#engine-source

1 messages ยท Page 53 of 1

dusky ocean
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All fixed up, appreciate the second pair of eyes, have a great day!

iron dome
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No worries!

silent remnant
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I am getting an error showing "Attempted to access___ via property, but is not valid (pending kill or garbage)" How to fix it?

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Got the fix

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I forgot to enable remove from array stack

gaunt summit
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Trying to Build 4.27.2 from source, installed VS2017 and all things in the README.md

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It fails with those errors - im sure this get asked everyday but I've been trouble shooting this for weeks

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everytime to let it compile for a day and then see another error i don't understand ๐Ÿ˜ฆ

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Googling the above errors only had 8 results with no resolution

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Man is there like something on AWS with the source of unreal preinstalled so i can just build it using that

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I just need dedicated server versions of my build

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and preferably for linux - not windows

heady sparrow
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why not try on 2022?

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even for 27 2017 was kinda old

gaunt summit
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@heady sparrow i did

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also the readme tells u to use 2017

heady sparrow
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the readme is years out of date

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I would try nuking the entire thing and cloning again. be sure to run setup.bat

gaunt summit
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i have a zip of the thing

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i did exactly what it said in the readme

marsh tartan
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Hi, All. I found that FConfigCacheIni::GetSingleLineArray() does not empty the output TArray<FString>& before appending data into it. Is it a expected behavior? It actually causes error in my project, I have to manually empty the array before invoking this method.

On the contrary, FConfigCacheIni::GetArray() would clear the array before reading data.

zealous forge
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hey all, quick couple of questions , behind the scenes does an actor count as one or more objects towards the object count vs a regular staticmesh?

iron dome
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A regular static mesh would contain 2 objects, the actor and the inner static mesh component

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If you count the static mesh the component is rendering I suppose that's 3.

zealous forge
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what about the blueprint class actor where you add a mesh into that

iron dome
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Same. But more overhead. Probably.

zealous forge
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ok, makes sense,

iron dome
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Why is the object count concerning you?

zealous forge
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i'm trying to optimise as much as possible but also there is a very realistic possibility the world i'm populating will hit the limit without much trouble

iron dome
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There's no real limit.

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There's just performance and ram.

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You can probably have hundreds of thousands of objects without much trouble.

zealous forge
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i'll see how it goes, what i'm building is a abornally rich world with a lot of objects

iron dome
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Probably where world partitions and sublevels come into play...

zealous forge
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i'm seriouslt toying with that idea but the catch is that it won't work with my multiplayer network setup

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i'm kind of thinking rolling my own distance based object management system

iron dome
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If your project is that ambitious for MP, you probably want to look into your own custom relevancy/network implementation

zealous forge
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i have,

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it's very efficient on bandwidth

iron dome
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Then making world partitions and sublevels work with it shouldn't be an issue!

zealous forge
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the problem with that is that the map is actually built from static meshes which are spawned at runtime , there's no actual baked map

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aside from the giant cube everything sit on top of

peak zinc
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If i edit a .cs file such as UEBuild<someplatform>.cs do i need to recompile the engine? (using a standalone engine)

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i don't see anything linked to the unreal build tool for that specific platform

wary patrol
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anyone encounter this error trying to build latest ue5-main branch

heady sparrow
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it says the path is too long somewhere

thick storm
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  1. funny i have two ue5-main clones, and one is working and one is not, both with latest changes..
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  1. Go to project properties and remove all include paths.
sleek meadow
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What does casting -1 to a pointer mean ?

dark spindle
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Same way INDEX_NONE is -1

stable hemlock
stable hemlock
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we're still looking at 3+ months for 5.1

neon dawn
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Hi, when on Unreal Engine 5 I click: Build All Levels, after a few seconds it crashes with the following error:
Assertion failed: Actor->Brush->RootOutside [File:D:\build\++UE5\Sync\Engine\Source\Developer\BSPUtils\Private\BSPOps.cpp] [Line: 527]

Anyone, know how to fix? Thanks for your attention.

sleek meadow
vast jacinth
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What do we know about 5.1 features ?

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I saw some nanite WPO tests a few monts ago, anything else noteworthy ?

raven orbit
ornate rose
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Any update on wpo and pixel depth offset with Nanite in 5.1 on github? Wondering if I should update my ue5 build from github since a month ago.

heady sparrow
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You may as well bookmark the commit history page

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I did that for mass party_manny

wary patrol
oak sundial
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can anyone help me with this problem i have? im trying to import a model from blender into UE5 but it keeps giving me an error message and not combining the limbs and such

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please?*

hidden hedge
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oh god why

stable hemlock
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ue5-main have a horrible bug with bp class hierarchy not saving values at 3rd or above hierarchy

sleek meadow
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why engine loop takes 508.3 ms ?

dark spindle
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Because it calls things in it that do

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Inclusive vs Exclusive

sleek meadow
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How can I tell which task that is waiting for ?

dark spindle
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Look at the other threads.

long edge
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does anyone encounter compile issue like this? :
chaos module fails to compile on ue5-main branch, latest commit

thick storm
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which commit ?

long edge
thick storm
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works

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and worked before yours

runic olive
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guys are world pixel materials/ movable objects support Nanite now in main channel?
anyone know what is the new features so far ?

sleek meadow
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Why does the function accept template value instead of regular function input parameter ?

quick mica
sleek meadow
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Is there a way to hit debug break points in standalone mode ?

dark spindle
sleek meadow
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Is there a way to play game like it is in Development packaged game ? Standalone game does not use AsyncLoad thread but packaged game does

dark spindle
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I guess that doesn't answer the question

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"Development", rather than "DevelopmentEditor"? ๐Ÿค”

quick mica
astral elm
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Greetings! I want to make a pull request to UE5, but am confused - docs indicate I should contribute to 'master' branch, but that seems to still be UE4! Should I be in ue5-main or something?

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Development Editor -> Win64 -> UE5

dark spindle
astral elm
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Thanks, fair enough - yeah, I see there's like 1700 pull requests, but on the off-chance it would make it in, worth a try I guess.

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Wish those docs would get updated a bit more, lots of stuff still outdated despite ue5 being out and about : (

unique wind
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Hopefully, this is the right channel to ask

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how do I do this? https://forums.unrealengine.com/t/solved-error-msb3073-version-4-26/156371

I've seem to get this instead:

astral elm
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Here is my PR draft, if somebody would like to take a peek and see if it looks solid? It's pretty small, about a dozen adds across 6 files.

IOS prefersHomeIndicatorAutoHidden as optional via Project Settings

Previous behavior: prefersHomeIndicatorAutoHidden is set to True by default. This is great for most games, but if the game involves frequent swiping from the bottom of the screen upwards, we have a problem. A swipe will immediately minimize the game and transfer user to the device Home screen.

