#engine-source
1 messages ยท Page 1 of 1 (latest)
ue5-release-engine-staging if you want the full name
Hello all. Was putting together a source server and in the docs it says to set the engine Marker to Start up project, then debug>Launch< however this crashes for me. If I set the Porject marker to Stratup and launch from there my editor appears.
Is this is lapse in the doc's or something I am doing incorrectly?
The engine "Marker" ?
hey there. I m getting an error when I build my game via ue5 source code
does someone else get that error too?
I m using visual studio 2022 btw
ok I basically disabled it and it is working fine since I don't need the visual studio code ๐
https://dev.epicgames.com/community/learning/tutorials/k8Ve/unreal-engine-how-to-build-the-unreal-editor is it possible to make a installed build without building the source?
What do you mean by an "installed build"?
Then not really. You either use a build from the launcher or build your own?!
build my own
That wasn't really a question, per se.
can you not talk encrypted
im just seeking for answer like yes or no
from someone with the knowledge
Okay then.
Then not really. You either use a build from the launcher or build your own
Hey Just wanted to touch base and thank everyone for thier input. I was able to get my source up and running, thanks again
I guess you didn't set it up with your project then
i wish that the automation tool search for the necessary resources before the build started.
i don't even know whats the error is. everything seems to be fine when i scroll up.
anyone know where the content drawer is in source? I feel dum
there are UBT log files, at start location is printed to console
you can find details there
or compile in VS (it saves all in output) and use search for "error"
UStatusBarSubsystem::OpenContentBrowserDrawer ?
anyone know any good ways to speed up compiling ue5 from source?
Well did you set it up side by side with project?
And only compile the project?
Did you also disable plugins you don't use? It speeds compilation times up when side by side
have not added any project jet, started fresh with ue5 today and building it for first time atm, i will have to have a look at the plugins, but since its and fresh ue5 it should not have much to disable right ?
Disabling will only have an effect if you have a project
ahh ok thx
If you haven't even started a project, how do you know you need the source build yet
the tutorial i am following for a template needs it
trying to build our linux server but we recently switched to the Oculus engine branch of 4.27 and now I'm getting this ERROR: OculusVR.uplugin is referenced via default plugins -> AndroidDeviceProfileSelector.uplugin with a mismatched 'SupportedTargetPlatforms' field. This will cause problems in packaged builds, because the .uplugin file will not be staged. Launch the editor to update references from your project file, or update references from other plugins manually.
I imagine I need to edit my server build.cs and exclude that plugin, but.. how?
- SOLVED - HI, any of you knows how to solve this error : System.IO.FileNotFoundException: Could not find file 'D:\UnrealEngine-ue5-main\Engine\Build\InstalledEngineBuild'.
I did compile UE55-main once (working) but fail at rocket builds and I need a rocket build to install it on another distant PC
I am running VS 2019.
here's the command I use in terminal D:\UnrealEngine-ue5-main\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean -set:HostPlatformOnly=true -set:WithClient=false -set:WithServer=false -set:WithDDC=false -set:WithLinux=false -set:WithWin64=true -set:WithWin32=false -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLumin=false -set:WithLinuxAArch64=false -set:WithHoloLens=false -set:WithLuminMac=false -set:WithHoloLens=false -set:WithLuminMac=false -set:WithFullDebugInfo=false -set:SignExecutables=false
and the "missing file" is in here
mmm ok got it... The terminal needed the full script path :
how do we get rid of this message? reparied visual studio via installer and also have net 4.8 and 4.6 etc.
this is clearly stating .NET 6
why was it asking for retarget to 4.8 then
ue5/main is targeting .NET 6 rather than .NET Core 3.1
and somehow i dont get that warning
because some stuff does target it still
i clicked on no or later when that pop up came
but UAT is all .NET Core 3.1 in UE5.0, .NET 6 in 5.1
idk man they all seems to be installed
so i need 2022?
yes, which is a better IDE anyway
i built the ue5 main a few times
since it's 64 bit
and it didnt support 2022 back then
my last build was like 1 month old
and they were all with 2019
so they must have changed it?
yes. the .NET 6 upgrade
they do sort of workaround it for VS2019 but VS2022 supports it properly
the -vs2019 thingy with generateprojectfiles?
no
well i always wanted to install 2022
tonight is the night
so i only choose .net desktop development, desktop development with c++ and game development with c++ then it should be fine?
I'm trying to build ue5-main. I run this in the cmd
Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet -WaitMutex -FromMsBuild"
and get this error.
Touch dte80a.tlh: Exited with error code 1
Touch dte80a.tlh: WorkingDirectory D:\UE5_Git\Engine\Source
Touch dte80a.tlh: C:\Windows\system32\cmd.exe /C "copy /b "D:\UE5_Git\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\dte80a.tlh"+,, "D:\UE5_Git\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\dte80a.tlh" 1>nul:"```
Help please ๐ฅฒ
Determining max actions to execute in parallel (8 physical cores, 16 logical cores)
Executing up to 8 processes, one per physical core
Building 18745 actions with 8 processes...
Hi, anyway to force VS 2022 to use 16 processes / 1 per logical core ?
Edit your buildconfiguration.xml
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<BuildConfiguration>
<bAllowXGE>false</bAllowXGE>
<MaxParallelActions>62</MaxParallelActions>
</BuildConfiguration>
<ParallelExecutor>
<MaxProcessorCount>32</MaxProcessorCount>
<ProcessorCountMultiplier>1.9375</ProcessorCountMultiplier>
<MemoryPerActionBytes>0</MemoryPerActionBytes>
</ParallelExecutor>
</Configuration>``` What I use
Thanx ๐
tysm โค๏ธ
Got maybe a silly question- if you turn a .uproject into a .sln to try and build it for a new branch- from 5.0.3 to 5.1 main, how do you get that .sln once built to be an upgraded .uproject?
If you changed the engine branch in-place, you don't need to do anything to your uproject
If you have 2 copies of the engine installed in different locations, right click on the uproject and do "change engine version"
So, when I try and run the .uproject, which is attached to a plugin built for 5.0.3, there are errors when just changing the engine version that does not allow the project to open up, I am building the project for 5.1 now, it wouldn't allow a debug in VS 2019, but it's at least compiling in VS 2022?
You'll need engine version 5.0.3 installed (probalby the launcher version?) if you want to load a plugin built for 5.0.3
unless you are rebuilding the plugin.
I'm trying to rebuild the plugin
but I don't have 5.0.3 source- just launcher-
Do I need 5.0.3 source if I'm trying to upgrade the plugin to 5.1 as well?
No... do you have the plugin source?
Whats new with Async Physics? Have they like, fixed it? lol
No, just easier hookups to gameplay code compared to the lower level API currently in 5.0
I am attempting to read back to a 2D texture created with TexCreate_CPUReadback, using CopyToResolveTarget(). The slightly unusual thing is that I want to use a non-default destination rectangle.
On UE5 this works for Vulkan and D3D11, but fails with D3D12. It fails the check at Engine/Source/Runtime/D3D12RHI/Private/D3D12RenderTarget.cpp line 297 ("currently no support for readback buffers").
I am somewhat confused about why a 2D readback texture is seen as a buffer instead of a 2D texture here. It seems like the resource description isn't filled in properly by the engine.
Does anyone know if this usage of readback textures (non-default destination rectangle) is supposed to be supported?
Any news about rvt support between nanite meshes?
hi guys
i opened one project with ue 5.0.3 source and i build that project with "development editor"
now iam getting this error
Severity Code Description Project File Line Suppression State
Error MSB3073 The command ""I:\UE Source\UnrealEngine-release\Engine\Build\BatchFiles\Build.bat" -Target="AviRamVoiceTest1Editor Win64 Development -Project="H:\AviRam Studios(Company)\Projects\AviRamVoiceTest1\AviRamVoiceTest1.uproject"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 255. AviRamVoiceTest1 C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44
Make sure to regenerate project files
what is the error?
Actual error fwiw
what dose it mean?
Make sure to regenerate project files
ok
by right clicking on uproject and select generate visual studio project
this method right?
Assuming you properly ran GenerateProjectFiles.bat in engine source before compiling, yes
i regenerated project files and same error
yes i did
Looks to me like the error is caused by spaces and special chars in the project path
H:\AviRam Studios(Company)\Projects\AviRamVoiceTest1
this is the project path
we shoundnt add numbers?
Rename that to remove all spaces or ()
ok
remove space and ()
right?
ya i removed space and ()
i will check
its started dont know
about success
Can someone help me really quick?
I have a project that I wanted to change the name of.
So I opened Epic Games Launcher and clicked on the project "show in explorer".
Changed the name of the folder and deleted some useless assets from the project through the explorer at the same time.
Now I cant open the project anymore.
I even repaired the epic games launcher.
I have everything in my project except for the .uproject. its just gone.
What should I do now?
create a blank project and copy / paste your project content folder and config folder into the new folder Or copy an existing .uproject at the root of your non working folder and edit it if needed. Both should work
I Copy Paste only the content and config folder? Not the other ones?
nope
when deleting assets in a project, you should not do this in the explorer but in the editor, then apply a "fix up redirectors in folders" to fix things
ah
Is the nope an answer to copying also the other ones? Just want to make sure lol. So I only copy paste content and config
you only copy config and content
intermediate, saved, DDC and so on will be regenerated at first launch,
Ok. And then I fix up redirections? Or only when I delete assets you meant
Nevermind. Thank you very much
What branch is considered the best to work with? I have had so issues with ue5-main
fix up redirectors anyway since you did delete assets
all should work considering you have not deleted your maps, otherwise you gonna have to explore your trash can....
