#engine-source
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No worries!
I am getting an error showing "Attempted to access___ via property, but is not valid (pending kill or garbage)" How to fix it?
Got the fix
I forgot to enable remove from array stack
Trying to Build 4.27.2 from source, installed VS2017 and all things in the README.md
It fails with those errors - im sure this get asked everyday but I've been trouble shooting this for weeks
everytime to let it compile for a day and then see another error i don't understand ๐ฆ
Googling the above errors only had 8 results with no resolution
Man is there like something on AWS with the source of unreal preinstalled so i can just build it using that
I just need dedicated server versions of my build
and preferably for linux - not windows
the readme is years out of date
I would try nuking the entire thing and cloning again. be sure to run setup.bat
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.
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?
A regular static mesh would contain 2 objects, the actor and the inner static mesh component
If you count the static mesh the component is rendering I suppose that's 3.
what about the blueprint class actor where you add a mesh into that
Same. But more overhead. Probably.
ok, makes sense,
Why is the object count concerning you?
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
There's no real limit.
There's just performance and ram.
You can probably have hundreds of thousands of objects without much trouble.
i'll see how it goes, what i'm building is a abornally rich world with a lot of objects
Probably where world partitions and sublevels come into play...
i'm seriouslt toying with that idea but the catch is that it won't work with my multiplayer network setup
i'm kind of thinking rolling my own distance based object management system
If your project is that ambitious for MP, you probably want to look into your own custom relevancy/network implementation
Then making world partitions and sublevels work with it shouldn't be an issue!
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
aside from the giant cube everything sit on top of
If i edit a .cs file such as UEBuild<someplatform>.cs do i need to recompile the engine? (using a standalone engine)
i don't see anything linked to the unreal build tool for that specific platform
anyone encounter this error trying to build latest ue5-main branch
strange... your engine folder location looks okay
it says the path is too long somewhere
yes
- funny i have two ue5-main clones, and one is working and one is not, both with latest changes..
- Go to project properties and remove all include paths.
What does casting -1 to a pointer mean ?
It means nothing - other than 0xFFFFFFFF likely being an invalid pointer.
Same way INDEX_NONE is -1
https://github.com/EpicGames/UnrealEngine/commit/ecd7f47e3423e28b4a05280c9317799e763e4dc1
Reorganization pass on AudioGameplayVolumes (AGVs) before 5.1
looks like 5.1 is branching soon-ish
5.1 will release in july?
no way. It'll take like a month after branching for the first preview to appear, then at least a month and a half for the full version release.
we're still looking at 3+ months for 5.1
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.
Thank you for your answer.
What do we know about 5.1 features ?
I saw some nanite WPO tests a few monts ago, anything else noteworthy ?
Looks like they fixed the SetEnv compile issue on ue5-main branch, FYI
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.
Cool Iโll try it
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
please?*
oh god why
now getting that lol
ue5-main have a horrible bug with bp class hierarchy not saving values at 3rd or above hierarchy
why engine loop takes 508.3 ms ?
How can I tell which task that is waiting for ?
Look at the other threads.
does anyone encounter compile issue like this? :
chaos module fails to compile on ue5-main branch, latest commit
which commit ?
ff9339f0064553e993aa05849e75e0bd45afcc6a
guys are world pixel materials/ movable objects support Nanite now in main channel?
anyone know what is the new features so far ?
Why does the function accept template value instead of regular function input parameter ?
usually you would do this combined with the if being an const expr which allows to remove the runtime check. I assume it's assumed the compiler will do the same optimizaiton to this function.
Is there a way to hit debug break points in standalone mode ?
Thank you
-game in VS's debugging command line, F5
ohh, that's clever. Thank you!
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
I suppose you can try compiling in Test or Shipping
I guess that doesn't answer the question
"Development", rather than "DevelopmentEditor"? ๐ค
you can just start the game and attach the debugger or start the exe from within your IDE if you need to hit an early breakpoint. Of course you'll need the symbols but I guess you have them^^
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?
Development Editor -> Win64 -> UE5
Yes though keep in mind PRs are often ignored
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.