New behavior: prefersHomeIndicatorAutoHidden can be set to True or False in ProjectSettings. When set to false, the first swipe activates the HomeIndicator, and a second swipe takes the user to the Home screen. Because GConfig is not loaded until after IOSView is initialized we refresh in LaunchIOS.cpp.

https://github.com/EpicGames/UnrealEngine/pull/9354

stable hemlock
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i want make a installed build of engine with WinEditor+WinNoEditor+WinServer+LinuxServer. Theres some way of filter out the linux editor + linux no editor? for reduce the compile time

molten wadi
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When browsing the source code and trying to learn how a specific part of it works, do you browse the code in visual studio or in github or somewhere else? Visual studio feels slow but github also feels like lacking

thick storm
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Rider

long edge
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(never encounter that compile issue before... maybe i should dig into it a bit, anyway, it works now)

upbeat karma
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I just tried compiling for the first time and I got this issue too, I'm building 5.0.2, I dont have UE4 installed, do you know how to fix this issue?

upbeat karma
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ok I found it in my UE5 installed folder and copied it to the folder, I'm now rebuilding, I'll check back in an hour and half when it finishes

rocky wyvern
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This is mental! is there anyway I don't download the whole entire company?

rocky wyvern
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okay, when I clone the repository which is release branch it's somewhere around 20GB
but when I specifically clone the 5.0.2-release tag with --depth 1 it's around 2GB
is downloading any of the tags works too?

ornate rose
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Any news about the possibility of a 5.1 release date?

iron dome
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Couple of months at least

weary locust
rocky wyvern
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just for my understand, what make it shallow clones? and why the file size is 10 times different?

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it's a tag release

weary locust
dark spindle
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You have all debug symbols for everything

rocky wyvern
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okay, but then i don't need the history

dark spindle
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This isn't the history though - a complete compiled engine clocks in at 300GB

weary locust
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Git actually works off time-series snapshots of files, which obviously stack up when you've got about 10 billion files being edited daily. Default clone depth is like 50 IIRC, but still significant

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Yeah that would be all the binaries and compilation artefacts if you mean a built one

rocky wyvern
dark spindle
rocky wyvern
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i see...

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so what is the point of tag then if the binary files are not included?

weary locust
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Like the version tags?

rocky wyvern
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yeah

weary locust
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It marks the commit that was distributed, EG if you want to make changes to a revision while maintaining perfect compatibility with binaries

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CI/CD systems might get triggered by the tags, makes checking out significant revisions easier

rocky wyvern
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umm.. i see... understood

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thanks ๐Ÿ™๐Ÿฝ

rocky wyvern
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i see... okay

upbeat karma
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also for me the total size after compiling is 145gb but I did exclude all platforms except for windows and linux

sleek meadow
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I would like to Level streaming while game is playing, but CreateCommittedResource take a lot time to process. How can I reduce spikes due to that process ?

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Why render thread do nothing that between actions ?

upbeat karma
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did you ever figure this out? I'm having the exact same issue

teal plinth
upbeat karma
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I excluded these: -exclude=WinRT -exclude=Mac -exclude=MacOS -exclude=MacOSX -exclude=osx -exclude=osx64 -exclude=osx32 -exclude=Android -exclude=IOS -exclude=TVOS -exclude=HTML5 -exclude=PS4 -exclude=XboxOne -exclude=Switch -exclude=Dingo -exclude=Win32 -exclude=GoogleVR -exclude=GoogleTest -exclude=LeapMotion

iron dome
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There should really be a white list instead of blacklist option!

upbeat karma
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indeed, also there should be a list somewhere of whats safe to exclude

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for example, the googleTest one I dont think its safe to exclude otherwise you cant compile it

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I'm now doing it again but I'm not excluding it

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I also find it interesting that epic doesn't mention on github these exclude options

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maybe they know if we exclude more than we should we get issues

ornate rose
long edge
rocky wyvern
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Reading from EpicGames/UnrealEngine github, Is this true? can anyone really build UE5 from source between 10 - 40min?

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i'm curious, cause it took me over 4 hours to build one

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if you can build in that short period of time, what kind of specs do you have?

rocky wyvern
hidden hedge
rocky wyvern
hidden hedge
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because it only builds required engine components

rocky wyvern
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i see... yeah, understood, but that's what mentioned in README.md guide for how to build engine from source

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so i'm quite surprised

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cause i have SSD and i expected to build from source should be fairly fast

hidden hedge
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and how many CPU cores

rocky wyvern
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but took 4 hours to build the engine

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hmm... i have i7

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but it's old generation

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i think 8th gen

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let me check

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Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz 3.40 GHz to be specific

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4 cores

hidden hedge
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yeah that's not a lot

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and a pre-existing project and setting up the game and engine side-by-side will cut down build times

rocky wyvern
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i see... okay, so more cores will increase the build time?

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i wonder what specs can actually build an engine with in 10min

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i understood that you only build it once

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but i keep removing the engine, since i ran out of space

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it's 200+GB after building all that

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@hidden hedge i saw some people using flags like -exclude=osx64 any idea where to add these flags?

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like i would never want to build anything of IOS, so want to not to take space and time to build all that

hidden hedge
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a 24-core threadripper does it pretty consistently with a pre-existing project

rocky wyvern
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24-core threadripper? that is an expensive processor

hidden hedge
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this is probably the git deps thing, but I don't exclude anything as cutting stuff out is done with P4 filters in UGS

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yeah and gamedev is expensive

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and the hardware requirements for gamedev is higher than actually playing games

rocky wyvern
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how does p4 filters them? with .p4ignore?

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i haven't set up unreal game sync yet

rocky wyvern
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hmm...

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i guess maybe i should sell my kidney

hidden hedge
rocky wyvern
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correct me if i'm wrong, so UGS filter getting stuff from server, but server still does store all those stuff right?

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and one have to go through full build

upbeat karma
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ok so now I have a different problem, I rebuilt from source and built the dedicated server again but when I click on it, nothing happens, shouldn't a command line like window pop up?

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I can see its running on the background, I see it on the task manager, but I have no command line

upbeat karma
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oh I didnt know about this flag

rocky wyvern
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this will show the cmd

upbeat karma
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but now for some reason I cant even open the project on the editor

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so I deleted the cache folders and Im now rebuilding it on VS

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once that finishes I'll try recompiling the server and use that flag when running

rocky wyvern
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oh, for dedicated server i usually run it with .bat
Start "" "{YOUR_ENGINE_ADDRESS}\UE_4.27\Engine\Binaries\Win64\UE4Editor.exe" "{YOUR_PROJECT}.uproject" -game -log

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then just double click on it everytime you want to run the dedicated server

upbeat karma
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I dont get it, you need the editor to run the dedicated server?

rocky wyvern
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no you don't, dedicated server don't draw anything on screen

upbeat karma
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I dont get it why you specified the UE4Editor on that .bat

rocky wyvern
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cause you still need the engine? i'm not sure too

upbeat karma
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hmm that doesnt sound right to me

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I dont think you need the whole engine installed to run a dedicated server

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to build it, sure

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but not to run it

rocky wyvern
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for dedicated server i'm just calling the build .exe with log

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basically {YourProject}.exe -log for dedicated server and i have another build for client

upbeat karma
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hmm ok I didnt use that -log flag I'm going to try it out next

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once this finishes compiling

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if you dont add that -log flag what happens?