Is ue5 source version larger than 124 gb?
Mine is 130gb compiled. People using git report 250gb+
I suppose mine should also be 130 gb then after compilation
250 for me
For me with every platform disabled and a project-only build on Windows editor+shipping + Linux shipping, it's 280GB
That's after a few weeks of use, there's 50GB of intermediate & DDC in there
You should reserve 300GB for your engine dir
I just need it for windows shipping amd stuff
And*
So maybe it'll only be 250GB total
After you've done a shipping release it's not gonna be much less
250 gb is the total space of my NVME M.2..
Get a new one
Guess i will have to get a 1tb
Because i store windows and ue in that
For the best speed
I have about 700GB used by one project + engine here on a 1TB SSD
I keep my project ( which is about 200gb ) in a normal ssd, and windows and UE source in my C drive M.2
Finally succeeded to get a rocket build. It's still around 90 g. I'd like to be a little thinner.. Only included W64 and no server option, no DCC. ANy idea what to remove ?
Debug symbols? 90GB is very close to launcher builds
5.0.2 launcher with debug symbols is just 90GB so yeah, that would be it
@weider, ok, so I have to set the switch ti exclude debug symbols at compile ?
is it this switch ? WithFullDebugInfo
If you never intend to fix bugs in your code sure
hey guys, do you know why my thumbnails have a black background ? it's like this in unreal engine 5 when i load a mesh, before it was like the one on the right. It's so annoying can it be fixed ? thanks
Does anybody knows this issue when building ue5 from source
https://pastebin.com/qMXphNT5
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
run the game with your project only if you aren't using datasmith
Hi guys, where can i download ue 5.0.2 source code? I didn't find that on github...
It'll be on github. Look for the 5.0.2 tag, rather than branch.
Oh yeah okk, ty!
Ill better try to fix it)
Is there a way to package only a single level and it's needed assets rather then the entire project or will it always require either migrating the map to a new project / blocking all other assets.
If you list a single level in the maps to cook list, that's kinda how it works
Also more #packaging
Does anyone know the most recent commit on ue5-main that builds? I am on c3331cec017d692fc0af4ef49c94f2af30198fc7 and I got this error:
SymsLibDump.cpp(277): [C3861] 'syms_linkage_name_from_sid': identifier not found
Not an answer but personally I recommend using release-engine-staging branch to get daily updates that are likely to compile
Thanks! I had no idea
guess thats my queue for sleepytime
Hey guys need some help and input if anybody knows something!
Using the Foliage tool with the landmass plugin and painting foliage on top of foliage does not keep its position and just snaps back to the landscape when switching landscape modes and/or editing stuff with edit layers active. Has anybody encountered this too and possibly might have a solution or a git pull for 4.26 4.27 or 5 that solves this issue :/
Any help is much appreciated!
I am trying to use the merge Actors tool for some nanite meshes and I am getting this:
Merge method set to Batch. Anyone know how this can be fixed? I am using 5.1 github branch.
Hmm..seems to be a USD plugin issue? With USD import, the merge actor tool doesn't work.
On branch ue5-main, building the engine fails due to /Engine/Source/Programs/SymsLibDump/Private/SymsLibDump.cpp::line 277 (syms_linkage_name_from_sid unknown identifier). Does this build for other folks? This file was introduced in May.
https://github.com/EpicGames/UnrealEngine/commit/235484b8265898a57b2692b4eb41147323da22fe
Yep, was a USD import issue. Just reimported them as fbx and the merge actors tool works now.
Hey guys, i started the build 2 hours ago, and it compiled only 4000/28000 files, is it so slow?
I have all the files on ssd
Running on i7-8700K
I also noticed that my cpu is getting only 25% usage...
Can you change game project engine version to custom engine without compiling all the engine ?
just register it
with UnrealVersionSelector from Engine folder
or
copy your project to be on side of /Engine
I remember modifying Commit.gitdeps.xml worked once upon a time. Haven't tried it in years though.
You should be able to fiddle with some build files and remove the stuff you don't want.
Though your build will fail if you accidentally remove something important, obviously.
Shouldn't I?
nope
you should setup your workspace properly and only compile what your project needs
https://docs.unrealengine.com/5.0/en-US/downloading-unreal-engine-source-code/#:~:text=the UE target-,and select Build,-. It may take
I followed the official doc, that's why im asking
Should it stop here right?
The build of the engine i mean
20k files seems like too much compiling.
I just did a fresh UE5 checkout/compile for Windows-only and it was ~ 6k.
Also you may have CPUs left over because you're out of RAM. With only 32 GB I couldn't get all my 16 cores pumping.
Now that I have 64 GB I get consistent 16 cores @ 100% utilization.
What should i do then? Maybe i downloaded the wrong engine?
Make sure you're on the "release" branch unless you specifically know you want another branch.
Then look in that doc you linked for how to target a specific platform.
Seems like maybe you targeted ALL platforms so it's compiling stuff you will never need or use.
You mean like all those checked checkboxes?
No, those are different programs within a target platform.
Win64 is the target platform in that screenshot.
You don't want to be building win32 or win 10 or any other nonsense like that unless you actually need your dev engine to run on other computers.
Yeah that make sense, but it shouldn't build for those ones, considering my current configuration
I mean, i selected win64, so it mustn't build for win32/win10 ecc
You are better off just running the game project
Building raw will rarely do what you want ime
I noticed that inside Engine/Binaries i have folders like "Linux" and "Mac"
Shouldn't be only Win64 and Third Party?
Maybe this is the cause of all these file being compiled (?)
Do we think LWC is still gonna be fully turned on for 5.1?
it's going to be a lot more feature complete in 5.1 at the very least
Was there a holiday in US, or something Epic specific? The branch updates seemed to have slowed down significantly over the last week.
Or maybe 5.1 branching is around the corner? ๐ค
yep, they are off this week
Oooh, makes much more sense.
Does anyone know the reason for this error? its build in Unreal 5.0.3
Sounds like one of the classes you've used for input isn't valid?
It's been a while since I've tried to launch the editor directly and not via loading a project
Today I tried doing that (I'm using the 5.0.3 source) and I got a weird error while it was cooking shaders stating that no module called PhysxRuntimeCooker could be found
then it terminated. Has anyone else come across this?
I didn't think UE5 even used physx anymore since GA
Does nanite support pixel depth offset yet in the latest github build?
Every other compile, I get this crash... It still compiles, but then immiedetly crashes...
I'm running out of ideas... Tried every possible thing that came to mind.... Does anybody have any idea what might be wrong?
UnrealEditor_CoreUObject!UStruct::IsChildOf() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:2202] UnrealEditor_CoreUObject!FDelegateProperty::Serialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyDelegate.cpp:170] UnrealEditor_CoreUObject!UStruct::SerializeProperties() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:1783] UnrealEditor_CoreUObject!UStruct::Serialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:1861] UnrealEditor_CoreUObject!UFunction::Serialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5925] UnrealEditor_UnrealEd!FAsyncTask<FReload::ReplaceReferencesToReconstructedCDOs'::2'::FFindRefTask>::DoWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:303] UnrealEditor_UnrealEd!FAsyncTask<FReload::ReplaceReferencesToReconstructedCDOs'::2'::FFindRefTask>::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:328] UnrealEditor_Core!FQueuedThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp:1313] UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]
What do you mean "fully turned on"? Which part is not turned on in 5.0?
My understanding was that a lot of LWC was not turned on for 5.0
For example WORLD_MAX is still set to float values
Also things like the render visibility octree do not work with LWC
After building UE 5.1.0 - main branch successfully . I wanted to convert my project to Vulkan, and when I do at restart I see the following error and the project won't launch. Anyone run into this ?
5.1 is not available so you built a work-in-progress of the engine with some of a future version's code
Non-release source builds aren't supposed to work
Right, I realize that UE 5 main is very unstable and bleeding edge. Just wanted to see if the full Vulkan raytracing support was implemented to these new builds.
5-main is literally never tested, possibly incompatible with 5.1 release
But I guess you have your answer with that error
I'd like to contribute a CommonUI plugin change.
Do I just open a pull request on Github?
Feel free to submit a PR on git?
Or is there a procedure I should follow?
Does Epic review these periodically or do I need to report it to them somehow?
Those are good questions.
Found out that each PR automatically opens a Jira ticket, so eventually someone may actually look at it.
Fingers crossed! ๐
Unrelated question:
When building custom Engine source, I'm putting my project root in a sibling directory to the Engine.
Is it also necessary to use the custom Engine version of UnrealVersionSelector, or will the launcher version of it automatically use my custom Engine?
I wrote something which might help people create minimalistic UE4 binary builds from source as per their requirements. My gist is for Oculus' UE4 fork as I am a VR developer, but it should work with normal or your own custom UE4 source build. Without PDB and DEBUG, the final binary engine build came out to be 12.6 GB (3.8 GB zipped). This is very helpful when internally distributing the build among artists and BP devs.
https://gist.github.com/parthnaik92/30eff84267565376df69e37fefc47fbf
Is it possible to get the current FViewInfo without doing an engine edit to cache the value?
Probably not
You might want to look into how the viewinfo is constructed if you want access to specific values from it
does anyone know how to get rid of this error after switching from source to launcher build?
