“Our goal is simple”: Xbox unveils major push to simplify Unreal Engine development
How Xbox is making it simpler than ever for creators to build and ship games on PC.
Xbox is back again, making things easier for developers. You might remember that I previously covered Xbox's efforts to simplify development with the Godot engine through the Xbox Godot Sample, which gives developers the tools they need to start building for Xbox on PC.
Now, Xbox is making another move to streamline development on PC, this time for Unreal Engine developers. Just so you’re aware, this is for Unreal Engine 5.8, and with that cleared up, let's dive into the details and take a look at exactly what's changing.
Removing the friction from PC development
Before we dive in fully, Xbox also explained what the process looked like before. Building for Xbox on PC in Unreal Engine previously required developers to use WinGDK, a separate platform that introduced compatibility issues and added what Xbox describes as "friction" between your game and other PC storefronts.
According to Xbox, these new plug-ins remove much of that friction. Developers can stay on Win64, continue using their existing third-party plug-ins, and benefit from a more streamlined development process that better aligns with other PC storefront workflows.
The new Unreal Engine 5.8 plugin toolkit
Xbox is releasing several plug-ins as part of this update, so rather than beating around the bush, let's take a quick look at what each one does:
- Microsoft GDK Store allows developers to configure their game directly within the editor and generate the packages needed for Xbox on PC from the Project Settings menu.
- Microsoft GDK Runtime provides access to GDK APIs at runtime, enabling features such as Xbox-compatible cloud saves, user selection, and System UI integration.
- Online Subsystem GDK lets developers take advantage of Unreal Engine's platform abstraction layer, making it easier to manage Achievements, Friends, Presence, and other Xbox services.
- Online Subsystem Selector (introduced with Unreal Engine 5.8), allows developers to ship a single executable across multiple PC storefronts while automatically switching OSS behavior at runtime.
Now, I won't drone on with every detail, but Xbox has provided documentation explaining exactly how to get started, which I'll link here for anyone interested in taking a closer look.
This is all great stuff though, and should help make Xbox's PC efforts even more approachable by developers so kudos to Microsoft for putting in the legwork here.
Paving the way for Project Helix
Personally, I'm a big fan of updates like this. With Project Helix also being PC-based, it's hard not to see these efforts as part of a broader push to prepare developers for the future of Xbox hardware.
I've always liked seeing Xbox streamline development wherever possible. The easier it is for developers to bring games and features to players, the better. And I doubt I’m alone in that thinking. Let me know what you think in the comments, and be sure to take part in our poll below:
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Adam is a Psychology Master’s graduate passionate about gaming, community building, and digital engagement. A lifelong Xbox fan since 2001, he started with Halo: Combat Evolved and remains an avid achievement hunter. Over the years, he has engaged with several Discord communities, helping them get established and grow. Gaming has always been more than a hobby for Adam—it’s where he’s met many friends, taken on new challenges, and connected with communities that share his passion.
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