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does it not anything?

rocky wyvern
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nothing, the command prompt wont show up

upbeat karma
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ahhh so thats probably what was happening to me

rocky wyvern
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you can actually use it in any mode

upbeat karma
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I even tried to run it on the command line and I didnt see anything

rocky wyvern
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if you want to see what's happening while your game is running

upbeat karma
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yea I think I just need that flag

upbeat karma
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ok I just finished compiling and yea using -log works

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that is when I build "development server"

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when I build for "Shipping", the command line shows up but is completely empty, all black with no logs messages at all, is that normal?

normal vortex
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i wonder why it decided to look for pdbcopy after 3 hours ๐Ÿฅด

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even though i installed the windows 10 sdk through visual studio installer

hidden hedge
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it's a bit weird because the win10 sdk in VS doesn't actually install the component it's complaining about

normal vortex
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it should look for all neccessary components before building it imo

hidden hedge
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well it doesn't install pdbcopy.exe, if you use the win10 sdk link the error message, you can manually install that component

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which gets placed in this path

vernal shadow
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Is there a way to get the epic games launcher to see the source build?

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for like say plugins etc

jolly glen
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look under "Registering An Installed Build"

vernal shadow
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yeah that works for projects but not for plugins in the launcher

heady sparrow
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of course to install them you need at least one binary build they can use

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which is annoying

vernal shadow
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ya gotta run the launcher version and do a build?

lucid fox
hidden hedge
dark spindle
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Ensure condition failed: !GAOGlobalDistanceFieldStaggeredUpdates || NumClipmapUpdateRequests <= GetNumClipmapUpdatesPerFrame() [File:D:\UnrealEngine\Engine\Source\Runtime\Renderer\Private\GlobalDistanceField.cpp] [Line: 1138]
ShouldUpdateClipmapThisFrame needs to be adjusted for the NumClipmaps to even out the work distribution
This familiar to anyone? Engine staging, i guess Lumen related

languid kayak
hidden crypt
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I am currently using the oculus branch of 4.27 with GPU Lightmass. I have no actual experience with engine source but I'm wondering if I can edit a file in visual studio to increase the limit of "None-Realtime Workload Factor" which is currently 64. In UE5 this limit has been increased to 1024 and it greatly improves light build times on my 3090Ti. How likely is it that the limit is only applied in the interface and not the actual code?

rocky wyvern
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I'm trying to Build UE from source with UGS and i'm getting ERROR: Could not find definition for module 'DerivedDataCache', (referenced via Target -> UnrealHeaderTool.Build.cs -> Core.Build.cs) any idea what could cause this?

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in engine root directory I added .p4ignore with DerivedDataCache/ but that's just for perforce tracking, I don't think this could cause error

sleek meadow
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Any idea why creating pipeline state takes too long ? How can I reduce it ?

fickle flint
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Hello, Is it possible to access Assets from asset registry in simple automation test ?
it return empty array from GetAssetsByClass when called from test, but when called from game code it return valid assets.

rapid nexus
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Module.USDTests.cpp.json" version ("1.2") is not supported version

when trying to build the engine

lethal leaf
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Not sure where to ask this. But does unreal support Resizable Bar?

cosmic shell
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How much space does the source code and the compiled engine take up?

heady sparrow
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About 150gb

lethal leaf
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More like 250;)

hidden hedge
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Though it depends if you do it the inefficient way of compiling the entire thing, or just what your project needs (ie. the efficient way)

astral elm
hidden hedge
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Project and engine side by side

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So that UE5.sln contains the game

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And then you just build the game target

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That concludes our intensive 3 week course

astral elm
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I see what you are getting at, but am no closer to how that would be done in practice

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Manipulating build configurations?

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How does one go about setting this up with an existing project made with Store Engine?

hidden hedge
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And who said anything about manipulating build configurations

astral elm
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Ok - what does this achieve? What is the advantage of having the project inside the engine directory, how does this change engine compile size?

hidden hedge
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Because it only compiles modules your game actually used rather than all of it

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Like I said in the beginning

astral elm
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Discord is horrible, impossible to tell where a beginning is intuitively

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But this is indeed interesting

hidden hedge
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Well it was the message you replied to me on, but this is how source builds are typically deployed in larger studios

astral elm
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So far we only need source build for mobile builds, but I am keen to know more. Will see if I have time to make a test run with a template later. Thanks!

cyan flame
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Is there any way to trim the fat on source build?

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What can I safely remove?

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my source build is 270gb, what in the world

iron dome
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Sounds like you've either built the entire engine (don't) or built multi configurations.

cyan flame
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I think I've built all by mistake

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yeah I built the entire engine

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what would you recommend I do from here?

iron dome
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Undo that

cyan flame
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as in, delete everything and redo?

iron dome
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Do you have a project?

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(not the engine, a game project)

cyan flame
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yep

iron dome
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Make sure that is associated with your source build and build that solution, not the engine. And only build the configuration you need (debug editor is best)

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Other than that git reset --hard?! ๐Ÿ˜›

cyan flame
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git reset --hard on my project or ue source?

iron dome
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Ue source. Tbh, I don't know if it will reset things in gitignore folders (which I imagine your binaries and intermediate are)

cyan flame
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not much seems to have changed

cyan flame
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how much do you reckon I can cut this down by?

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~150GB if I push it?

iron dome
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My source build is about 140gb.

cyan flame
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ok i definitely need to get to where you are

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i did a hard reset

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yeah my binary + intermediate in ue source is around ~120gb

iron dome
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You can probabyl safely delete every instance of that, reset git again (to replace anything mistakenly deleted) and then do the setup.bat thing to get the other prereqs

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I make no guarantee that your engine will get down to 140gb after compiling, though, I'm not using git

cyan flame
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how do I exclude stuff when building?

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is there a setting somewhere?

iron dome
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It does it automatically

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If you build your project it iwll only build what your project needs.

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So don't build the engine, build your project.

cyan flame
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so run setup.bat, but don't build the engine in VS after that?

iron dome
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Correct

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Don't forget generateprojectfiles.bat

cyan flame
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thanks @iron dome , here goes

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so now just a couple things:

  • any way I can trim the fat a little more? maybe get it to 100gb? eg: i don't need certain experimental features I guess
  • i should NEVER build the engine in VS/Rider right?
  • How do I get rid of all the hololens stuff?
iron dome
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run the setup.bat file with a ton of parameters

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setup.bat -exclude=WinRT -exclude=Mac -exclude=MacOS -exclude=MacOSX -exclude=osx -exclude=osx64 -exclude=osx32 -exclude=Android -exclude=IOS -exclude=TVOS -exclude=HTML5 -exclude=PS4 -exclude=XboxOne -exclude=Switch -exclude=Dingo -exclude=Win32 -exclude=GoogleVR -exclude=LeapMotion -exclude=HoloLens

cyan flame
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and i can include them whenever I want later?

