I just pulled the repository and tried to perform a fresh build:
16>Module.ShaderCacheTool.cpp
16>E:\UEUWP\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\Mac\ShaderCacheTool\Private\ShaderCacheTool.cpp(66): error C2039: 'MergeShaderCacheFiles': is not a member of 'FShaderCache'
16>E:\UEUWP\MICROSOFT_UWP_UNREAL\Engine\Source\Runtime\ShaderCore\Public\ShaderCache.h(142): note: see declaration of 'FShaderCache'
16>E:\UEUWP\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\Mac\ShaderCacheTool\Private\ShaderCacheTool.cpp(66): error C3861: 'MergeShaderCacheFiles': identifier not found
I’m receiving the following error when trying to compile for the first time in VS2015:
c:\svn\ue4uwp\engine\source\runtime\d3d12rhi\private\D3D12Residency.h(22): fatal error C1083: Cannot open include file: 'dxgi1_6.h': No such file or directory
I’m unable to continue due to this error, has anyone seen this before? I am unable to find any mention of this on the forums or google.
Windows 10 SDK 14393 installed.
I tried installing the latest Win10 SDK but no joy from that either so I uninstalled it.
You shouldn’t need to build the Mac ShaderCacheTool for Windows platforms. You can safely ignore this error for UWP work.
From the looks of things this problem might also exist in the mainline? Certainly I’m not aware of any changes in this area that are specific to the UWP fork.
We’ve picked up some changes to the DX12 RHI that rely on newer (post-14393) versions of DXGI. For desktop these are included in the ThirdParty folder, but for UWP we try to get everything from the Windows SDK and 14393 doesn’t have what’s needed. Later SDKs, however, are not supported with VS2015, which would explain why your attempt to upgrade didn’t fix the problem. I only recently became aware of the issue and I’m still thinking about what the best path forward is. In the meantime to workaround your problem you can either upgrade to VS2017 (most future-proof) or else make some engine edits to avoid compiling the D3D12RHI (assuming DX11 only meets your needs).
I’m trying to visit the repo linked in this thread (https:///MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL) and I’m getting a 404. It looks like people have visited in the past couple of days. Is it just me?
I actually do see that error if try to build the entire sln. But typically I don’t do that - mostly I just build specific pieces relevant to UWP dev (primarily game projects and UAT, with the other necessary bits coming in via the dependency chain).
The fork contains an OnlineSubsystem implementation that targets Xbox Live. While it’s not primarily intended for Creators Program titles you should still be able to get some benefit out of it. Make sure to enable the OnlineSubsystemLive plugin for your title, fill in the Xbox Live related fields in the UWP page of Project Settings, and ensure that your app’s final identity matches what’s shown in Windows Developer Center (you can use the Package/Identity/Name and Package/Identity.Publisher fields in the UWP Project Settings page to control this in a platform-specific way). Once the configuration is done you should be able to use that Show External Login UI node. And if you hit issues there’s a fair amount of good info sprinkled around earlier pages of this thread.
Severity Code Description Project File Line Suppression State
Error Failed to start local process for action ("The system cannot find the file specified"): C:\Program Files (x86)\Windows Kits\10\bin\x64\makepri.exe createconfig /cf "C:\Users\dubin\Documents\Unreal Projects\UWP_FPS\Intermediate\Deploy\priconfig.xml" /dq en /o UWP_FPS C:\Users\dubin\Documents\Unreal Projects\UWP_FPS\Intermediate\ProjectFiles\EXEC 1
Same when I try to build for UWP32, UWP64 and same when I try tu build in Visual Studio
Ok, this was caused by a typo in the generated command line options for me.
The end of the build command looked like this “-waitmutex-2017”, instead of “-waitmutex -2017”. I’ve been compiling with a custom script since then, but I believe one of the recent commits fixes this issue.
The one crazy caveat, though, is that you must delete Intermediate and Saved before attempting to build again!
Those errors look like you’re building OnlineSubsystemLive for an Editor configuration. To avoid this, you should remove the reference from your build.cs and instead enable the plugin by listing it in the plugin collection in your uproject. That should make sure it’s only on for the proper platforms and configurations.
Looks like Windows 10 SDK has moved to an exclusive versioned folder. I had to install 14393 to get it working. Is that the correct approach? Or should the newer versions be moved up to UnionMetadata?