Wish those docs would get updated a bit more, lots of stuff still outdated despite ue5 being out and about : (
Hopefully, this is the right channel to ask
how do I do this? https://forums.unrealengine.com/t/solved-error-msb3073-version-4-26/156371
I've seem to get this instead:
Iโm trying to build the latest release branch and Iโm getting this error: 3> Creating library D:\UE4\UnrealEngine\Engine\Plugins\Importers\USDImporter\Intermediate\Build\Win64\UE4Editor\Development\UnrealUSDWrapper\UE4Editor-UnrealUSDWrapper.lib and object D:\UE4\UnrealEngine\Engine\Plugins\Importers\USDImporter\Intermediate\Build\Win64\UE4Ed...
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.
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
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
Rider
e4199ed4c41992fdeddf4f3e14ed01c52cdf09e6
thanks, i updated to this commit earlier, and it compiles now.
(never encounter that compile issue before... maybe i should dig into it a bit, anyway, it works now)
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?
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
This is mental! is there anyway I don't download the whole entire company?
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?
Any news about the possibility of a 5.1 release date?
Couple of months at least
Past releases have been 6/+ months for major versions right? Been like 2-3 months, so a while off
just for my understand, what make it shallow clones? and why the file size is 10 times different?
it's a tag release
Shallow clone only fetches the latest revision of each file, and ignores the historical versions of each file
Because you're building everything when from source
You have all debug symbols for everything
okay, but then i don't need the history
This isn't the history though - a complete compiled engine clocks in at 300GB
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
Yeah that would be all the binaries and compilation artefacts if you mean a built one
you mean all the .pdb?
Yeah, and all binaries for all programs and plugins that you may or may not use
Like the version tags?
It marks the commit that was distributed, EG if you want to make changes to a revision while maintaining perfect compatibility with binaries
CI/CD systems might get triggered by the tags, makes checking out significant revisions easier
i see... okay
seems like it worked
also for me the total size after compiling is 145gb but I did exclude all platforms except for windows and linux
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 ?
Why render thread do nothing that between actions ?
did you ever figure this out? I'm having the exact same issue
sorry I honestly don't remember what I did, it eventually worked but I spent a lot of time doing random stuff, I remember rebuilding the engine and building a fresh github clone, but I don't remember how it was fixed
I'm thinking of maybe doing that too, maybe I excluded some platforms which I shouldn't when I built it, do you remember which ones you excluded?
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
There should really be a white list instead of blacklist option!
indeed, also there should be a list somewhere of whats safe to exclude
for example, the googleTest one I dont think its safe to exclude otherwise you cant compile it
I'm now doing it again but I'm not excluding it
I also find it interesting that epic doesn't mention on github these exclude options
maybe they know if we exclude more than we should we get issues
Ok Thanks. In another 3-4 months? Hopefully that happens. I am wondering if wpo for nanite will be possible by then or will come in 5.2. Masked material for nanite is currently possible.
try something like "async load level"?
Reading from EpicGames/UnrealEngine github, Is this true? can anyone really build UE5 from source between 10 - 40min?
i'm curious, cause it took me over 4 hours to build one
if you can build in that short period of time, what kind of specs do you have?
where do you add those? using UnrealVS plugin in command line editor?
yeah it can be if you have a pre-existing project and you set it up properly
well, it's just building the engine from source took me 4 hours, not include building a project
the point is if you have a project, it significantly cuts down the engine building time
because it only builds required engine components
i see... yeah, understood, but that's what mentioned in README.md guide for how to build engine from source
so i'm quite surprised
cause i have SSD and i expected to build from source should be fairly fast
and how many CPU cores
but took 4 hours to build the engine
hmm... i have i7
but it's old generation
i think 8th gen
let me check
Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz 3.40 GHz to be specific
4 cores
yeah that's not a lot
and a pre-existing project and setting up the game and engine side-by-side will cut down build times
i see... okay, so more cores will increase the build time?