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for eg: I may need to build linux later for linux dedicated servers

iron dome
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By re-running setup, I assume.

cyan flame
iron dome
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Pretty sure it won't delete anything.

cyan flame
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@iron dome when I build my game, it tries to build 3163 actions. is trying to compile the engine?

iron dome
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Yes. That's the expected situation.

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Compiling the engine solution would produce 6000+ actions

cyan flame
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wait I'm a little confused about the specifics. can we walk through what exactly is going on?

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so if I build only the game -> 3000 actions (what is it building here?)
if I compile the engine solution -> 6000 actions (what is it building here?)

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also :

iron dome
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The former would be the parts of the engine required to edit your project

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Ignore him

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The latter is everything in the engine, even the stuff you don't need

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That's not including a .git folder (because I don't have one)

cyan flame
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i am considering deleting everything agian and rerunning setup.bat with those excludes

iron dome
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A good strategy.

cyan flame
# iron dome A good strategy.

how come, even if I build 3000 actions, the build size stays the same? what's it actually building and why does it not take up more space?

iron dome
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Though don't delete the whole dir, just delet everything but the .git and check do git checkout

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Because you've already built those things? It's just replacing the binaries

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It might be that it will take up more space when it's complete?

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I guess it hasn't yet..

cyan flame
iron dome
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From a fresh copy?

cyan flame
#

reckon a bunch of stuff has been added?

iron dome
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Probably your .git folder taking up the extra space

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It might be you have different or more prereqs downloaded.

cyan flame
iron dome
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It might have downloaded things to other directories

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ThirdParty or library folders

cyan flame
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how much space do you reckon all those extras will take?

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is a nuke and re-doing setup worth?

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if it's like 10-20gb it;'s fine

iron dome
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No idea. And that is what I suggested!

cyan flame
iron dome
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Delete everything but the .git and check out the files again.

cyan flame
#

check out the files meaning? git reset --hard?

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where would I be checking out to? i'm already on release

iron dome
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Well, if you delete everything, you wouldn't have anything checked out.

cyan flame
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ok, I'm deleting everything in the Engine folder now

iron dome
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(except .git)

cyan flame
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and .gitattributes and .gitignore?

iron dome
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I guess. I think they come with the git branch.

cyan flame
#

ok, and now what?

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git checkout release?

iron dome
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git checkout

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Should get all the files on your current branch again

cyan flame
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well, that doesn't seem to be working

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I guess I'm just gonna reclone the project....

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Well apparently it already skips a few platforms...

cyan flame
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wow...stripping out -exclude=Mac -exclude=MacOS -exclude=MacOSX -exclude=osx -exclude=osx64 -exclude=osx32 -exclude=TVOS -exclude=HTML5 -exclude=PS4 -exclude=XboxOne -exclude=Switch -exclude=Dingo -exclude=Win32 -exclude=GoogleVR -exclude=GoogleTest -exclude=LeapMotion

^ these from my unreal gave me back 40gb on my source build!!

iron dome
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After compiling?

cyan flame
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but before, pre-compiling it was 140gb

snow nacelle
#

Hey, I have to reinstall my source version. But I'm looking at the GitHub, but what are the differences between 4.27, 4.27-plus, and 4.27-chaos? If it says somewhere obvious, I'm sorry but I didn't see it. Could someone explain it to me?

astral elm
snow nacelle
astral elm
iron dome
cyan flame
cyan flame
#

Daekesh it was building more than 3000 actions though, so looks like 250gb is indeed the correct size

iron dome
#

Unluck you!

#

How many?

olive basin
iron dome
#

I think he meant more not to build the engine directly, not to avoid building it in those 2 particular IDEs.

iron dome
iron dome
#

And 126gb when compiled in a single configuration.

thick storm
#

and...

#

new replication system is incoming

#

Iris

native fulcrum
#

hi there - not sure there is an easy/fast answer, but I'll try - I needed to run the editor in Debug Editor configuration. However, in this configuration, after the editor starts, every frame or so these two checks in Shader.h keep getting hit (Frequency is Pixel, but GetFrequency returns Vertex). Any idea what could cause that?

inline FRHIShader* GetRHIShaderBase(EShaderFrequency Frequency) const
    {
        FRHIShader* RHIShader = nullptr;
        if(ShaderContent)
        {
            checkSlow(ShaderContent->GetFrequency() == Frequency); // <- this gets triggered every frame
            RHIShader = GetResourceChecked().GetShader(ShaderContent->GetResourceIndex());
            checkSlow(RHIShader->GetFrequency() == Frequency); // <- this gets triggered every frame
        }
        return RHIShader;
    }```
lone scaffold
#

Any info on that?

#

ah wait the one you linked is much longer

#

I wonder what benefits it will take

#

Performance might be the motivation

#

This module is an internal R&D effort to explore how we can implement a high performant replication system

thick storm
#

i just skimmed trough code

#

for certain it's more extensible

#

and exposes access to more low level things than old replication

#

and also checked who made the commit

#

guy worked on Forstbite for 7 years ๐Ÿ˜„

#

If I had to guess, Chaos Network Physics

#

just can't work on old networking code

#

at least at scale

stable hemlock
#

Chaos Network Physics has a body count (of 1), let's see if Iris will become the second ๐Ÿ˜„

hidden hedge
hidden hedge
#

network prediction

dim void
#

Ah, thanks

brave nest
#

hello i was developing my project in 5.0.1 (from epic games laucher), 2 days ago. and today i wanted to change it to 5.0.2 (source code) and now i cannot open my project. How can i solve this issue

heady sparrow
#

they should just build if you open from an IDE like it tells you to

heady sparrow
#

harold please finish it this time...

static pawn
#

Does it make a difference if I build as Admistrator vs a regular user? Will switching trigger a rebuild?

#

I've been building as adminsitrator for awhile because of some security permissions on a corporate laptop. Now I think that's fixed but now a full rebuild seems to have been triggered when building as a regular user. I didn't expect this - so I'm wondering if it's expected -- that somehow ubt would decide that files needed to be rebuilt because of this change in user permissions -- or if there is something else I did (maybe some change up high) that triggered the rebuild

west crescent
#

Yeah! Finally, epic has fixed the Saved SubClasses bug! :]]]]]]]

green briar
#

If I'm building from source, what is the best way to get that built engine to artists? I'd rather they didn't have to build it locally (and me have to guide them through that process either).