Asset ... has been saved with empty engine version. The asset will be loaded but may be incompatible.
tried running "C:\Program Files\Epic Games\UE_5.0\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" ".....\ShooterGame.uproject" -run=ResavePackages -OnlyUnversioned
Hello, I compiled ue5 from the source code and apparently updating deps alone requires 20gb, is there like any compressed installer that I can use and exclude some platforms?
Not really, and compiling the source code will add dozens of GBs of Intermediates and Binaries ; you need more than 100 GB, perhaps close to 200 GB iirc
Greetings! I'm using this code to write a .wav file to a windows directory. The code runs and it creates a file, but when I try to open it it says "The file is already in use". It's only after I close UE that I can freely access the file. Am I missing a method to free-up the file or something?
IFileManager* FileManager = &IFileManager::Get(); FArchive* Archive = FileManager->CreateFileWriter(*FilePath); void* RawWaveData = SoundWave->RawData.Lock( LOCK_READ_ONLY ); Archive->Serialize( RawWaveData, SoundWave->RawData.GetBulkDataSize() ); SoundWave->RawData.Unlock();
Oh damn
What .exe do I open up in /engine/binaries if I want to create a new project with the engine I pulled from github?
Hi, anyone knows why the RHIGetAvailableResolutions keeps returning false when on Vulkan?
UnrealEditor.exe
Is there a reason why maximum number of vertices per navigation polygon is set to 6 ?
probabaly optimization
i am losing my mind and hoping someone can assist with this error... it only happens anytime i open the Material Editor (new or existing materials) using a source build, it does not happen using a launcher build and i cant seem to solve it... the settings in the source build and launcher build are setup the same, and they are also setup the same in each respective project
Edit: Solved it... i was missing the engine config subfolder HoloLens
This is the error and source
Should a change to CharacterMovementComponent.cpp trigger a full engine build? Was hoping to see the effect of commenting out a var
Hi I wonder if anyone can help me with the plugin json livelink for android is asking me when I open the project to build to a new version I hit OK but I've got the message of rebuild from source manually, so I wonder what I have to do. Thanks
Nop
Any ideas what's the problem ? I have random crashes with every textblock related widget (even editor's textblock)
as for someone that want's to teach himself unreal's rendering, are there any tutorials/docs on how it's implemented or do you just go with the code?
Hey all. I am trying to make a custom EQS test class. I have basically copied EnvQueryTest_InsideWaterBody.h/cpp to see how its done but when I make my own I strangely get get linker errors relating to the constructor/methods of the parent class UEnvQueryTest which is defined in the engine code.
The methods/constructor its complaining about defo exists in the engine code
so linking from my project to the engine code somehow goes wrong. Anyone got a clue to help me?
Ah found out. I needed to add "AIModule" to build.cs
where do you guys report bugs and crashes?
for source too?
Yes
heya all!!
I am currently experimenting with ue5 using a personal fork from the github source, does anyone know if there is any way to install marketplace plugins on my engine source? the epic launcher complains I don't have any engine installed, since I'm using the cloned github source
Hi, I have some question
Is it possible currently to remove a section from an LOD? I tried to delete the static mesh section info and render data LOD resources section, however it keeps coming back on PostEditChange
Guys what is the difference between ue4.27 and ue4.27 plus
ue 4.27... plus?
Have anyone seen this issue?
It's for consoles, nothing to see there for us common mortals
Would anyone know why i get this error when compiling ue5 main from source?
everything compiles except when i try to run local windows debugger
it gives me this error
Actual error somewhere above this line
this is just an exit code when process closed
Look at the output
it had to do with my .net not being up to date since it was a different computer than i nomrally use
Did you get this working?
When working on branches for maintaining packaged builds, do you normally just set the branch local directory to the project inside UE5 Source? Is that possible? Or do you have to manually move the branched project into UE5 Source folder? Each time.
Erm. Why are you putting your project in the UE source folder?
what are the basic requirements for Nanite and lumen in 5.1 for Vulkan? I was reading DX11 will be dropped but an article popped saying this. I say this in enquiry for older gpus which may not have the support moving forward 10+ series. I wanna know at least for nanite.
Same GPUs should work in DX12 as well.
There's some confusion about feature levels and so on, primarily caused by Microsoft, and their general horribleness.
Any nanite GPU + W11 should work pretty much out of the box.
Any nanite GPU + Win10 will require directx agility sdk
in win10 feature level tools show the wrong feature levels for dx12, so you shouldn't worry about it.
As long as everything is installed correctly, anything that ran nanite in 5.0, should continue to do so in 5.1
As far as Vulkan though, I honestly have no idea, sorry ๐คท
Epic comitting to vulkan is a good sign for steam deck tho.
Are you sure.Minimum shader model on 5.1 is 6.6 while 10 series runs dx12 on 6.4
Even a Resident Evil remaster got backlash for going dx12 exclusive a while ago.
Even a gtx970 should support sm6.6 at least
but requires agility sdk and latest drivers for it to work on win10
do note that shader model doesn't have anything to do with dx feature levels. an older card won't support raytracing features, obviously, but can support the shader model version.
I put a breakpoint in the source code and I can see on the call stack that the function I stopped in gets called from some named task. I'm assuming that tasks are stuff like ENQUEUE_RENDER_COMMAND, I know that you can give these render commands a name. Is there an easy way for me to see what the name of the task is when debugging? So I can find where the task is queued in the source code.
How does Unreal Engine's RHI handle different APIs? Like Vulkan, OpenGL, DirectX. Is only one built into final build or there are all of them at once? How would someone package 2 graphics APIs for a game?
I implemented my own FPreviewScene in a custom editor and I'm using a UDebugSkelMeshComponent. Over time the mesh lighting gets bloomed out. Is there something I need to configure to avoid this?
Hmm, latest ue5-main added .tsx files to source-control. But when running Setup.bat, GitDependencies wants to update .tsx files.
Unhandled exception. System.UnauthorizedAccessException: Access to the path '[**]\Engine\Plugins\VirtualProduction\RemoteControlWebInterface\We
bApp\Client\src\App.tsx' is denied.
at System.IO.FileSystem.DeleteFile(String fullPath)
at System.IO.File.Delete(String path)
at GitDependencies.Program.SafeDeleteFile(String FileName)
at GitDependencies.Program.UpdateWorkingTree(Boolean bDryRun, String RootPath, HashSet`1 ExcludeFolders, Int32 NumThreads, Int32 MaxRetries, Uri Pro
xy, OverwriteMode Overwrite, String CachePath, Single CacheSizeMultiplier, Int32 CacheDays)
at GitDependencies.Program.Main(String[] Args)
So I need to checkout all .tsx files in order to run Setup.bat? Works, but seems odd.
@dry sailhave you added p4ignore to your config?
p4 set P4IGNORE=.p4ignore
it can be .p4ignore.txt depending on how you set up the workspace and where you get files from
Yes I have, but I allowed .tsx files in perforce to mirror the update of Unreal's gitignore 3 days ago: https://github.com/EpicGames/UnrealEngine/commit/94d57fa90157de5c7afd94e0928e313ee4e6f449
My understanding is, that what goes into git versioning should also go in my Perforce depot.
and what is that exactly? it's not a SEO friendly name for a tool
I've always had a sacrificial binary engine for integrating plugins from marketplace
for anyone curious it's referring to https://github.com/derrod/legendary . install the pyinstaller version or via pip, use legendary auth to login and then legendary list --include-ue should show UE4/5 stuff
Is anyone familiar with the cooking process? I'm essentially trying to spin up my own instance of UCookOnTheFlyServer to cook assets from a modkit that I'm developing for my game... And well, it seems to be freezing the game thread. Which Is strange because I'm just trying to get it to run an empty cookbythebook operation. Anyone know how I can debug something like this (not running from a source built editor)
thanks a bunch! this worked out quite nicely for me, you can just make a folder where to download your marketplace plugins/content then put them where you need them after you download them with legendary
very nice and I don't need my redundant engine install from the launcher anymore, thanks a lot!
Investigating my log file I've found entries from my plugin and then a bunch of entries from what I assume is the cooking process attempting to cook my whole project even though that isn't the intended functionality.
[2022.08.13-22.00.43:505][813]LogCook: Display: Cooked packages 0 Packages Remain 5981 Total 5981
So seems like I can at least access logs of what's going on so that's an excellent asset for helping to debug this.
As for this yeah, logs are your best shot if are not building your own editor; if you have the source and symbols you should be able to attach a debugger and see what's going on with the cooking
Yeah I may have to switch over. A debugger would be an excellent tool right now to step through code.
Is there anyone out there that has intimate familiarity with the cooking system whose brain I can pick? I'm trying to create my own UCookOnTheFlyServer object to make a customized cooking process for a modkit that only cooks assets that are a part of a mod manifest asset.
And it's going... annoyingly.
It seems that UCookOnTheFlyServer::CollectFilesToCook wants to add everything to the cook whenever I use all the flags that tell it "add nothing to the cook." ๐ค
I'm starting to think I'm going to have to extend the cook server class in order to actually get it to do what I want...
Is 5.1 release coming soon?
Stuff will get cooked if a thing that's getting cooked references it
Unless I'm misunderstanding you
Yes, you're talking about references.
I'm wanting to tell the cooker only cook these 5 assets and whatever they reference (and whatever those reference etc)
So I've figured out how to achieve my goals. You can add any asset you like to CookMaps in FCookByTheBookStartupOptions when you make the call to UCookOnTheFlyServer::StartCookByTheBook. It is not just for maps.