i wonder what specs can actually build an engine with in 10min
i understood that you only build it once
but i keep removing the engine, since i ran out of space
it's 200+GB after building all that
@hidden hedge i saw some people using flags like -exclude=osx64 any idea where to add these flags?
like i would never want to build anything of IOS, so want to not to take space and time to build all that
a 24-core threadripper does it pretty consistently with a pre-existing project
24-core threadripper? that is an expensive processor
this is probably the git deps thing, but I don't exclude anything as cutting stuff out is done with P4 filters in UGS
yeah and gamedev is expensive
and the hardware requirements for gamedev is higher than actually playing games
okay, you are talking about perforce right, hmm... i'm trying it out
how does p4 filters them? with .p4ignore?
i haven't set up unreal game sync yet
yeah, i understand but threadripper are way expensive than GPU
hmm...
i guess maybe i should sell my kidney
UGS has sync filters
correct me if i'm wrong, so UGS filter getting stuff from server, but server still does store all those stuff right?
and one have to go through full build
when you run the Setup.bat on the command line just add them infront
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?
I can see its running on the background, I see it on the task manager, but I have no command line
oh, did you add the -log ?
oh I didnt know about this flag
this will show the cmd
but now for some reason I cant even open the project on the editor
so I deleted the cache folders and Im now rebuilding it on VS
once that finishes I'll try recompiling the server and use that flag when running
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
then just double click on it everytime you want to run the dedicated server
I dont get it, you need the editor to run the dedicated server?
no you don't, dedicated server don't draw anything on screen
I dont get it why you specified the UE4Editor on that .bat
cause you still need the engine? i'm not sure too
hmm that doesnt sound right to me
I dont think you need the whole engine installed to run a dedicated server
to build it, sure
but not to run it
oh you are right, that is to test multiplayer
for dedicated server i'm just calling the build .exe with log
basically {YourProject}.exe -log for dedicated server and i have another build for client
hmm ok I didnt use that -log flag I'm going to try it out next
once this finishes compiling
if you dont add that -log flag what happens?
does it not anything?
nothing, the command prompt wont show up
ahhh so thats probably what was happening to me
you can actually use it in any mode
I even tried to run it on the command line and I didnt see anything
if you want to see what's happening while your game is running
yea I think I just need that flag
ok I just finished compiling and yea using -log works
that is when I build "development server"
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?
i wonder why it decided to look for pdbcopy after 3 hours ๐ฅด
even though i installed the windows 10 sdk through visual studio installer
it's a bit weird because the win10 sdk in VS doesn't actually install the component it's complaining about
it should look for all neccessary components before building it imo
well it doesn't install pdbcopy.exe, if you use the win10 sdk link the error message, you can manually install that component
which gets placed in this path
Is there a way to get the epic games launcher to see the source build?
for like say plugins etc
https://docs.unrealengine.com/5.0/en-US/using-an-installed-build-of-unreal-engine/ this might do the trick, but I'm not sure
look under "Registering An Installed Build"
yeah that works for projects but not for plugins in the launcher
the easy solution is to just copy them from where they are installed
of course to install them you need at least one binary build they can use
which is annoying
ya gotta run the launcher version and do a build?
is their a hard solution? ;p
It's way more ghetto than that. Install a binary engine, download the plugin, and then copy it to your project's plugins directory
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
perhaps an ini that sets this to a default got left out?
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?
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?
in engine root directory I added .p4ignore with DerivedDataCache/ but that's just for perforce tracking, I don't think this could cause error
Any idea why creating pipeline state takes too long ? How can I reduce it ?
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.
Module.USDTests.cpp.json" version ("1.2") is not supported version
when trying to build the engine
Not sure where to ask this. But does unreal support Resizable Bar?
How much space does the source code and the compiled engine take up?
About 150gb
More like 250;)
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)
Could you give some keywords / links on how the efficient way is done?
Project and engine side by side
So that UE5.sln contains the game
And then you just build the game target
That concludes our intensive 3 week course
I see what you are getting at, but am no closer to how that would be done in practice
Manipulating build configurations?
How does one go about setting this up with an existing project made with Store Engine?