Is it just a case of uploading the entire folder structure for the engine for them to download and place somewhere? Or is there an easier way?

iron dome
#

The alternative way is to add it to perforce and use UGS, which is a massive ballache to set up.

thick storm
#

and I suggest leaving it at that

#

if you want to have easy time making networking

#

it's now fairly easy to do with fixed update

#

in 5.0 you can register to physics callback

#

in 5.1 you have function registered by default

#

AsyncTick on actors/components

#

put all your logic here

#

don't use >impulse< like forces

#

just calculate force and apply it manually inside async tick

#

do interpolation on normal tick

#

it should look near perfectly on client/server with little corrections

#

if you wan to be fancy

#

you can also implement Rewind

#

to have rollback for some really fancy sims or you need 100% server authority

brave nest
twin hazel
#

i heard rumors about engine slowly decaying towards that path

thick storm
#

Last time I asked about it in udn

#

It was

#

"in future"

hoary spindle
#

Does anyone know if there is any way to tell the state of a Actor/UObject that is effected by World Partition?

Specifically I want to modify the Variant Manager plugin that stores references to UObjects in a UVariantObjectBinding but as far as it is concerned unloaded objects are the same as deleted ones.

#

I've been digging through the world partition stuff but I can't find anything that would define a state at an actor level. WOndering if there is some variable or check I missed.

lone scaffold
# thick storm that plugin is dead

Are you sure? Info from yesterday says that NP is still in progress and undergoing large changes. Async version was considered old and outdated anyway.

brave nest
#

Hello is there a way for update unreal engine source build (from 5.0.2 to 5.0.3)

dark spindle
brave nest
#

ahh i guess this sentence is wrong :/

dark spindle
#

Well fetch, checkout/reset, and then re-run Setup.bat/generateProjectFiles.bat and build

brave nest
thick storm
#

but

#

honestly, the same post mentioned they don't have any ETA before it will be in even experimental state ๐Ÿ˜„

thick storm
#

anyway for anybody interested i do recommened checking async chaos

#

unless you are doing 100% server authorative Valorant competitor

#

it should more than fine to get rid of lag and have some nice fancy physics simulation in multiplayter

#

just don't use impulse

twin hazel
idle vine
thick storm
#

in 5.1

#
virtual void AsyncPhysicsTickComponent(float DeltaTime, float SimTime) override;
idle vine
#

in 5.0 you can register to physics callback
What about this though?

thick storm
#
Chaos::TSimCallbackObject
#

you have to implement this class

#

and after you calculate the forces:

PComp->GetBodyInstance()->ActorHandle->GetPhysicsThreadAPI()->AddForce(Force);/
#

on client and server, independetly

#

i also added interpolation on TickComponent, where I interpolate the replicated values

idle vine
#

So much is happening in UE land ๐Ÿคฏ

#

Wonder if the weights thing is set for 5.1 as well.

finite marsh
#

Heya all, I'm trying to compile Nvidias RTX DLSS build but my VS is throwing a wobbly & saying this?
I'm seeing stuff about entering a /zm command but can not for the life of me see where to do that in VS 2022

small surge
#

any updates on nanite for forward shading?

languid kayak
#
  Microsoft.MakeFile.targets(44, 5): [MSB3073] The command "C:\Unreal5Main\UnrealEngine\Engine\Build\BatchFiles\Build.bat -Target="IrisTimeEditor Win64 DebugGame -Project=\"C:\UnrealProjects\IrisTime\IrisTime.uproject\"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.```
#

goddamnit, the VisualStudioDTE folder trick isn't working

#

I even have the compilerworker building

languid kayak
#

ugh, my stupid ass was missing the obvious

#
0>Remove the modified setting, change IrisTimeEditor to use a unique build environment by setting 'BuildEnvironment = TargetBuildEnvironment.Unique;' in the IrisTimeEditorTarget constructor, or set bOverrideBuildEnvironment = true to force this setting on.
#

there we go lol

#

always check the output!!

twin hazel
#

In GitHub how can we guide to a specific commit?

#

I'm trying to find commit 20662639 to see how Epic fixed a specific thing I'm looking for

iron dome
#

That's a perforce CL #

#

I'm not sure you can search for them in git commit message.

rocky wyvern
#

I noticed when I compile UE from source, it doesn't use all the cores, is there any specific settings or something?

thick storm
#

you don't have enough ram probabaly

rocky wyvern
thick storm
#

yeap

#

not enough

#

for 64 threads

#

you need 256gb

#

by default cingle cl.exe process takes 1.5gb

rocky wyvern
#

it doesn't complain? it keep around 16GB even though i have 32GB

thick storm
#

and is spawned per single thread

#

it does not complain

#

because its safeguarded

#

against alocating to much ram

rocky wyvern
#

oh, okay, what is 1.5gb again?

thick storm
#

you need 1.5gb ram per core

#

or thread rather

rocky wyvern
#

and i have 32 cores

thick storm
#

to make use of everything

#

yeap

#

and 64 threads

#

also consider other processes need memory

#

so

#

128gb is minimum to make full use of it

rocky wyvern
#

i see... okay, got to test it again with some new rams

#

thanks for the help

lone scaffold
languid kayak
#

here's me having it only need .5gb free per thread

rocky wyvern
#

but then how you get this 573741824 number?

#

i mean, to be exact, half gb is 512,000,000 bytes

#

also I'm facing another problem in perforce, I added the DerivedDataCache/ to the Engine Source .p4ignore
and when try to recompile with UGS in another pc, I get this error
ERROR: Could not find definition for module 'DerivedDataCache', (referenced via Target -> UnrealHeaderTool.Build.cs -> Core.Build.cs)

#

why i add DerivedDataCache/ to .p4ignore? because of two reasons, one because this website say so https://allarsblog.com/2017/04/05/populating-perforce-with-an-unreal-engine-source-build/ and another reason is because of the unreal documentation https://docs.unrealengine.com/5.0/en-US/derived-data-cache/ it advised to not to store them

#

since building them locally is faster and take lesser time

rocky wyvern
#

okay, I created a .p4ignore inside the ./Engine/Source/Developer and add the !DerivedDataCache to it, now it's compiling

stable hemlock
#

standard definition of giga doesn't come to play when it comes to ram

thick storm
#

and corrupted soething

lone scaffold
#

For me 32 threads + 64gb ram works fine with removed limit

languid kayak
#

close enough!!

quick flax
#

anyone know how to fix the error Unable to open file Engine/Build/InstalledEngineBuild when i try to build unreal engine using Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean -set:HostPlatformOnly=true -set:WithDDC=false? i'm following this tutorial https://dev.epicgames.com/community/learning/tutorials/k8Ve/unreal-engine-how-to-build-the-unreal-editor-github

Epic Developer Community

A step by step guide to building Unreal Engine from source code using GitHub.

brave nest
#

Hello how can i add my source build engine version to epic games launcher ? I cannot install any assets from epic games

heady sparrow
#

for engine plugins and the like

#

content should see the version? I forget

#

if not UnrealVersionSelector.exe might let it know

#

I believe their locations are all stored in the registry

#

but using a dummy version is the annoying but simple workaround

brave nest
heady sparrow
#

okay, then do the dummy version thing

#

probably code plugins as they need a specific binary build

twilit needle
#

Building engine from source for the first time. Which of these options should I choose? (This dialog isn't covered in the UE docs on building from source)

UE5 release branch, VS 2022.