Do not bother with CookPackages because it's a huge red herring. It doesn't actually have any effect on the cook process and is basically ignored.
To prevent the cook process from cooking anything else you have to specify the appropriate flags from ECookByTheBookOptions and add them to FCookByTheBookStartupOptions->CookOptions. Relevant flags are NoGameAlwaysCookPackages NoAlwaysCookMaps NoDefaultMaps. If you're not cooking anything that requires touch input you can include NoInputPackages flag (I think. The comments aren't very clear on this.) If you aren't using slate at all you can include NoSlatePackages flag.
Does anyone know why my editor is missing required DLLs?
MDL SDK module 'E:\UnrealEngine\Engine\Plugins\Enterprise\MDLImporter\Binaries\ThirdParty\MDL\Win64\dds.dll' not found.
Unable to instantiate module 'MDLImporter': MDL SDK module 'E:\UnrealEngine\Engine\Plugins\Enterprise\MDLImporter\Binaries\ThirdParty\MDL\Win64\dds.dll' not found.
I believe if I were to do that, referenced packages wouldn't get cooked.
The logic would be in the depths of UCookOnTheFlyServer if you were interested.
Are you working from a source built editor? May need to build if E:\UnrealEngine\Engine\Plugins\Enterprise\MDLImporter\Source\... is there
Yes, and I have built
There are some DLLs at that path, but not dds.dll
I see the requirement for dds.dll is added in this commit: https://github.com/EpicGames/UnrealEngine/commit/4bd1089aafb9c7ea007c92ed4ffa67dca1f8b378#diff-bc3117d4de6ccd0358b0937485e95831844893a71ac43de5e86c3310d4e57a13R56
Seems like it's a 3rd party plugin. Try reinstalling it from wherever you got it?
what do you mean reinstall? I didn't manually install this plugin - it is apart of the engine
Ah, it was under /ThirdParty/ so I figured it was
๐
When I build the engine, is that when the .dlls get created?
Or did they just forget to include the dll in version control?
Yes, when you build the engine, that's typically when source code is compiled into DLLs
I wonder why when I build it wasn't creating that specific dll
Here, there's a window in unreal editor that is used to compile individual modules
oooo
trying to find this in UE5's layout ๐
Ahhh, UE5
I appreciate the screenshot you shared. It looks a little different for me
How do I troubleshoot that? thanks for sharing the info
when I do module list in console, it doesn't even show MDLImporter ๐
Ah, I'll include it as a plugin
Yeah, if that's the case you may need to modify your .uproject file to include the plugin.
Just did it, and it prompted me to build, which is failing. Need to find the error log file because its not giving me detailed output in terminal
Microsoft.MakeFile.targets(45, 5): [MSB3073] The command "E:\UnrealEngine\Engine\Build\BatchFiles\Build.bat -Target="VehiclesEditor Win64 DebugGame -Project=\"C:\Users\Space Command\Documents\PROJECTS\UE5\Vehicles\Vehicles.uproject\"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
Oh, the error is the same: MDL SDK module 'E:\UnrealEngine\Engine\Plugins\Enterprise\MDLImporter\Binaries\ThirdParty\MDL\Win64\dds.dll' not found.
How do I use GitDependencies.exe to get the .dll?
$ ./GitDependencies.exe
Checking dependencies...
Unhandled exception. System.UnauthorizedAccessException: Access to the path 'E:\UnrealEngine\Engine\Binaries\DotNET\GitDependencies\win-x64\GitDependencies.dll' is denied.
at System.IO.FileSystem.DeleteFile(String fullPath)
at System.IO.File.Delete(String path)
at GitDependencies.Program.SafeDeleteFile(String FileName)
at GitDependencies.Program.UpdateWorkingTree(Boolean bDryRun, String RootPath, HashSet`1 ExcludeFolders, Int32 NumThreads, Int32 MaxRetries, Uri Proxy, OverwriteMode Overwrite, String CachePath, Single CacheSizeMultiplier, Int32 CacheDays)
at GitDependencies.Program.Main(String[] Args)
I restarted computer, opened up git bash as admin, still getting denied
Thanks for the insight, @stable hemlock. By "delete that hook", do you mean deleting a folder or the command in a file?
access denied through command prompt
powershell same result
omg I think its working
I deleted the problematic folder (GitDpendencies)
did a good ol' git reset --hard origin/ue5-release-engine-staging
and its running
YES. dds.dll exists now!
OMG
UnrealBuildTool now works!
and Jetbrains RIder now correctly parses files!
This is what was caused downstream from GitDependencies.exe not running:
IT WOOOORKS!!!
Thank you @stable hemlock and @kindred cobalt!!
Nice!
I find that feature is the most convenient thing about modern ides.
Alright, so now, is anyone out there intimately familiar with the AssetRegistry system?
I've made a customized cooking process that will cook assets defined by a mod manifest asset.
Now I want to modify the asset's package paths for the cooked assets.
The reason I want to do this is so that I can separate mod assets into their own non conflicting namespaces.
So assets can be defined anywhere originally, but during the cook process I want to add something like
/UGC/4566873463@1.2.5/... to the beginning of all asset paths (/UGC/ being the mount point for the mod pak files)
This way I can be sure that no ugc creators unintentionally overwrite another creators' assets.
The difficulty I see in doing this is that the asset paths can be included in the .uassets themselves in the form of FSoftObjectPaths, and also within the UPackage for the asset in import tables.
I also don't know what the ugc id is going to be until the user selects a mod entry to upload to, so it would have to be a part of the cook process.
I feel like I need to speak with a creator of the AssetRegistry themselves to really understand what this would entail.
Just had a thought. This would be similar to moving an asset within the editor... Now to find the code that handles this process...
In the same vein, I also need to set PrimaryAssetName of an asset to something along the lines of 59022349@1.2.5:WEP_LaserBeamRifle which will intrinsically provide the modid and version so I can locate the asset that is being referenced.
Hi, sorry to ask this question, i've been compiling a linux dedicated server since 4.7 IIRC, and back then you had to use the source code version of the engine, do i still need to do this to compile a linux server?
I suspect its still the same, just UE5 docs seem to reference v4 docs
i am never too sure if UE5 is just an evolution of 4 or something new
No, That requires a whole source built editor to be distributed. We want the modkit to be a 5MB plugin you install in the normal unreal editor.
When building from source within a team: how do you handle the 'Engine Version' in the UProject file with version control?
I suppose this hash it creates for the self built engine won't be the same for every dev?
you kinda don't unless it's an installed build
with a UnrealGameSync deployment it doesn't really matter what this is set to
Greetings! Is there a way to access by code all of the UE_Logs in runtime?
I'm trying to access it and filter it so I can trigger an event every time a certain message is printed. Any ideas?
Or as an alternative, find another way to trigger an event everytime a sound is played or an audio component is created
Without modifying the original code or files, since it's for a marketplace plugin and it should work seamlessly with any project it's open on
Thanks, unless I'm mistaken UGS only works with perforce? (We're on git atm)
"Work seamlessly with any project" -> don't listen to logs. As you can disable logging categories.
Ok, good point, but I don't think it's that common to do that, since you can just hide them from showing in your output log without disabling them complitely
And even if that's the case, I guess I could throw a warning to the user asking them to activate X category if they want Y functionality of the plugin to work
It's not just a question of hiding things. depending on the occurrence count during a frame logging can slowdown the game and thus you actually disable categories or verbosity to only have it active for actual debugging.
I get your point. It's not ideal, but still a big upgrade from my only current option, which is to do a "get all actors" and filter them by component every few seconds or something ๐
Which is why I'm looking for better/more creative solutions
well maybe you should describe what you want to achieve.
I'm creating audio meters to measure the level of sound cues
They can be either played from an audio component, or played directly, for which it creates an internal audio component aswell
So I need a way to activate each meter corresponding to each SoundCue everytime that particular SoundCue is played
The ideal way would be a way to do something like "Bind to all OnComponentActivated of all instances of AudioComponent class", but there's no such thing
Well you can register to Actor Spawned or what ever it was called and then check if it has an audio component
or create a custom subclass of the audio component that should be used with your plugin that registers it self.
That sounds like a good solution. How would I go about doing that? One actor at the time? Or is there a way to bind automatically every actor that spawns?
I was considering that aswell, or creating custom "Play Sound" nodes, but that would require the client to update a lot of their code unfortunately
Check the engine delegates
Perfect. Thanks a ton! I'll dive into it
As an estimate, how large is a custom "installed build" of the engine source?
I have been working with UE 4.27.2 and I need to get the source code to edit 1 line in the engine, when I go on Git, i have these 3 options. Can anyone direct me to the correct build?
ty
anyone know if unreal uses this or how to incorporate this into unreal?
https://developer.qualcomm.com/software/snapdragon-llvm-compiler-android
it's a p4 tool
Quick question.
I have been working with UE4 (core) 4.27.2 for a mobile project. With the new securities, the manifest file has to have a specific tag added which is not built into 4.27, it requires an engine edit to do so.
My question is:
Can I port my core 4.27.2 project to my custom 4.27.2 engine build or will I have to do something else?
Hey guys, I've downloaded UE5 from github. After running Setup.bat i'm getting this error at the end:
Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-7478901-28e41e5c94884bdfb2684c093a1462c7/791422cd2304c3607300246066ff7556dc6d78fd': Incorrect hash value of D:\UnrealEngine\Engine/Binaries/ThirdParty/OpenVR/OpenVRv1_5_17/linux32/libopenvr_api.so.dbg: expected bc81b6b363b18e83d1e430f8be38339e2687e64c, got 8c5e6323c1ae1e43acdf2795afff2fa4df1e3888 (CorruptPackFileException)
Any idea how i can resolve it?