Copy and paste it to the engine directory
And who said anything about manipulating build configurations
Ok - what does this achieve? What is the advantage of having the project inside the engine directory, how does this change engine compile size?
Because it only compiles modules your game actually used rather than all of it
Like I said in the beginning
Discord is horrible, impossible to tell where a beginning is intuitively
But this is indeed interesting
Well it was the message you replied to me on, but this is how source builds are typically deployed in larger studios
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!
Is there any way to trim the fat on source build?
What can I safely remove?
my source build is 270gb, what in the world
Sounds like you've either built the entire engine (don't) or built multi configurations.
I think I've built all by mistake
yeah I built the entire engine
what would you recommend I do from here?
Undo that
as in, delete everything and redo?
yep
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)
Other than that git reset --hard?! ๐
git reset --hard on my project or ue source?
Ue source. Tbh, I don't know if it will reset things in gitignore folders (which I imagine your binaries and intermediate are)
ahh
how much do you reckon I can cut this down by?
~150GB if I push it?
My source build is about 140gb.
ok i definitely need to get to where you are
i did a hard reset
yeah my binary + intermediate in ue source is around ~120gb
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
I make no guarantee that your engine will get down to 140gb after compiling, though, I'm not using git
It does it automatically
If you build your project it iwll only build what your project needs.
So don't build the engine, build your project.
so run setup.bat, but don't build the engine in VS after that?
thanks @iron dome , here goes
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?
run the setup.bat file with a ton of parameters
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
and i can include them whenever I want later?
for eg: I may need to build linux later for linux dedicated servers
By re-running setup, I assume.
if i rerun setup right now without clearing the binaries/intermediate is that gonna pan out as expected?
Pretty sure it won't delete anything.
well...that's..not convenient
@iron dome when I build my game, it tries to build 3163 actions. is trying to compile the engine?
Yes. That's the expected situation.
Compiling the engine solution would produce 6000+ actions
how is your build siting at 140gb then?
wait I'm a little confused about the specifics. can we walk through what exactly is going on?
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?)
also :
The former would be the parts of the engine required to edit your project
Ignore him
The latter is everything in the engine, even the stuff you don't need
That's not including a .git folder (because I don't have one)
i am considering deleting everything agian and rerunning setup.bat with those excludes
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?
Though don't delete the whole dir, just delet everything but the .git and check do git checkout
Because you've already built those things? It's just replacing the binaries
It might be that it will take up more space when it's complete?
I guess it hasn't yet..
hmmm. it's already at 144gb
From a fresh copy?
Probably your .git folder taking up the extra space
It might be you have different or more prereqs downloaded.
why whole dir? you mean just binaries + intermediate right?
how much space do you reckon all those extras will take?
is a nuke and re-doing setup worth?
if it's like 10-20gb it;'s fine
No idea. And that is what I suggested!
you suggested to delete it :p
or did i misunderstand
Delete everything but the .git and check out the files again.
check out the files meaning? git reset --hard?
where would I be checking out to? i'm already on release
Well, if you delete everything, you wouldn't have anything checked out.
ok, I'm deleting everything in the Engine folder now
(except .git)
and .gitattributes and .gitignore?
I guess. I think they come with the git branch.
well, that doesn't seem to be working
I guess I'm just gonna reclone the project....
Well apparently it already skips a few platforms...
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!!
After compiling?
no, it's compiling now
but before, pre-compiling it was 140gb
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?
Hi. plus has some emergency fixes that didnt make it into the base stream for some reason, like supporting Xcode 13 if you need IOS builds. Chaos is very unstable development branch, not recommended.
Oh! So should I go with plus then or..? lol and thanks for the reply
I would not go with plus unless you need XCode 13 for IOS builds, or something similar which you know can only be had in plus. Just stick to the base 4.27
Okay perfect!
Post-compile?
haven't checked, as I had to switch to mac to get some work done. will keep you updated
Daekesh it was building more than 3000 actions though, so looks like 250gb is indeed the correct size
"- i should NEVER build the engine in VS/Rider right?" - it is only a shell, it will always build itself, no ide setup. It's perfectly fine to use both of those.
