Thank you, this is a huge help. I’ve managed to get it working once, but then I dont really know what I did but it stop working. I’ve enabled bCopyCookedContentForF5Deployment, I switched to Development and UWP64 and I have my project as the startup project but visual studio says “unable to launch the previously selected debugger. Please choose another.” when trying to deploy the project. Any ideas?
My “play” in visual studio says “Start” instead of “Local Windows Debugger”. Could that be related?
I’ve had the exact same problem before but I don’t know for sure what made it work again.
It should definitely say “Local Windows Debugger”, that is the problem.
I spent quite some time looking into it and at some point it suddenly worked without changing anything so I don’t know what I did.
I thought I had my startup project set on UE4 instead of the game but it sounds like you double checked that that is not the case.
Are you sure the config is still Development UWP and not Editor or something?
Try regenerating the project files.
In case you find the solution, I’d be interested in knowing what the fix was in case it happens again.
So I manage to figure it out. If I right click on my project and go to Properties->Debugging, the “Debugger To Launch” option was “Unsupported Debugger” I clicked it and changed it to “Local Machine”, it was the only one that I managed to get it working @simco50 is this the same option you use or do you really use “Local Windows Debugger”? That gives me error crashes saying I had missing dlls, which is what happens when I launch the exe directly. Now the only thing that’s bothering me is that even though “Local Machine” works great, I cant set breakpoints, it says in the breakpoint that the symbols are not loaded, any idea? Thanks.
Sorry my bad, it should say “Local Machine”. Good catch.
The reason your breakpoints don’t hit is because Visual Studio is not looking at the right place for symbols.
In Visual Studio’s toolbar go to: Tools > Options > Debugging > Symbols. Add a new entry with the following path: YourProjectFolder\Binaries\UWP64
Save that and the next time you launch, it should load the symbols.
When adding the certificate (double click on the certificate), select “Install Certificate”, then “Local Machine”, select “Place all certificates in the following store” and when browsing, select “Trusted People” and continue. Just adding the certificate with the default options might not be enough, this is just how I’ve always done it.
Nice! thank you! now it’s working! finally can install the certificate, but have a new problem
I’m using the FPS template of unreal. Just for testing. Nothing changed. But when i run the app only a blue windows appears, with the splash screen, and nothing more happens. After, maybe 30 seconds, the windows closes, and that’s it.
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Could you provide some more context?
Are you running a packaged build? Or deploying from Visual Studio?
Try taking a look at the log found here: C:\Users%username%\AppData\Local\Packages%AppID%\LocalState%project name%\Saved\Logs%project name.log%
There’s also a tool called DebugView made by Microsoft (https://download.sysinternals.com/files/DebugView.zip) which captures all logging in Windows into a log. Try running the application with this open and see if you catch any interesting logs.
cannot find the file in the path, there is no folder with my project name inside localstate
"C:\Users%username%\AppData\Local\Packages%AppID%\LocalState%project name%\Saved\Logs%project name.log%"
yeah!, I have the exact same problem :mad:…well, they have just deleted the repository ( https:///MICROSOFT-XBOX-ATG ) , so I guess they are not going to support this like they did with WindowsXP and the RPCs exploits
So what can i do? i readed some about packing using visual studio, but i’m not sure if i can do this.
I’m in this mess because i’m trying to use a MS Surface Pro as a tablet. I have an app using gyroscope to rotate camera: Works perfectly on Android but doesn’t work on the Surface Pro. That’s why i’m trying to test on a UWP app, because maybe this way the gyroscope works. But cannot make it work the app because this error, so i’m in a dead end all around right now
Anyway, my main problem is because i cannot make work the gyroscope on the Surface pro under Unreal. In android works perfectly, but if i run a windows app in the surface pro, doesn’t work the gyroscope.
That’s why i’m trying to use the UWP to test if this way gyroscope runs.
I doubt it would work on UWP if it doesn’t work on Android. The UWP integration is not very feature complete. However I’ve never tried it myself before.
And work perfect in Android. I can move the tablet and the camera moves. But if i create a windows app, and uses on the surface, nothing happens if move the tablet.
Been having problems ever since the new 17xxx SDK came out. Games that were packaging and playing are now not. I have tried changing the lasted tested version and build to 16xxxx but get the same results. Crash dump below. Thanks in advance.
Dump Summary
Dump File: UE4Game-UWP64-Shipping.exe.4004.dmp : C:\Users\mgrpr\Desktop\UE4Game-UWP64-Shipping.exe.4004.dmp
Last Write Time: 07/03/2019 13:46:30
Process Name: UE4Game-UWP64-Shipping.exe : S:\Program Files\WindowsApps\SideScrollerBPGameTemplate_1.0.0.0_x64__a78hwt03br9rj\Engine\Binaries\UWP64\UE4Game-UWP64-Shipping.exe
Process Architecture: x64
Exception Code: 0xC0000005
Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Heap Information: Present
@Moozoo Not sure what happened, I bought a brand new One X for this. Just to find out nothing I tried worked. I started from the old 4.16, all the way up to 4.20.3 (in the pull request), I even followed various guides, and different tips and tricks and even read all 50 pages here, I have given up since. But I just pushed a new issue, as I saw that you have as well.
Does anyone know is there somewhere version of UE4 4.22 UWP for Download ?
This is very stupid.
I have a game I want to be UWP and there is only an old version that does not work me!