:\Users\Documents\Unreal Projects\UWP_FPS_TEST\Intermediate\Deploy\priconfig.xml …
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Successfully Completed
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Microsoft (R) MakePRI Tool
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Copyright (C) 2013 Microsoft. All rights reserved.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: 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.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Usage:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: ------
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: MakePri.exe new /pr <project root> /cf <config file> [options]
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Example:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: --------
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: MakePri.exe new /pr C:\MyApp\src\ /cf C:\MyApp\priconfig.xml /mn
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: C:\MyApp\AppXManifest.xml /of C:\MyApp\src\resources.pri /o
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Description:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: ------------
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Creates a PRI file at [outputfile] by indexing all files in the
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: [projectroot]and its subdirectories as directed by the [configxml]. The
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: index will be assigned [indexname] to reference resources in the application
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Required Parameters:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: --------------------
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /ProjectRoot(pr) : <FOLDERPATH> Root location of project files
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /ConfigXml(cf) : <FILEPATH> Configuration file location. Use
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: ‘Makepri.exe createconfig’ command to generate one
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Options:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: --------
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /OutputFile(of) : <FILEPATH> Output location of PRI file, default is
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: [projectroot]\resources.pri
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /Manifest(mn) : <FILEPATH> Location of the application or component’s
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: manifest. This parameter is ignored if [indexname]
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: is given. Default is [projectroot]\AppXManifest.xml
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /IndexName(in) : <STRING> Name for the generated index of resources.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Typically matches the AppX package name, class library
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: simple name, etc. May be supplied via the
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: [manifest] parameter.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /VersionMajor(vma): <INTEGER> [Deprecated] Major version number for
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: index, default is 1
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /IndexLog(il) : <FILEPATH> XML Log of indexed resources, no file
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: generated by default
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /AutoMerge(am) : This flag is not recommended for normal use with AppX
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: packages. It causes Makepri.exe to set the auto
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: merge flag within the PRI file. Default is not set.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /ReverseMap(rm) : Generate a reverse mapping section in the PRI file
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: which can be used for debugging purposes.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /MappingFile(mf) : <MAPPINGFILETYPE> Generate a mapping file in the given
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: file format.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /SchemaFile(sf) : <FILEPATH> Output location of XML resource schema
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: description.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /IndexOptions(io) : <OPTIONS> Options to provide detailed control over
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: behavior of resource indexers.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /Overwrite(o) : Overwrite an existing output file of the same name
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: without prompting
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /Verbose(v) : Causes verbose messages to be output to the console
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /Help(h, ?) : Display the usage help text
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: /ExtensionDll(ex) : <FILEPATH> Location of the MRT environment extension
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: DLL. This DLL must be signed by a Microsoft-issued
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: certificate. Default is an empty path (no DLL
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: will be used).
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: FOLDERPATH - is a valid path to a folder
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: FILEPATH - is a path to a file, either relative to the current
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: directory or absolute
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: MAPPINGFILETYPE - Supported File type(s): ‘AppX’
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: UnrealBuildTool Exception: System.FormatException: Input string was not in a correct format.
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at UnrealBuildTool.UWPDeploy.PrepForUATPackageOrDeploy(FileReference ProjectFile, String InProjectName, String InProjectDirectory, String InExecutablePath, String InEngineDir, Boolean bForDistribution, String CookFlavor, Boolean bIsDataDeploy) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs
> \UnrealBuildTool\UWP\UWPDeploy.cs:line 223
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at UnrealBuildTool.UWPDeploy.PrepTargetForDeployment(UEBuildTarget InTarget) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\UWPDeploy.cs:line 241
> MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at UnrealBuildTool.UnrealBuildTool.DoPostStartupStuffThatCanAccessConfigs(String] Arguments) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\System\UnrealBuildTool.cs:line 1376
> MainFrameActions: Packaging (UWP (x64-64bit)): CommandUtils.Run: Run: Took 1651.806458s to run UnrealBuildTool.exe, ExitCode=5
> MainFrameActions: Packaging (UWP (x64-64bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): F:\MICROSOFT_UWP_UNREAL\Engine\Binaries\DotNET\UnrealBuildTool.exe UWP_FPS_TEST UWP64 Development -Project=“C:\Users\Docume
> MainFrameActions: Packaging (UWP (x64-64bit)): nts\Unreal Projects\UWP_FPS_TEST\UWP_FPS_TEST.uproject” “C:\Users\Documents\Unreal Projects\UWP_FPS_TEST\UWP_FPS_TEST.uproject” -remoteini=“C:\Users\Documents\Unreal Projects\UWP_FPS_TEST” -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.08.02-18.47.58.txt’
> MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:line 814
MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 52 > MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary
2 EnvVa
rs) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 355
MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary
2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, > Dictionary
2 InTargetToManifest) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 1443
MainFrameActions: Packaging (UWP (x64-64bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 150
MainFrameActions: Packaging (UWP (x64-64bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 211
MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.BuildCommand.Execute() in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 28
MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary
1 Commands) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 538
MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Automation.Process(String] CommandLine) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 509
MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Program.MainProc(Object Param) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Program.cs:line 131
MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 704
> MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Program.Main() in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Program.cs:line 54
> MainFrameActions: Packaging (UWP (x64-64bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
> MainFrameActions: Packaging (UWP (x64-64bit)): Domain_ProcessExit
> MainFrameActions: Packaging (UWP (x64-64bit)): AutomationToolLauncher exiting with ExitCode=5
> MainFrameActions: Packaging (UWP (x64-64bit)): copying UAT log files…
> MainFrameActions: Packaging (UWP (x64-64bit)): BUILD FAILED
> PackagingResults:Error: Error Unknown Error
Adasi
(Adasi)
August 2, 2016, 6:59pm
50
The commit that addresses the selection of visual assets (https:///MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL/commit/7c959fef046df7001450c290498870658a83f0c9) allows you to select .png images in the Project Settings->Platforms->UWP page, but I am still getting the same errors during packaging (virtually identical to the errors and Sentinel are experiencing).
It seems the author of the previously mentioned commit has added another one - https:///MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL/commit/f1741464de9b82f1c1f72f7ce00cf059fdde8dd5 .
I will try the new commit and update this post accordingly.
*Edit: With the newest commit, you can now select the visual assets properly. Unfortunately I’m still getting an error with makepri.exe:
“MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: 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.”
Perhaps I have the project configured incorrectly. I will see if I can get around this. So close to packaging my UE4 project to UWP!
The commit that addresses the selection of visual assets (https:///MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL/commit/7c959fef046df7001450c290498870658a83f0c9) allows you to select .png images in the Project Settings->Platforms->UWP page, but I am still getting the same errors during packaging (virtually identical to the errors and Sentinel are experiencing).
It seems the author of the previously mentioned commit has added another one - https:///MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL/commit/f1741464de9b82f1c1f72f7ce00cf059fdde8dd5 .
I will try the new commit and update this post accordingly.
*Edit: With the newest commit, you can now select the visual assets properly. Unfortunately I’m still getting an error with makepri.exe:
“MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: 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.”
Perhaps I have the project configured incorrectly. I will see if I can get around this. So close to packaging my UE4 project to UWP!
The new commit fixes the issues to be sure. There are two things to keep in mind though. on the github said that on the description page you should fill in the company name with “CN=” prefixed to the company name.
As an example “CN=Nexymedia” without the quotes of course. The second thing to do is on the UWP page. Change the colors to anything other than the default colors.
Having done this the only error that I get when building from VS is the one below. I included the output from my UWP64 packaging attempt below that.
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Prepping UWP_FPS_TEST for deployment to UWP64
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Writing PRI config file to C:\Users\Documents\Unreal Projects\UWP_FPS_TEST\Intermediate\Deploy\priconfig.xml …
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Successfully Completed
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Index Pass Completed: Resources
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Language Qualifiers: en
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Finished building
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Version: 1.0
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Resource Map Name: UE4Game
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Named Resources: 5
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Resource File: resources.pri
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Version: 1.0
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Resource Candidates: 10
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Language Qualifiers: en
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool:
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: Successfully Completed
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: UnrealBuildTool Exception: System.FormatException: Input string was not in a correct format.