I think he meant more not to build the engine directly, not to avoid building it in those 2 particular IDEs.
I just checked and my completely clean engine pre-compile is only 82gb.
And 126gb when compiled in a single configuration.
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;
}```
came here just to ask exactly about this commit ๐
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
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 ๐
If I had to guess, Chaos Network Physics
just can't work on old networking code
at least at scale
Chaos Network Physics has a body count (of 1), let's see if Iris will become the second ๐
if that and NP get to a stable state then I must be dreaming
network prediction
Ah, thanks
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
build these plugins or disable them by default
they should just build if you open from an IDE like it tells you to
lol, I don't want to go through this toxic relationship again
please finish it this time...
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
Yeah! Finally, epic has fixed the Saved SubClasses bug! :]]]]]]]
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?
The alternative way is to add it to perforce and use UGS, which is a massive ballache to set up.
that plugin is dead
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
I opened the visual studio and how can i compile it
so when do you think we'll be able to get threaded transform updates
i heard rumors about engine slowly decaying towards that path
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.
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.
Hello is there a way for update unreal engine source build (from 5.0.2 to 5.0.3)
Sure, just check out the new release tag and rebuild
should i choose install folder as my current versions foldr ?
ahh i guess this sentence is wrong :/
Normally you'd just pull on Git with your version control client
Well fetch, checkout/reset, and then re-run Setup.bat/generateProjectFiles.bat and build
i get it thanks a lot
just read the same post udn
but
honestly, the same post mentioned they don't have any ETA before it will be in even experimental state ๐
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
Dayum.. thanks for letting us know, that's some valuable info 
How would one even do so?
in 5.1
virtual void AsyncPhysicsTickComponent(float DeltaTime, float SimTime) override;
in 5.0 you can register to physics callback
What about this though?
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
So much is happening in UE land ๐คฏ
Wonder if the weights thing is set for 5.1 as well.
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
any updates on nanite for forward shading?
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
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!!
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
I noticed when I compile UE from source, it doesn't use all the cores, is there any specific settings or something?
you don't have enough ram probabaly
yeap
not enough
for 64 threads
you need 256gb
by default cingle cl.exe process takes 1.5gb
it doesn't complain? it keep around 16GB even though i have 32GB
and is spawned per single thread
it does not complain
because its safeguarded
against alocating to much ram
oh, okay, what is 1.5gb again?
and i have 32 cores
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
Or you can just easily remove the limit in code/configs. Most of the times it works ok. When it does not you just need to restart the compilation.
here's me having it only need .5gb free per thread
i see... from what i understood, is that in Engine/Saved/UnrealBuildTool/BuildConfiguration.xml i can just set MemoryPerActionBytes to .5gb for memory usage per thread, is that correct?
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
okay, I created a .p4ignore inside the ./Engine/Source/Developer and add the !DerivedDataCache to it, now it's compiling
I'm not sure how 573741824 came to play, but half gb ram is 536,870,912 bytes. 512 x 1024 x 1024
standard definition of giga doesn't come to play when it comes to ram
for me it always ended up with out of heap memory
and corrupted soething
For me 32 threads + 64gb ram works fine with removed limit
I just took 1073741824(1024x1024x1024) and turned the first two digits from 10 to 5, haha
close enough!!
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
Hello how can i add my source build engine version to epic games launcher ? I cannot install any assets from epic games
might need to have an extra dummy binary version to use to throw assets at
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
In some assets that in my library I can select my source build but some assets i cannot select anything it says "Installed engine version cannot find"
okay, then do the dummy version thing
probably code plugins as they need a specific binary build
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!
First is definitely preferred if the engine will compile with 4.8
Following up -- Updating to .NET 4.8 did build cleanly. ๐
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.
I maintain a few libraries that still target .NET Framework 4.5 (among others). .NET 4.5 has long been out of support, but I try to keep supporting older frameworks in my libraries as long as itโs not a major inconvenience, because many people maintain old applications that canโt easily be updated to a newer framework.