Please and thanks!

dark spindle
#

First one likely will work well

#

Second option is also good

twilit needle
#

First is definitely preferred if the engine will compile with 4.8

twilit needle
#

Following up -- Updating to .NET 4.8 did build cleanly. ๐Ÿ‘

twilit needle
#

Hmm... The editor was crashing a lot (release branch) on stuff it shouldn't have been crashing on.

#

I cleaned the project and I followed the instructions here to get .NET 4.5 installed for VS 2022, and now I'm rebuilding the engine to see if it fixes the crashing.

#
void karma
#

Hi, everyone. Just triple checking, the source-built engine project should be saved right beside the engine folder, right? Thank you in advance!

kindred cobalt
#

Anyone know if there's a method to sandbox the dynamically defined "blueprint classes" so that they can only "inherit" from an outer class that is within a list of classes? I'm considering the implications of allowing blueprint based mods in a game and I realized since a blueprint "class" is created at runtime, it can target any class in the runtime it knows the name of (and is blueprint extendable) I want to allow only the api base classes defined in the runtime to be extendable without opening up the game's core classes to third party blueprints.

I've just thought of an idea, when mounting the pak file scan for the new blueprint classes and verify that they extend only the other classes available within the same pak, the api classes I allow, and the unreal classes I allow... I think that answers my question actually.

If anyone can point me to an implementation of this that already exists, (but I doubt because its never that easy,) it'd be much appreciated!

calm mason
#

I'm seeing some annoying issues, possibly just on one machine, where the build process seems to build too many things too often. It's hard to pin down but in this case I:
Built/ran the editor
Built windows server + game from cmd line
Ran the editor from VS by pressing F5 (even though nothing had changed it decided to build 257 files: ispc files, then a bunch of engine module files)
Changed a blueprint asset in editor
Built windows server + game from cmd line and it is building ispc and engine modules again!

I suspect the engine module recompiles are caused by ispc compilation, but is there anything I can do to fix this? I have another machine that doesn't seem to have this problem.

I guess I could delete the folder, resync everything, and see if that fixes it...

#

Yeah seems to be everytime I switch between running Editor / building game package...
This is possibly suspicious output when I switch to running editor again:

1>Creating makefile for MyGameEditor (UnrealBuildTool assembly is newer)
1>Creating makefile for ShaderCompileWorker (UnrealBuildTool assembly is newer)
twilit needle
#

See the Building An Installed Build section

#

Theoretically this will stop the engine from recompiling itself all the time.

calm mason
#

Well, that's quite different actually! I recently switched from an Installed Build approach. Installed build builds EVERYTHING, takes ages and produces a huge package to distribute to the team.
Instead, if you put your Engine folder next to your project folder you can build just the things it needs. However it looks like something is going wrong in my case, maybe some file is readonly and should be writeable, idk.

twilit needle
#

I'm just trying to build engine source for the first time, I've been using launcher installed builds, but I'm ready to move on to EOS soon.

#

Unfortunately the engine recompiles itself ALL THE TIME for no reason whatsoever, and I'm losing so much time it's driving me insane.

#

Trying to find a solution.

#

If I don't modify engine files (which I don't), then the engine shouldn't be recompiling itself.

calm mason
#

Are you using the Build Only Project option in VS?

twilit needle
#

Yes. It works fine unless/until I need to clean my project, and then it invalidates the engine too or something, even though I only clean my own game.

calm mason
#

oh I see... yeah.. do you need to clean? I don't think I ever cleaned in like 2 years?!

twilit needle
#

When switching branches I clean, and sometimes BPs get fubar and can only be fixed via clean.

calm mason
#

ah switching branches ok

twilit needle
#

Currently the main reason I'm cleaning is because VS compiles fine but Rider has issues I'm trying to figure out.

#

And so I'm cleaning VS results to force Rider to compile, and vice versa

calm mason
#

you could try deleting your Project/Intermediate/Build/Win64 folder instead of cleaning

twilit needle
#

I think I'm just going to start this over again. I can't even get the game to run now, constant crashing RE libPNG as soon as I PIE.

twilit needle
void karma
#

I'm rather new to using the source build myself. Everything appears good now for me. After building the engine and setting it as startup, I launched the editor, and then saved project folder beneath the engine folder (not inside the engine folder). I'm still not fully confident it's proper, but my project builds fine independantly without the engine building. Unsure if I was supposed to set/change the startup to my project at that point, but I did. I'm currently testing everything and making sure I'm confident with the directory before starting any development.

twilit needle
#

If so, does that have any effect other than not requiring you to list the specific engine correlation in the uproject file?

hidden hedge
#

that means

/path/to/MyProject

#

which is actually the recommended way if you're using a source build

#

if /path/to contains the batch files and such

void karma
#

Yes, like this Unreal Projects/UnrealEngine/ (and then in order) top to bottom: .git, .vs, Engine, FeaturePacks, MyProject, Samples, Templates... and then the rest--configs, dependencies, bat, etc. Again, though, I'm still quadruple checking that I did it correctly. So far no issues.

somber hedge
#

I've recently created a distributed build of the engine I intend to use for my current project, but I'm also making heavy use of marketplace plugins and I'd rather not include them within the project. What would be the easiest way to include them as a part of the engine build?

hidden hedge
void karma
brave nest
#

When i try to create a new project with source build engine it appears. how can i fix

dark spindle
brave nest
dark spindle
#

Double click the .sln in the project

brave nest
#

i cant see the sln file. I created project as blueprint project can it causes this

twilit needle
#

I think there is a way to upgrade your project to C++ from BP.

brave nest
twilit needle
#

If you're a C++ programmer IMO just make all of your projects C++ projects rather than BP projects

ornate rose
#

Is it me or the ue5 github version calculates material instructions wrongly? A blank new material is showing 343 instructions๐Ÿ‘€ ๐Ÿ‘€

dark spindle
#

Nothing wrong

#

It's just as pointless as in the past decade, but it's probably accurate

ornate rose
#

So how do you know the correct instructions a material is using? I am getting 60 fps with my scene though. Some of my materials are showing like 1700 instructions?

dark spindle
#

I've never looked at it in 8 years

#

It's a pointless metric

#

Profile your scene and see what's slow

ornate rose
dark spindle
#

You are hearing bullshit

#

It's certainly thousands of times more accurate that material instructions

ornate rose
ornate rose
#

I am trying to get rough refelctions for some glass objects in my scene but that isn't working from the github build.

dark spindle
#

It also says editor so it's completely pointless

ornate rose
dark spindle
#

Profiling in editor is not representative of game performance

#

The editor is not intended to render the same thing

ornate rose
dark spindle
#

If you care specifically about editor performance and have editor vsync disabled, and you're aware that the editor has a different performance profile, then sure I guess

ornate rose
dark spindle
#

Normally you profile your packaged game to determine the game performance and the editor performance is irrelevant