I want to compile UE4 but GenerateProjectFiles.bat give me error. its 4.27.03
what version of .net do I need
?
I am actually slowly migrating stuff and it seems to be working just fine ๐
now there wouldn't be a way to also migrate my plugins, would there ~_~
i downloaded it using Github Desktop, and i'm on the 5.0 branch (not master or ue5-main)
such and error happened to me years before I dont remember how i solved that
๐ค
@worn plume get the first depth of source code, not the whole, if you want to just compile and use
GHD downloaded 20GB, and then setup.bat downloaded 20GB
don't really want to redownload, my internet is super slow and have a daily quota ๐ฉ
will try to run dependencer as u suggested and see if that works
@stable hemlock installed 4.6.2 as well but still the same error. tried to compile by openeing UnrealBuildTool.csproj it still gives the same error.
even if I change it to another target framework that exist in my PC
this happened when I switched from ue5 branch to ue4.27
oh I solved that.
delete this folder manually
UnrealEngine\Engine\Source\Programs\UnrealBuildTool\obj
I gues it was because of obj files that werer cached
๐
Hello, this is kind of a newbie question but I couldn't find the information anywhere, how does one add its own engine asset ?
I would like to add something like this for example UnrealEngine\Engine\Content\EngineMaterials\MyMaterial.uasset
As far as I understood content is populated from somewhere outside the main repo ?
or for example to add your own BufferVizualisation
Hey guys, what's "Scope" means in the context of the KismetCompiler. Is it the GeneratedClass?
For instance:
FProperty* FKismetCompilerUtilities::CreatePropertyOnScope(UStruct* Scope, const FName& PropertyName, const FEdGraphPinType& Type, UClass* SelfClass, EPropertyFlags PropertyFlags, const UEdGraphSchema_K2* Schema, FCompilerResultsLog& MessageLog, UEdGraphPin* SourcePin)
I guess, it could be a local function too. But if the property is in the NewVariables slot, should be the GeneratedClass, right?
Is the ue5-main branch the one that will become UE 5.1 ?
Or is there some other branch that is the future UE 5.1?
That would be release-engine-staging
5-main is just real-time development including potentially things that will not be in 5.1
Thanks @dark spindle
That is not correct. Release-Engine-Staging is just an internal branch used to merging between branches primarily used by the robomerge bot. It is not intended for any actual development.
At the moment there is no 5.1 branch. ue5-main will eventually branch to a new 5.1 release branch where it will be stabilized and that will eventually become the release.
ue5-main is where the active engine development is happening however it is not really 5.1 until the branch is created despite what the version number says. ue5-main is marked as 5.1 just to ensure content in main is not compatible with the 5.0 release. When the 5.1 branch is created main will move to 5.2
Thanks!
Thanks for the clarification. So there is no official 5.1 branch yet, it's just ue5-main dev.
Correct
who compiled ue5-main, what commit did you use?
This seems like an engine question so I'll ask it here (asked in general previously):
.
Question about how the Engine deals with Module.uplugin configs.
I store my plugin's actual source dependencies in Plugin.Build.cs because it's required to build. Understood.
My Module.uplugin also contains a list of Plugin dependencies, but not necessarily the same as those in my Plugin.Build.cs.
[Q] : Which dependencies are supposed to be set in the Module.uplugin file?
The same list as in my Plugin.Build.cs? Some sub-set? Just the ones upon which their Content is a dependency?
The docs don't seem to cover this distinction.
https://issues.unrealengine.com/issue/UE-155378 finally public
yes, I had to run it twice for some reason
the second time it took probably 15-20 min, and the errors were gone
Obviously lack of LWC. Can see it in almost any engine that uses floats.
Well that's kinda obvious and the bug is marked as an LWC bug
Right, but why the bug report?
Wasn't it a known issue with how LWC was partially implemented in 5.0?
I ran mine (took 5 mins) but the errors are still there
It had an error about source control. Maybe that is why?
Or maybe all the files need to be writeable?
Maybe I typed it wrong the first time? Look up the error on google, it will point to a unreal forum thread for UE4
It will be for ue4, so you need to change the path to ue5 unrealeditor-cmd.exe
[REPORT] 4/10131 packages were considered for resaving
[REPORT] 3/4 packages were resaved
[REPORT] 1/4 packages were deleted
Yeah looks like it didn't really work lol
no?
and it only affects SKMs
and even if it is an known issue, a known issue will still have a bug report
and there was a UDN report about it too
3 years later, anyone know the answer to this?
Do you just want to change a default variable on a class and save it?
yep
Itโs just GetMutableDefault and then change the value :P
Is there a way I can distinguish a custom engine built from Github from a Unreal Engine installed engine?
In the Target.cs file
I basically want to do this:
// Use these config options in shipping to enable logs, and to enable debugger.
if (Configuration == UnrealTargetConfiguration.Shipping && IsCustomEngine())
{
BuildEnvironment = TargetBuildEnvironment.Unique;
bUseChecksInShipping = true;
bUseLoggingInShipping = true;
}
Where IsCustomEngine() doesn't exist obviously, but am trying to find what is suitable replacement for it
You should be able to check the GUID, but I believe there is also a bool available that already tracks this
I would prefer the boolean method, if you know ๐ I am trying to dig up the documentation for it
Doesn't seem to exist ๐ข
Its ok, if you end up finding it later lmk
Hmmm, it should do
I think it should just access it from FApp
Yes you are right, it exists in FApp. But, the target file is a cs file so it can't access the header code.
At least, I don't know of a way to do it in the cs file atm
It should be accessible from build tool
Sec
Ur tryina do this in target.cs right? Not build.cs?
Would be so easy if I was at comp 
Yes, target.cs
Oh you might need to put using UnrealBuildTool at the top
Oh, I'm just now reading the description of the channel, so it's fine to ask questions about custom editor modes, writing editor plugins and stuff like that?
This channel is specifically for adjusting and extending the source code (to cover more use cases). There's #editor-scripting for plugins and so
so i was porting my project to ue5
a
i found this
Duplicate struct name: SkelMeshMergeUVTransformMapping also exists in file F:\UE_5.0\Engine\Source\Runtime\Engine\Public\SkeletalMeshMerge.h
with code for it is from https://docs.unrealengine.com/5.0/en-US/modular-characters-in-unreal-engine/
and is broken 
so my question is what happened between 4.7 and 5
i have no idea how to fix it and where to start vs is throwing list of errors 75% is not what i need to fix
I'm asking because #editor-scripting seems to be specifically about blutilities and python only
And "extending the editor" sounds very much like custom editor functionality in native C++
hey guys, idk if im supposed to ask this here, but how do I make ue5 recognize .uasset files so that i can import them?
anyone knows how do I do some frustum culling in custom FPromitiveProxy ?
I guess this is not the right channel, but the answer is: you don't import .uassets into your project. If it's compatible version-wise you can just paste it in your project folder. However, it is really advised to use the migration tool
Hello quick question, where does ue keep the file with the last session open tabs/windows?
then how do i set the skeleton model I want?
Anyone familiar with the AssetRegistry? I'm adding a modkit to my game, and I've surmised that in order for assets to be queried and "seen" by the unreal runtime, an asset registry needs to be built. This can either be done by manually going through, loading, and scanning individual UObjects from disk, or an Asset Registry cache (typically named AssetRegistry.bin) can be created at cook time and all relevant data be loaded in quickly without the need to scan vast amounts of data.
I've managed to build and serialize a cache using AssetRegistryState which I'm saving as "ModRegistry.bin", but my question pertains to how this works with the monolithic main registry at runtime? How are entries for duplicate asset paths handled? How can I assign priority? I know there's some sort of priority that can be assigned with pak chunk files when mounting, but to my knowledge that wouldn't seem to affect adding that extra "ModRegistry.bin" data to the main asset registry.
It would be nice if I could just unserialize the "ModRegistry.bin" cache into an AssetRegistryState and give the main registry a pointer to that so it can query it when it doesn't find anything in the main registry. It also seems like that would making removing that registry data easier when unloading a mod...
I thought paks generated their own asset registry, but when I attempt to chunk assets out into different paks, the only registry cache I find is in chunk0 pak file...
Hopefully someone can give me some pointers to speed along my research, otherwise back to source digging I go!
Hm, sorry, I may not have explained it well. I've made a custom cooking process, that will only cook assets specified in the mod manifest file. From there I also create a registry for those assets, which then get's packed into a pak file along with all the assets.
Mods will be dynamically downloaded & mounted at runtime based on a list from an external service(mod.io.)
What's in those mods I need to query from the game to add those assets to the game (maps to a map list, weapons to a weapon list, etc) which is what I imagine the asset registry is for. Also, those mods can include their own dependencies from their own pak files using references, which I assume is tied to the main asset registry. So if those dependencies don't get added to the main asset regsitry, won't they be unavailable to the mod files?
Hm, haven't considered using the plugin system for mods. Honestly didn't even know that was a thing. A concern of mine with that though is I want to prevent the loading of 3rd party native code for what is the equivalent of a xss rce attack.
Ah yes, the upackage import table. I suppose I'd like to maintain feature parity with the typical runtime environment a ue developer is used to. Also I wish to cache info about dependency data without needing to have the uasset on hand for some specialized loading stuff from network based resources.