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at UnrealBuildTool.UWPDeploy.PrepForUATPackageOrDeploy(FileReference ProjectFile, String InProjectName, String InProjectDirectory, String InExecutablePath, String InEngineDir, Boolean bForDistribution, String CookFlavor, Boolean bIsData
MainFrameActions: Packaging (UWP (x64-64bit)): Deploy) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\UWPDeploy.cs:line 223
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at UnrealBuildTool.UWPDeploy.PrepTargetForDeployment(UEBuildTarget InTarget) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\UWP\UWPDeploy.cs:line 241
MainFrameActions: Packaging (UWP (x64-64bit)): UnrealBuildTool: at UnrealBuildTool.UnrealBuildTool.DoPostStartupStuffThatCanAccessConfigs(String] Arguments) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\System\UnrealBuildTool.cs:line 1376
MainFrameActions: Packaging (UWP (x64-64bit)): CommandUtils.Run: Run: Took 18.4299035s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (UWP (x64-64bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): F:\MICROSOFT_UWP_UNREAL\Engine\Binaries\DotNET\UnrealBuildTool.exe UWP_FPS_TEST UWP64 Development -Project=“C:\Users\Docume
MainFrameActions: Packaging (UWP (x64-64bit)): nts\Unreal Projects\UWP_FPS_TEST\UWP_FPS_TEST.uproject” “C:\Users\Documents\Unreal Projects\UWP_FPS_TEST\UWP_FPS_TEST.uproject” -remoteini=“C:\Users\Documents\Unreal Projects\UWP_FPS_TEST” -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.08.02-23.47.37.txt’
MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:line 814 MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary
2 EnvVars) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 52
MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVa rs) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 355 MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable
1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable
1 InChangelistNumberOverride,
Dictionary2 InTargetToManifest) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 1443 MainFrameActions: Packaging (UWP (x64-64bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 150 MainFrameActions: Packaging (UWP (x64-64bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) in f:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 211 MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.BuildCommand.Execute() in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 28 MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary1 Commands) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 538 MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Automation.Process(String] CommandLine) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 509 MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Program.MainProc(Object Param) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Program.cs:line 131 MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func
2 Main, Object Param) in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 704
MainFrameActions: Packaging (UWP (x64-64bit)): at AutomationTool.Program.Main() in F:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\AutomationTool\Program.cs:line 54
MainFrameActions: Packaging (UWP (x64-64bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
MainFrameActions: Packaging (UWP (x64-64bit)): Domain_ProcessExit
MainFrameActions: Packaging (UWP (x64-64bit)): AutomationToolLauncher exiting with ExitCode=5
MainFrameActions: Packaging (UWP (x64-64bit)): copying UAT log files…
MainFrameActions: Packaging (UWP (x64-64bit)): BUILD FAILED
Adasi
(Adasi)
August 2, 2016, 8:44pm
52
Thanks for the help everyone.
Still getting MakePri.exe error 0x80080204, but since can get past that, I’m sure I can as well. I have changed the colors in the UWP settings page. I have also used the “CN=company name ” format for the company distinguished name, but not for the company name. Perhaps making them both “CN=Company” format will do the trick.
Looks like there are still issues after the MakePri.exe issue is resolved. I’m hoping to package a UWP app with Unreal by the end of the week, so I’ll be posting back here as well as commenting on GitHub commits with my progress. Let’s do this!
Thanks again! Cheers!
Progress is being made…Build successful…Package Successful !
Next up after I’ve built and packaged everything is testing. Through the IDE I built for UWP64.
The splash screen starts up and it looks promising for a short while, then a breakpoint is triggered and I’m presented with the following output and screen:
When I locate the PDB in the UWP64 Binary folder, it drops me into ICUInternationalization.cpp with the callstack below.
> UWP_FPS_TEST.exe!FICUInternationalization::Initialize() Line 119 C++
UWP_FPS_TEST.exe!FInternationalization::Get() Line 24 C++
UWP_FPS_TEST.exe!BeginInitTextLocalization() Line 19 C++
UWP_FPS_TEST.exe!FEngineLoop::AppInit() Line 3064 C++
UWP_FPS_TEST.exe!FEngineLoop::PreInit(const wchar_t * CmdLine) Line 1228 C++
UWP_FPS_TEST.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 963 C++
UWP_FPS_TEST.exe!ViewProvider::[Windows::ApplicationModel::Core::IFrameworkView]::Run() Line 771 C++
[External Code]
Hit continue as I may the breakpoint eventually sticks to the following:
I am using one of Epic’s example games to test this all out, so I’m not sure if that is where the issue comes in. I make a completely empty project to see if this is the case. However I feel that it may not be.
who think when we get this working i should do a video on how to set this up also i will create a post on how to set it up soon
tremor_al
(tremor_al)
August 3, 2016, 2:41am
55
please do so, im getting all mixed from all the different things one has to do to properly setup the build and the project.
should have a video up by tomorrow
Update
Woohoo ! Making progress. As of this post I’m not having any issues building or packaging UWP32 and UWP64 apps. The only issues that seem to remain are to do with deployment and testing, I’m currently working through these on GitHub with some other folks and the excellent support of .
Its always rough going at the start. Once it’s established it’ll be a walk in the park
I am also getting the makepri.exe error is there a way to fix it
Still getting MakePri.exe error 0x80080204,
There have been several changes made in the past day or so to the repo, you’ll need to update your build.
https:///MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL
i have the now repo and i am still getting that mesage
Did you set the distinguished company name to ‘CN=YourCompanyName’ , fill all the image fields and change the colors at the bottom of the UWP page ?
yes trying a rebuild right now