#

It's not like you have a big nice scalability menu in editor to improve editor performance

#

And (normally) a scalability menu in your game's settings to improve game performance

ornate rose
#

Ok. What of Unreal Insights? Just read up about it. It seems to work with perf cameras using blueprint. It doesn't require a pakaged game.

dark spindle
#

Neither does profilegpu

#

It's just that profiling editor is always pointless

#

UE5 defaults to upscaling the editor, you don't have cooked content, you have hitches everywhere, multiple windows doing rendering, different scalability profile, different resolution

#

It's pointless

ornate rose
# dark spindle It's pointless

I get what you are saying but if you end goal is not a packaged game, it is useful if you need optimal performance in your editor for cinematics, vfx e.tc. or unreal engine scenes that are sold in the marketplace for example or do you still think it is pointless.๐Ÿ™‚

dark spindle
#

For marketplace assets the packaged performance is the only thing that matters

#

For regular, development use in editor with low performance, use scalability

ornate rose
dark spindle
#

That's why there's a big red warning that tells you about it when you profile with vsync

ornate rose
ornate rose
dark spindle
ornate rose
dark spindle
#

Right click uproject, launch, r.vsync 0, profilegpu

ornate rose
dark spindle
#

Hit the console key

#

Do you have anything like say, a camera in that scene rendering to a texture

ornate rose
#

I have only one camera in my scene. Can I ask where on the report it shows this? I really need to learn what the profile gpu says.๐Ÿ™‚

dark spindle
#

Just looks like you have two scenes there

#

Might be translucency related

ornate rose
hot glade
#

can anyone give some tips about this error:

#

[Makefile:1188: UE4Editor] Error 6

#

im trying to compile UE5 editor on my ubuntu based server.

#

i gotta go sleep soon maybe tomrrow lol but would read any tips tomrrow

plucky canyon
#

anyone able to help me with building UE5 from source, i am stuck. on the part where they say "4. Once finished, open the UE5.sln file and TargetVector should appear under the Games folder."
Games folder where is that hiding in VS 2022 ?
link to tutorial i am following "https://github.com/Voidware-Prohibited/ALS-Refactored-EOS"

hidden hedge
#

Where did you put your game project relative to the engine?

plucky canyon
#

as they say "Create a subdirectory at the top directory of your Unreal Engine 5 Source Build called Projects"

hidden hedge
#

Well you don't normally do that with a source build but answer the question

plucky canyon
hidden hedge
#

And the uproject is within that containing folder?

#

Also usually you put it one directory higher

#

After moving, re-run GenerateProjectFiles.bat

plucky canyon
hidden hedge
#

One directory higher/up

#

Ie. Put it in the parent folder

plucky canyon
#

ok will do

hidden hedge
#

And does the folder match the uproject name?

plucky canyon
#

no TargetVector.uproject and folder is als-re....

#

they shuold be same ?

hidden hedge
#

Usually, yes

plucky canyon
#

hmm, turorial says "Clone this project into the Projects folder. The structure should look like /Projects/[Name of this Repository]"
That to me is wat i did, but that no normaly how it is done ?

hidden hedge
#

No

plucky canyon
#

hmm ok thx

hidden hedge
#

I've had to repeat myself many times in this very channel about how to structure a source build

plucky canyon
#

i appreciate you doing once more for me ๐Ÿ˜„

plucky canyon
hidden hedge
calm axle
#

Is there any support for incremental changes to the engine? I'm debugging some issues with material archive parsing and any change I make to a file like Shader.h forces a recompile of 1800 files, and having to wait an hour between debugging sessions is not at all productive. Changing cpp files is usually faster, though sometimes it decides to recompile it all anyway, even without header changes. I'm aware that changing headers recompiles everything dependent on them, but I've never had it this bad. I don't have too much C++ experience, but I feel like adding a line to a function body shouldn't need to recompile that much code

iron dome
#

1800 files is an incremental change.

calm axle
#

It's half of the engine

iron dome
#

More like a quarter.

calm axle
#

First build compiled ~3000 files (might've been 4000)

#

So a bit more than half, give or take

iron dome
#

But you aren't building the whole engine!

calm axle
#

I cloned from source and built everything

iron dome
#

Regardless, if you change a commonly used file like that, it's going to require you to recompile a lot of things.

calm axle
#

Yeah I was just hoping it wouldn't be this bad

iron dome
#

Don't change Shader.h ๐Ÿ™‚

calm axle
#

I wish I didn't need to

iron dome
#

Or UObject.h !

calm axle
#

Now that sounds like recompile hell

iron dome
#

Depends on your hardware, tbh.

calm axle
#

3 year old 2600X, compiling anything sucks

iron dome
#

Oh my.

calm axle
#

Here we go again

analog lily
#

C:/Program Files/Epic Games/UE_5.0/FeaturePacks/TP_VirtualRealityBP.upack. Failed to parse manifest: Invalid Json Token. Line: 43 Ch: 4 Why is this error?

random glade
#

Greetings! Any idea why I get this error on the files I'm creating? It happens even in projects where source control is disabled

#

This is the code I'm using:
UClass* EffectClass = TrackData.SourceEffectChain[ArrayIndex].Effect->GetClass(); UPackage* Package = CreatePackage(*PackagePath); USoundEffectSourcePreset* SourceAsset = NewObject<USoundEffectSourcePreset>(Package, EffectClass, *Name, EObjectFlags::RF_Public | EObjectFlags::RF_Standalone); bool IsDirty = SourceAsset->MarkPackageDirty(); FAssetRegistryModule::AssetCreated(SourceAsset);

plucky canyon
#

anyone know how to fix this error ?

celest flower
#

Is that a build error? If not, curse IntelliSense and ignore it.

plucky canyon
#

yes it is

celest flower
#

Hm. I've never had this myself, but looking at it, try removing the semicolon?

plucky canyon
#

at the end of the line?

celest flower
#

Yeah.

plucky canyon
#

nothing changed

celest flower
#

Then I'm out of ideas.

plucky canyon
#

thx any way man

celest flower
#

Hopefully someone more knowledgeable comes along.

hidden hedge
plucky canyon
hidden hedge
#

the "abc" with the red squigglies indicates an intellisense error, not an actual build error

#

look at the output log, always

plucky canyon
#

hmm i am building atm will have a look when its done

hidden hedge
#

if it's been this long this is probably a full engine compile rather than a project-specific engine compile too rip

plucky canyon
#

yes i have bean building the hole engine and it takes like 4-6 hours.

#

now i am building part that have error after i try fix. cut down the time a bit ๐Ÿ˜„

#

getting theses error atm

green briar
#

Is there anywhere which keeps track of the last successful commit/build?

#

(ue5-main)

flint veldt
#

I have my projects loading in correctly to the source editor, however when I try to add the server Target in step 9 of doc. I get this

#

Am I missing something?