Now that I've given it some thought, I guess I can do some custom filtering to discard FAssetData considered old, or redundant and essentially manually input the new reg data into the main one. I can also add some tag data about what pak file / mod the entry came from to quickly query and remove that data when a mod is unloaded... That's a nice way to accomplish that.
It's MP, but even for single player an attack vector is still an attack vector, even if not currently utilized. That just means it's a zero day. I find it in bad taste to provide extremely easy access to acquiring mods through an in game interface and give no thought to security.
there are far more easier way to infect machine than mods
What's easier than having your program running on a remote machine? At that point it is infected. Are DLL files & equivalents sandboxed somehow by unreal?
While yes, a game's community is a relatively small demographic, if you can easily create a mod that executes native code, you can have your malware code installed very quickly. Rinse&repeat for as many games with modding communities you can find.
I was discussing the AssetRegistry specifically previously. Seemed to fit. Personally I wouldn't say this is arguing, but more of a discussion, I'm trying to understand where you're coming from while expressing my thoughts on the matter. To me, I find it somewhat naive & reckless to distribute software with known security holes which is why I've taken the approach of allowing bp only mods. If there's some sort of security measure for native code in place in unreal engine that I'm not aware of I'd love to know because giving access to a sandboxed native code execution (like wasm) would be a great asset to modders for heavy calculations.
... Somebody should make a wasm plugin for ue...
Paks don't include executable code, so that would have to be entire plugins, rather than simply additional paks as you would normally expect a mod. Simply only have your game's modding infrastructure restricted to Blueprint and you'll be fine.
Is there something about TargetType.Server that includes files differently
Anyone knows how I can get the TSharedPtr<IToolkitHost> pointer for the main editor?
I'm trying to open an editor window by code, and I found the function that opens it by double clicking the asset, but it needs that pointer input to run in World Centric
Probably on GEditor somewhere?
FLevelEditorModule::GetFirstLevelEditor() not static, so you'll have to grab the level editor module instance first.
Awesome! Thanks a ton!
Any ideas why I can't get it to open? I have this code so far, and it compiles fine and all variables are initialized properly except when it gets to the last line.
IAudioEditorModule* AudioEditorModule = &FModuleManager::LoadModuleChecked<IAudioEditorModule>("AudioEditor"); FLevelEditorModule& EditorModule = FModuleManager::GetModuleChecked<FLevelEditorModule>("LevelEditor"); const TSharedPtr<IToolkitHost> ToolkitHost = EditorModule.GetFirstLevelEditor(); TSharedRef<FAssetEditorToolkit> SubmixEditor = AudioEditorModule->CreateSoundSubmixEditor(EToolkitMode::WorldCentric, ToolkitHost, InSoundSubmix);
I managed to pinpoint the error the last line of that last function. Within CreateSoundSubmixEditor also all variables are initialized, but the last line which is return StaticCastSharedPtr<FAssetEditorToolkit>(NewSubmixEditor).ToSharedRef(); is the one that crashes it with a memory error on the check( IsValid() ); line of SharedPointer.h
Yep, that's the approach I'm taking. As long as I don't provide any functions that have security holes in t hem via UFUNCTION I'm good.
Anyone know what's up with the ../../../ when packaging files in a pak? Is this a relative path from the games executable?
For instance if I extract a pak file with UnrealPak.exe and instruct it to recreate the response file that can be used to repack the content, the "destination" field of each line all start with ../../../
G:/UnrealProjects/Test2/WindowsNoEditor/Test2/Content/Paks/pak0/Engine/GlobalShaderCache-PCD3D_SM5.bin ../../../Engine/ -compress
G:/UnrealProjects/Test2/WindowsNoEditor/Test2/Content/Paks/pak0/Engine/Content/EngineMaterials/T_Default_Material_Grid_N.uasset ../../../Engine/Content/EngineMaterials/
G:/UnrealProjects/Test2/WindowsNoEditor/Test2/Content/Paks/pak0/Engine/Content/EngineMaterials/T_Default_Material_Grid_N.uexp ../../../Engine/Content/EngineMaterials/ -compress
G:/UnrealProjects/Test2/WindowsNoEditor/Test2/Content/Paks/pak0/Engine/Content/EngineMaterials/T_Default_Material_Grid_N.ubulk ../../../Engine/Content/EngineMaterials/ -compress
Would an absolute path (beginning with /) be relative to the storage drive root in this case?
Anybody able to help a guy out updating the engine from Git? I'm a newby! ๐งโ๐
A ha! Found this in some different searches. My guess was correct.
All files stored in a pak file use paths relative to the binary of the application being executed.
https://forums.unrealengine.com/t/primer-loading-content-at-runtime/536669
So I'm trying to follow along with the MassEntity video here: https://youtu.be/f9q8A-9DvPo?t=416 (copied at the time I'm stuck at)
I'm getting an error: incomplete class type "FMassEntityTemplateBuildContext" is now allowed
This is keeping me from doing a call to AddFrament<T>(). Has something changed since the video came out? Am I missing a step?
Watch our evangelism talk โLarge Numbers of Entities with Mass in Unreal Engine 5โ from the State of Unreal 2022 livestream.
In this talk, Global Lead Evangelist Mario Palmero explores how the Mass Framework in UE5 represents a new paradigm in how we stage entities with behavior in Unreal Engine. This system is much more scalable than the Actor...
My code is essentially exactly the same as in the video, except with the specific trait and fragment type names changed.
incomplete class type
Doing a quick google makes me think that the class was forward declared, but never actually declared&defined. Are you missing an#import?
Has SDL2 for Windows been removed from UE5.x?
Usually the binary is present in Engine/ThirdParty/SDL but seems they're no longer included
Is there a way to manually compile the binary? (considering Unreal has it's own fork of SDL2)
You were right, I didn't realize that this class required a separate include
I figured this was the case but it wasn't clear to me what I was missing until I found the docs on that class
guess midnight brain didn't think to find those in the first place
Apologies, I meant Engine/Binaries/ThirdParty/SDL2/
We made a video How to Convert your Unreal 5 project to Source Version
Hope you'll take a look and leave some feedback,
Should we Make more, or do we suck???
https://www.youtube.com/watch?v=mhn22elvq_Q
Oranje 44 is a game studio in Utah.
We decided to make this video after struggling with the process ourselves. We hope it answers a question or two.
How to Convert your Unreal 5 project to Source Version
Links:
Building Unreal Engine from Source (5.0 Doc)
https://docs.unrealengine.com/5.0/en-US/building-unreal-engine-from-source/
Downloading U...
this is usually "copy and paste the project next to the engine so that it shows in UE5.sln"
that is typically how source builds at medium-large studios work, and it cuts out a bunch of compilation time since it doesn't need to compile the entire engine
I suppose the technical term might be "unique build environment"
installedbuilds aren't really used all that often
especially if you use UGS, which isn't compatible with installed builds
If not here, what would be a good place to ask about interpreting the Unreal Insights tool? There's some backend stuff that I don't know about, so I'm hoping here would be a decent spot
UnrealGameSync, a tool that pretty much every perforce shop studio will use with unreal. that is if they're using a source build
vs2019 says project load failed
What's the fix?
When I do reload project I get: "the operation could not be completed"
is anyone managed to compile dlss for ue5-main?
Thanks for the feedback on the first video!
Any Ideas or thoughts for this one?
Build a TCP/IP Headless server For Unreal 5 Multiplayer
Here is the next part, How to create a headless server.
https://www.youtube.com/watch?v=1kEJiNIxTok
Set up a Headless server For Unreal 5 Multiplayer.
Please leave comments if I made mistakes or Missed something.
In this video we go through the steps in:
https://docs.unrealengine.com/5.0/en-US/setting-up-dedicated-servers-in-unreal-engine/
Check out Oranje 44's main project Creative Continents.
Discord:
https://discord.gg/h8qvZX8a
LucienMai...
anyone find that source build 5.0.3 is much more unstable than 5.0.2? or is it just me ๐
UE5 just bombed so hard it took down VS2022
oh, I'm using VS2022, maybe I should jump back to 19 but it never ends well going backwards ๐ฆ
i've not had that happen before
i keep getting Unhandled exception at 0x00007FF92E65DE61 (amdxc64.dll) messages when access right click menus
even in the official release
i think i started having issues with .3
i assume a 5.1 is coming soon
ok, so upgrading is recommended by most or only if required? and yes I was cruising alone nicly on .2 and then .3 has hurt me and I've lost a lot of work, but my backup is still ok, just a few days of my latest changes that I had not pushed ...
first time i've seen this GenerateProjectFiles error. did a search on this discord and found 1 instance of this error had occurred to someone in 2020. they said they think its a missing sdk but alas never updated how they solved it. any ideas?
wow UE5 blew up so hard its destroyed my map
oh i installed the wrong msvc component when it told me 14.33 was banned. i installed ARM something, not x64/x86 build tools. fixed it.
So I've decided to try out a ue5-main engine for the lols.
I swapped to ue5-main and ran Setup.bat and now Git is telling me there are 100s of "modified files".
These are all of the names:
Engine/Plugins/VirtualProduction/RemoteControlWebInterface/WebApp/Client/src/*.tsx|*.png
Engine/Source/Programs/Horde/HordeDashboard/src/*.tsx
I'm guessing I should just ignore that since I'm not working with those files.
However, it's annoying seeing 100s of "modified files" in my Git repo that I don't have anything to do with.
What is the standard procedure for dealing with this?