Anyway, until recently, su...
Hi, everyone. Just triple checking, the source-built engine project should be saved right beside the engine folder, right? Thank you in advance!
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!
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)
I have the same issue. I've just found this documentation, which I think will fix the problem:
See the Building An Installed Build section
Theoretically this will stop the engine from recompiling itself all the time.
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.
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.
Are you using the Build Only Project option in VS?
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.
oh I see... yeah.. do you need to clean? I don't think I ever cleaned in like 2 years?!
When switching branches I clean, and sometimes BPs get fubar and can only be fixed via clean.
ah switching branches ok
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
you could try deleting your Project/Intermediate/Build/Win64 folder instead of cleaning
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.
I have a Clean script that deletes Binaries, DerivedDataCache and Intermediate directories of the game and all of its plugins. That's typically how I clean, rather than using the Clean.bat that UE ships.
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.
saved project folder beneath the engine folder
Does this mean you have your game source organized like this?
/path/to/Engine
/path/to/Engine/MyProject/MyProject.uproject
If so, does that have any effect other than not requiring you to list the specific engine correlation in the uproject file?
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
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.
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?
if it's correct UE4/5.sln contains the game project
It does! Thank you!
When i try to create a new project with source build engine it appears. how can i fix
Open the project in VS and compile
i couldnt create a project so how can i open vs
The project was created correctly at this stage
Double click the .sln in the project
i cant see the sln file. I created project as blueprint project can it causes this
Almost certainly you need to create it as C++ to be able to create/edit C++ files. ๐
I think there is a way to upgrade your project to C++ from BP.
Shold i do this steps every single time when i create a new project
If you're a C++ programmer IMO just make all of your projects C++ projects rather than BP projects
Is it me or the ue5 github version calculates material instructions wrongly? A blank new material is showing 343 instructions๐ ๐
Nothing wrong
It's just as pointless as in the past decade, but it's probably accurate
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?
Sounds like they have a lot of instructions
I've never looked at it in 8 years
It's a pointless metric
Profile your scene and see what's slow
You are using profilegpu? I hear the results aren't as accurate
You are hearing bullshit
It's certainly thousands of times more accurate that material instructions
The scene runs at 60fps. Runs very well.
Agreed.
I am trying to get rough refelctions for some glass objects in my scene but that isn't working from the github build.
It also says editor so it's completely pointless
Do you have to run it in Game mode? I am using it for cinematics atm but if it can run smoothly even for that the better.
Profiling in editor is not representative of game performance
The editor is not intended to render the same thing
Ahh..Didn't know that. Thanks for the info. But can profilegpu still be used for editor performance issues? Like if you are experiencing low fps when in editor mode?
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
Ok. But if you use game mode to ensure performance is optimal, the performance in editor will also be optimal, right?
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
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.
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
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.๐
For cutscenes you'll use MRQ and the performance doesn't matter
For marketplace assets the packaged performance is the only thing that matters
For regular, development use in editor with low performance, use scalability
Ok. Understood. Thanks to you, I am now aware that the editor has a different performance profile, compared to if it was to be run for a packaged game. Did not know that. Is there a reason why editor vsync should be turned off for editor performance?
Profiling with vsync will always give wrong results no matter the tool or editor/packaged
That's why there's a big red warning that tells you about it when you profile with vsync
Ok thanks. You turn vsync off by changing r.VSyncEditor to 0?
From the image I posted earlier: #engine-source message Any way I can optimize the BasePass_ViewExtensions?
Profile outside the editor with vsync disabled and post the accurate profile here
I am not sure how to go about it. Would I need to package it as a game?
Right click uproject, launch, r.vsync 0, profilegpu
When I launch game, how do I enter commands? I am using Game mode.
Hit the console key
Do you have anything like say, a camera in that scene rendering to a texture
I don't think so. I do have a blueprint to bake a material to texture.
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.๐
two scenes? I am confused. Can you point out where it says so in the image.
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
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"
Where did you put your game project relative to the engine?
as they say "Create a subdirectory at the top directory of your Unreal Engine 5 Source Build called Projects"
Well you don't normally do that with a source build but answer the question
And the uproject is within that containing folder?