#

here is the Doc I am following

hidden hedge
languid kayak
flint veldt
cunning jolt
#

@flint veldt are you building a dedicated server?

flint veldt
#

trying

#

๐Ÿ˜›

cunning jolt
#

if so, you need to compile UE from source

flint veldt
#

I have that sir

cunning jolt
#

you cannot use the version from the Epic Games Launcher

flint veldt
#

I have that in line.

cunning jolt
#

@flint veldt ๐Ÿคก sorry

flint veldt
#

yeah like I say stuck on step 9

cunning jolt
#

Have you UE5 from both EGL and source?

flint veldt
#

Yes

cunning jolt
#

If so, make sure to right click on your UPROJECT

#

and switch unreal engine version

#

and make sure the built version is selected

flint veldt
#

oh thats new let me try

cunning jolt
#

if it wasn't selected, quit VS, select it, and Generate VS project files again

flint veldt
#

doing that now

#

thanks for the lead

cunning jolt
#

๐Ÿ™

flint veldt
#

ethier way thanks for the help brother, I will Keep you updated

cunning jolt
#

'cause on your screenshot, the UE version was inside Program Files, so I would suspect you were using the version from EGL

languid kayak
#

oh yeah, it does say right there

flint veldt
#

No I moved it there to see if it was messing with the syntex

#

hahaha good catch though

languid kayak
#

I would recommend you put the engine source somewhere closer to the root of the drive

#

otherwise you risk file urls getting too long

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just in case

flint veldt
#

good call move it next

cunning jolt
languid kayak
#

moving it might mess with the version selector though, so maybe regenerate the engine solution afterwards

flint veldt
#

currently it is perfectly inline with the EPic Directory name convention so should be golden. but

languid kayak
#

or even the bundled versionselector.exe

flint veldt
#

mega, good call, yes I did that

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get hub is happy

languid kayak
#

your game uproject should be able to see if you change its version

flint veldt
cunning jolt
#

that's UE5 and VS in a nutshell lol

flint veldt
#

Yeah, but that is not clear at all in the docs.

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I have been circling for hours. days. waht years it it?

#

anyway hrummph

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if this is it I will be.... annoyed.

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๐Ÿ˜„

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but thankful

flint veldt
#

so I am still compiling. so something is absolutely different. No error yet, but this feels like I might be on the path again... We will see how my gut fairs

warm helm
#

Hi everyone, I'm chasing down an elusive bug in to the editor source at the moment that's making me tear my hair out and I was wondering if anyone would be able to help me. I've created a template project for my students that works fine on my original development machine (Windows) but when I try and open projects created from it on some other Windows machines, I'm receiving crashes due to the DebugCanvasDrawer having batched elements that have gone out of scope by the time they come around to being drawn.

The main culprit is in Engine/Source/Runtime/Engine/Private/BatchedElements.cpp line 1137 using UE5.0.3 from the launcher. If I place a breakpoint on that line and continue through a few instances of it being hit, I eventually hit a call where the BatchedElements this* pointer is null, which implies that the execution is currently happening inside an instance of BatchedElements that has been freed but not removed from the owning render pass.

If I step up a level, the caller is in Engine/Source/Runtime/Engine/Private/UserInterface/Canvas.cpp from FCanvasBatchedElementRenderItem::Render_RenderThread. The render pass is the CanvasBatchedELementsPass

The actual issue is when you let the editor start up and run without any breakpoints, then there's a null pointer access error when trying to access the texture parameter of the mesh element that was queued in the BatchedElement instance. Even though the this pointer is null, if you step over the offending instance, it still launches the editor. It's only when the editor is launched without pausing near that line when the crash occurs. My current hypothesis is that the Data pointer in Canvas.cpp might be freed too early.

I've tried removing all of my plugins to no avail, the crash still seems to happen. Any ideas how I can isolate the cause of this problem?

peak zinc
#

Noob question. Can somebody remind me how to launch a game on Debug mode (not editor) using the engine source?

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i'm always used to launching using standalone engine

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(open the project sln and launch debug) but totally lost on how to do the same with the engine

dark spindle
knotty warren
#

I have a question regarding blueprint compilation, not the process itself, but more like when and why it occurs.

I've noticed that it does seem to happen way more often than I'd expect. And that can be painful; In a blueprint-heavy project with dependencies between blueprints being pretty much reckless and unmaintained (lot of circular dependencies, lots of casting to BP types, you know, the usual things people tell you to avoid), the time it takes to compile blueprints can be pretty long (few minutes in one sample project I'm investigating this on).

I stumbled upon this when I was trying to figure out why does it take so long to launch the Editor (4.27, built from source). I tried to narrow down the part of the loading process which drags the whole thing down the most. It looks like it's not the loading any of the heavy assets - it's the blueprints! Apparently, the editor recompiles every relevant Blueprint once it gets loaded. It also looked like the compilation was single-threaded (!) so assuming that the blueprints are heavily dependent on each other, in larger projects I'm looking at 100s of compilation tasks being added to the queue, and that seems to happen every time I try to load a blueprint for the first time in a freshly launched editor instance (no cpp recompilation - same set of binaries, simply re-launching).

So, question - is there a way to avoid blueprint recompilation, making it happen only when the blueprint actually changes? Doing that on every editor load feels extremely redundant - I was under the impression that the compiled blueprint bytecode is stored somewhere in the Intermediate files and is simply being reused not only between PIE sessions but between editor runs as well but... it does not feel like it.
I found this config variable

[/Script/Engine.Blueprint]
bRecompileOnLoad=true

and changed it to false but it doesn't seem to make a difference. What am I missing here? Is that really the way it works?

quick mica
# knotty warren I have a question regarding blueprint compilation, not the process itself, but m...

Well the point is, Blueprints are compiled in order to bring better performance. As they are compiled into some sort of Bytecode this means it requires to load all dependencies in order to compile it. In the end the Blueprint VM processes a Stack which contains all the calls end memory required to run your BP. I think the only possible optimization you could do, is turning your BP only project into an hybrid one and convert BPs into code. But as I avoid bigger BPs as possible I can't tell you if there are some settings that could improve your compile times.

RecompileOnLoad is for the c++ code, that you don't have^^

eager saddle
#

Hi, Does main branch 5.0 on git hub includes 5.1 features ?

knotty warren
# quick mica Well the point is, Blueprints are compiled in order to bring better performance....

But let's say I have a blueprint and I've already compiled it the last time I ran the Editor. Added a variable, compiled, saved, ran PIE, saved everything and quit the Editor. Then I run the Editor again. I'm not modifying that Blueprint, I just want to load it. Why would the loading require recompilation? Shouldn't it just restore the byte code it produced the last time? Or is the byte code only valid in the context of a given editor instance because of some hardcoded memory addresses (I sincerely hope that's not what happens)

quick mica
dark spindle
#

5.1 isn't released

eager saddle
#

@weirder, thanx, Still battling with vegetation and since dev have been made , I'm hoping they're in this branch that I would then use as a renderer only, keeping my 5.03 as my main project.