A local .gitignore?
I'm confused why files that are being downloaded by Setup.bat are even in Git in the first place. It seems like whatever dev added those has messed up.
Standard Windows Git tools.
The UE5 .gitignore specifically whitelists all *.tsx files, which seems to be the problem. Setup.bat is overwriting .tsx files in the source dir, and then Git sees them and says "you made changes!" which in fact I did not.
I could use a custom .gitignore and just ignore those annoying directories, but that seems problematic and high maintenance.
So I'm wondering how other people deal with this.
I did a git reset --hard but I didn't try git clean -xfd. Will give it a shot.
Thanks! git clean -xfd did the trick. ๐
Guessing there was some weirdness swapping from ue5-release to ue5-main and this command was required.
Epic should add this to the documentation for what to do when swapping branches...
is UE5-main on github version 5.1 ?
Yes and no. My understanding is they will create UE 5.1 from ue5-main, but not ALL of ue5-main will make it into 5.1.
okay
Just pulled from ue5-main, rebuilt, ran the editor once, and then tried to build a c++ project and got this error:
36: RHI_API DECLARE_LOG_CATEGORY_EXTERN(LogRHI,Log,VeryVerbose);
2200: RHI_API FRHIViewableResource* GetViewableResource(const FRHITransitionInfo& Info);
The two lines in question.
am i just on a bad commit or?
Thanks but I was on a working commit sometime past Jul 9th 2022 previously, just wanted to update to a more recent one and try it out. I'm going to clean/re-clone and rebuild
Is there a way to bind a function from an editor module to the moment you stop PIE?
Hey everyone, I'm fairly new to UE 5 from source. Would anybody be able to show me how to update the engine and possibly back up my project? Thanks! Any info would be appreciated.
Yes* its in there but maybe not fully working because of some reason or something is causing any issue. So I can't really confirm if it is or isn't working at this time because the code changes so frequently, but will add that with my current build it does work.
Would you mind sharing what commit you are on? recent commits seem to give me a faulty runtime RHI.h as I noted above, where I can build the engine but can't build my c++ project. i was on a commit in early July which was working fine.
Last I built from was this https://github.com/EpicGames/UnrealEngine/commit/6ea46a21c17015ab219416e8258952a7396caa4c
Backing up your project can be done with git/git lfs or another source control, which you can ask about in #source-control
Updating the engine would be just pulling from a branch (ue5-main), running GenerateProjectFiles.bat, then building the engine in your IDE. Similar to how you would build it the first time.
Thank you! I tried to fall back to another commit around that week but the engine build itself failed for some petty coding mistakes, so I'll try that one later tonight. Hopefully the RHI issue was due to a bad commit and falling back fixes.
yeah I dunno, good luck with it
Thank you! I was not sure If I had to replace anything or there were some other short cuts to it.
Greetings! What type of path do I have to feed the LoadObject function if I'm using a nullptr Outer? I'm trying to feed it several absolute paths options including .../Asset and .../Asset.Asset but I can't get it to work. Any ideas?
turns out my problem wasnt with rhi.h but with something else but the errors were being thrown there. disregard.
Oh? You got it working?
seems so! doing a full rebuild right now from todays most recent commit to confirm
Edit: yep all good ๐ thanks for any help here everyone. seems i had a whole ton of issues when i pulled and didn't realize until it was too late. the commits i pulled were probably fine all along.
damn, an SSD and a machine with a Ryzen 7 1700 is definitively too old to compile UE5 quickly. i'm 30 minutes in and i'm only at [208/5914]
Jebus.
guess i'm gonna need the newer gen motherboards and PCIe 4 or even 5
I highly recommend the 5950
seems pretty good, don't know if i should wait (or use!) even newer motherboards with the future Ryzen 7xxx or alder lake right now, but i'd like to keep my costly DDR4 ram too so Zen 3 is good enough
and my 32 gb RAM + 32 gb pagefile won't be enough :)))
I have 128gb ram and a 128gb page file. I use about 80gb compiling (with 62 processes)
that's a pretty beefy setup
It is.
I'm paying for it, though.
My legs are being slowly cooked by the thermals it outputs lol
208/5914 are you compiling everything unnecessarily?
i don't know, i'm just compiling the UE5 project on Development Editor configuration
Don't do that
yeah so wasting all the time
project should live under the engine, UE5.sln should contain the game project
you build that instead
cuts down a lot
oh okay, i was building the entire engine separately (for the first time)
yeah because most of the advice about a source build online is pretty wrong
i followed the advice on the github repo readme lol
yes, this extends to Epic's own docs
as this project under engine is what they do internally
and when you are using a source build, you actually put the engine in your own source control too
though some folks do a installed build for some reason
alright, makes sense
i just need to find a way to add my existing game to the engine sln
Does it actually make any difference if your project is outside the engine folder and simply relies on the UE5.sln?
never done it any other way
aaaah it was hidden in Intermediate\ProjectFiles!
you don't modify the sln file
this will accomplish nothing, GenerateProjectFiles.bat should result in a UE5.sln that already has it automatically
oh so i need to copy my project over to the UE folder
so UBT can do fun stuff with the sln?
yes or make a uprojectdirs file that specifies a relative directory that has the project in it, but I've never done it this way
i'm gonna try the uprojectdirs approach first, let's see how it goes
actually, i just copied the project, just seems cleaner than having a reference to some random directory in my filesystem
a Games/ folder just magically popped in my sln, great
[11/2540] that's already much more sane than the previous 5914
thanks for the help!
if there's any default plugins you don't use then you can disable them to cut a bit more
i've cleaned up all the useless plugins beforehand, this should be good
peak compiling experience!
here we go, build complete in around 1 hour, thanks
This is new to me, mind if I ask about this too? If i were to specify the relative path in uprojectdirs or if I were to move the project like jeuxjeux20 did, if I update the engine to a new commit, I would just build my project and (only) the necessary parts of the engine get built too?
Yes
Cool. Thanks
building my game under the Test configuration fails for some reason:
4>[351/775] Compile Module.NavigationSystem.1_of_3.cpp
4>C:\UE5_Source\Engine\Source\Runtime\NavigationSystem\Private\NavigationSystem.cpp(2143): error C2039: 'RequestDrawingUpdate': is not a member of 'ARecastNavMesh'
4>C:\UE5_Source\Engine\Source\Runtime\NavigationSystem\Public\NavMesh\RecastNavMesh.h(506): note: see declaration of 'ARecastNavMesh'
4>C:\UE5_Source\Engine\Source\Runtime\NavigationSystem\Private\NavigationTestingActor.cpp(384): error C2039: 'FindDistanceToWall': is not a member of 'ARecastNavMesh'
4>C:\UE5_Source\Engine\Source\Runtime\NavigationSystem\Public\NavMesh\RecastNavMesh.h(506): note: see declaration of 'ARecastNavMesh'
4>C:\UE5_Source\Engine\Source\Runtime\NavigationSystem\Public\NavMesh\RecastInternalDebugData.h(6): fatal error C1083: Cannot open include file: 'DebugUtils/DebugDraw.h': No such file or directory
is the Test configuration deliberately abandoned or am i missing something?
(i did try rebuilding)
try installing the .NET Core 3.1 SDK manually
it can probably help
actually, it's my fault, i had bCompileNavmeshSegmentLinks = false; and it made dependencies wack
that's true, but, you know, i'd like my APK to be slightly smaller if possible and see if it works
just keeping a minimal amount of changes for a good-enough size reduction
i mean, bCompileCEF3 is on by default, and i don't need a whole browser inside my game
last time I tried, it worked, it was in UE 5.0 EA so that success isn't up to date
this one I think? https://github.com/EpicGames/UnrealEngine/commit/e7c920e3de1ff16a0e756ee75c057bb1b97b8812, I used it in an Android UE5 project
currently trying to compile with UE 5.0.3 and bCompileCEF = false;
ah, didn't try it for the engine/editor, time to search what' s happening inside the module code
inside the <YourGame>.Target.cs file
with BuildEnvironment = TargetBuildEnvironment.Unique;
i did compile the editor for my game, but not sure if CEF is out
odd, considering the logic for excluding CEF directly sits inside the CEF module https://github.com/EpicGames/UnrealEngine/blob/46544fa5e0aa9e6740c19b44b0628b72e7bbd5ce/Engine/Source/ThirdParty/CEF3/CEF3.build.cs#L33
i specified the path but it says "'MSBUILD : error MSB1009: Project file does not exist."
even when the UnrealBuildTool.cs file exists
in that path
yes i typed that exactly too
.csproj
this one right?
ok build 3 succeeded
now i should compile ue5 again?
unreal build tool just opens and closes in less than a second, guess i gotta do it from vs cmd
so it did this
is it still in some process? i cant tell
can i open ue5.sln and build the engine now?
yup 43 new errors, you were right
i aint touchin this
time to roll back to 4.26 source
43 errors? where
i have installed .NET Core 3.1 and 6.0 SDK and it worked flawlessly
with VS 2022 and GenerateProjectFiles -VS2022, btw
whats the vodoo happening here then LOL
idk, usually i haven't had any issue with .NET in general but this is the total opposite XD
you've encountered this same issue?
Is the source code for preview 5.1 available? I'm looking for it in github but I can't seem to find it, only up to 5.0
The pains of building from source. Praying for 5.1 official release so I don't have to do this anymore๐ฉ
Hi, is it possible to compile the engine so it uses soft floats instead of fpu floats? I would love to see how much performance it would drop
I just want to take a peak at the source code of a new function, but I can't seem to find it ๐
Could you please send me the direct github link to the preview build? Or do you need to request special access for it?