Also usually you put it one directory higher
After moving, re-run GenerateProjectFiles.bat
so move ALS-Refactored-EOS folder to UnrealEngine5Main ? or wat you mean by higher ?
yes
ok will do
And does the folder match the uproject name?
Usually, yes
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 ?
No
hmm ok thx
I've had to repeat myself many times in this very channel about how to structure a source build
i appreciate you doing once more for me ๐
i see it now thanks so much ๐
the UI framework looks a bit meh, and it's an overly generic name if it's just for server-driven UI which the uplugin description seems to imply. modular vehicles look good though
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
1800 files is an incremental change.
It's half of the engine
More like a quarter.
First build compiled ~3000 files (might've been 4000)
So a bit more than half, give or take
But you aren't building the whole engine!
I cloned from source and built everything
Regardless, if you change a commonly used file like that, it's going to require you to recompile a lot of things.
Yeah I was just hoping it wouldn't be this bad
Don't change Shader.h ๐
I wish I didn't need to
Or UObject.h !
Now that sounds like recompile hell
Depends on your hardware, tbh.
3 year old 2600X, compiling anything sucks
Oh my.
Here we go again
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?
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);
anyone know how to fix this error ?
Is that a build error? If not, curse IntelliSense and ignore it.
yes it is
Hm. I've never had this myself, but looking at it, try removing the semicolon?
at the end of the line?
Yeah.
nothing changed
thx any way man
Hopefully someone more knowledgeable comes along.
it isn't
but i get it when i build
the "abc" with the red squigglies indicates an intellisense error, not an actual build error
look at the output log, always
hmm i am building atm will have a look when its done
if it's been this long this is probably a full engine compile rather than a project-specific engine compile too 
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 ๐
getting theses error atm
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
like previously stated, look at the output log
check output log
thank you for the direction, where does one check the Output log?
@flint veldt are you building a dedicated server?
Aye captain!
trying
๐
if so, you need to compile UE from source
I have that sir
you cannot use the version from the Epic Games Launcher
I have that in line.
@flint veldt ๐คก sorry
yeah like I say stuck on step 9
Have you UE5 from both EGL and source?
Yes
If so, make sure to right click on your UPROJECT
and switch unreal engine version
and make sure the built version is selected
oh thats new let me try
if it wasn't selected, quit VS, select it, and Generate VS project files again
๐
ethier way thanks for the help brother, I will Keep you updated
'cause on your screenshot, the UE version was inside Program Files, so I would suspect you were using the version from EGL
oh yeah, it does say right there
No I moved it there to see if it was messing with the syntex
hahaha good catch though
I would recommend you put the engine source somewhere closer to the root of the drive
otherwise you risk file urls getting too long
just in case
good call move it next
damn, hope it works
moving it might mess with the version selector though, so maybe regenerate the engine solution afterwards
currently it is perfectly inline with the EPic Directory name convention so should be golden. but
or even the bundled versionselector.exe
your game uproject should be able to see if you change its version
its having me add a whole new .net thinga ma jig, so thats could be good
that's UE5 and VS in a nutshell lol
I did not know that till jsut now, currently testing thanks to root
Yeah, but that is not clear at all in the docs.
I have been circling for hours. days. waht years it it?
anyway hrummph
if this is it I will be.... annoyed.
๐
but thankful
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
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?
Noob question. Can somebody remind me how to launch a game on Debug mode (not editor) using the engine source?
i'm always used to launching using standalone engine
(open the project sln and launch debug) but totally lost on how to do the same with the engine
Exactly the same thing really
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?
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^^
Hi, Does main branch 5.0 on git hub includes 5.1 features ?
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)
hm if you load a BP and it needs to be compiled it means that smth changed, or Unreal thinks smth changed. I don't have to compile BPs, if nothing changed^^
engine-staging is probably close to what 5.1 will be, ue5-main is the work-in-progress latest including new work incompatible with 5.1
5.1 isn't released
@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.