You can follow this :https://www.youtube.com/watch?v=wGq-XK8mffg
In episode 2 of the UE5 game development series, we'll look at setting up access to the Unreal Engine source code on GitHub, cloning the repo, checking out a version to build with git, and compiling it using Visual Studio.
Previous Videos - https://www.youtube.com/playlist?list=PLLIn4osBl0FsKVoxTF0Xi8tvO34XALuNP
Github Project - https://github....
This shows all the things required. You need a Epic and github account.
I think 5.1 should be UE5 main? I could be wrong though. Haven't built from source in a while.
Ohh that would make sense. It was last updated a few hours ago. Thanks!
so niagara compiles fine without the HeadMountedDisplay module, interestingly
we'll see if this is enough to get the modules out!
nevermind, the compilation success was an illusion
i'm gonna try to do conditionally remove that thing
good news: #include "IXRTrackingSystem.h" doesn't seem to be useful at all?!? deleting it just made niagara compile
bad news: something is still having a dependency on HeadMountedDisplay, it's AndroidDeviceProfileSelectorRuntime
wait it's also in Engine ffs
i'm a complete idiot
also; fun fact! here's what occupies the most space on an Unreal game binary
Is there documentation to parse uassets? ๐ค
I was thinking about making an utility where you could drop in a blueprint uasset and it could kinda show you the nodes.
Sometimes you just want to see how a blueprint is wired and loading the entire project just to see the nodes is slooow ๐
So i downloaded UE source version 5.0.2, and i converted my 4.26.0 source project to 5.0.2, now when i generate project files it says this https://pastebin.com/ipRu05aQ
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
VT_Beta is my project name*
and in VS sln of the project when i try to build,it says this
solved the first bit, but this one still appears
So basically i deleted the 4.26 source engine on which my project was running on, and i installed UE 5.0.2 source, then when i launch my project it asks me to select to version 5.0.2 source build since thats the only UE engine i have. So i do that, then it says build from IDE so i did that, then in the vs file throws that MSBUILD error
And not just for my project, it says the same for other ones i try to run
MSB3073 shader compiler worker something something
How? By double clicking the uproject obviously, although i have tried opening UE5 and going to the browse section to open a project and selected mine, it doesnt do anything
Probably a FAQ, but I haven't seen it. Is there an option in the build tools to clean intermediate binaries after building from source?
Hmm, I thought I'd tried clean, but it ate my exe too. ๐ค I'll try again, thanks
Epic Why ?
`/Volumes/HDD01/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Public/VulkanConfiguration.h:338:27: Unknown type name 'VkAllocationCallbacks'; did you mean 'CGFunctionCallbacks'?
/Volumes/HDD01/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Public/VulkanConfiguration.h:338:75: Unknown type name 'VkAllocationCallbacks'; did you mean 'CGFunctionCallbacks'?
/Volumes/HDD01/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHIPrivate.h:32:6: 'VULKAN_DYNAMICALLYLOADED' is not defined, evaluates to 0
/Volumes/HDD01/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHIPrivate.h:35:4: "Statically linked vulkan api must be wrapped!"
/Volumes/HDD01/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Public/VulkanConfiguration.h:338:75: Unknown type name 'VkAllocationCallbacks'; did you mean 'CGFunctionCallbacks'?
/Volumes/HDD01/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHIPrivate.h:32:6: 'VULKAN_DYNAMICALLYLOADED' is not defined, evaluates to 0
/Volumes/HDD01/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHIPrivate.h:35:4: "Statically linked vulkan api must be wrapped!"
/Volumes/HDD01/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Public/VulkanConfiguration.h:338:75: Unknown type name 'VkAllocationCallbacks'; did you mean 'CGFunctionCallbacks'?
/Volumes/HDD01/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHIPrivate.h:32:6: 'VULKAN_DYNAMICALLYLOADED' is not defined, evaluates to 0
/Volumes/HDD01/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHIPrivate.h:35:4: "Statically linked vulkan api must be wrapped!"
/Volumes/HDD01/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanState.h:17:28: Unknown type name 'VkSamplerCreateInfo'`
Platform is Mac
XCode version - 13.2.1
commit squashing is for squares
Can anyone confirm if texture painting enabled for Mesh Paint in UE5 main works now?
Does anyone has any insights on the new Horde (& Horde Storage) thingy that is having a lot of activity right now; is this a new UGS with built-in CI/CD system like I found on some message above? I found some commits that would support that. But anything more I'd be missing? Anyone tried to test it?
Horde is a CI/CD system that has a built in UGS metadata server
so you don't have to do PostBadgeStatus
It's CI/CD, metadata server, virtual assets storage
and probabaly more
(there was for w while VCS available Skein)
Sorry, what's that?
Thanks for the info
Horde is not in the master branch ?
hi, what is a good way to share a build of unreal engine?
This is more of git question, but I've cloned the release branch with a depth of 1. How do I switch to the ue5-main branch?
Pulling ue5-main with a depth of 1 gives me the error refusing to merge unrelated histories
Was messing around adding settings for my plugin, and I took a wrong turn somewhere and all of my settings are shown twice. Any ideas what could be the problem? (They are being registered only once)
Anyone know the correct way to build 5.0.3 with PhysX support? Should it be done directly in the engine configuration or is using the project's target.cs with bUserChaos = false and bUseShippingPhysXLibraries = true adequate (I've tried that, but doesn't seem to work so maybe there's more needed for that approach)?
keep in mind that physx has been ripped out of 5.1 entirely
How do you distribute the Engine Build from source or Installed Builds to your teams?
I've read those docs but as I'm very new to UE (Switching from Unity) I am having some difficulty wrapping my head around the systems made in UE.
In a very simplified way can I submit the Win64 folder generated in the Binaries folder after building from Visual Studio to distribute the engine to my team?
Or submit the LocalBuilds/Engine/folder after generating an install-build to distribute the Engine ?
Unreal Game Sync (UGS) can do that https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DeployingTheEngine/UnrealGameSync/PrecompiledBinaries/
Never tested it out though.
Little overview for Distributing the engine https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DeployingTheEngine/
if anyone interested there is 5.1 stream on P4
but version has not been bumped
so it's still few months till release
Hello, is there any kind of restrictions on the size of uniforms ?
I tried adding a new shader parameter structure to FSceneTextureUniformParameter, which works fine until I add a second one...
Then I get an error saying I can not bind a null uniform to the shader slot... (only if I add 2 textures, one works fine).
(d3d12)
could it be linked to the maxsize of the uniform in the root signature or something ?
Thanks - yeah, maybe I should try Chaos again. Last time I did it was an utter disaster - literally couldn't be made to work. Plus, I'd had to make a really low level change to the PhysX API to get what I needed going.
Thank you ๐
just to be sure... is this true ?
(i already have symbols.)
Also just to be sure, if i wanna debug engine code with breakpoints i need to be in DebugGame not DebugGame Editor, right ?
or both are fine
I have this plugin from the marketplace free and I need to add it to my source-engine.
I followed this guide but it returns this error:
https://forums.unrealengine.com/t/install-code-plugin-to-source-built-engine/359050/10
@Tim C said We have a request in to see if the ability to install a plugin directly to a source-built Engine would be possible in the future. Has anything happened on this? Do you have a link to a place we can track that request and get updated when it gets implemented? This impacts my entire team, since weโre currently all using a source-bu...
is there a direct way to install the plugin onto the source engine or to get the plugin from one to the other?
Or does the project have to have c++ to package the plugin again?
@stable hemlock I ended up doing that. I wasn't sure but I can confirm I needed my project to be c++ compatible so I made a dummy class, build, added the plugin, rebuild and it worked
Hello folks, i am bit off loop but anyone have info if 5.1 official(default) binaries & source will still use VS 2019 or they move to VS 2022. Just interested for coming months what to install after fresh Windows. Thanks.
There's little reason at this stage to stick with 2019 - 2022 has been supported in Unreal for some time
Official releases from Epic will very likely still be built with 2019 for years, but that doesn't has any impact on what you can use
How can I enable STATNAMEDEVENTS as the comment says ? Should I add as PreprocessorDefinitions ?
It should be on by default in debug amd development build. Vs may not be able to parse defines properly
Good morning ladies and gentlemen! Is the 5.1 branch available on github?
this is 5.1 currently, warning - it is in development & crashes and broken features can occur.
awesome! thank you very much!
My suggestion would be wait little bit more, but for testing purposes it is interesting. Nanite foliage and other interesting features. I myself probably build when first preview appears.
sounds like a plan.. i really can't wait to have it as final condidate
i need to have it native on appleSilicon with Metal RT optimized
it's a matter of destiny i would say
Linked anim layers seem to completely ignore the changes I made to the BP when I restart the project. It works fine when I compile and play on the spot tho. Any fixes? (version 5.0.3)
Seems like the problem lies in the blend mask. https://forums.unrealengine.com/t/blend-mask-not-being-loaded-by-animbp-correctly-until-reload-recompile/551638
Is this fixed in source?
Hello! Iโve created a blend mask on a skeleton to mask my upperbody / lower body joints via weights. Iโve then used the Layered blend per Bone node in my animBP to mask my upperbody slot and blend it with my locomotion. All seems well, and works exactly as I expect, until I shut down my editor and relaunch it. After that, the upper body anim...
If you don't need release branch at all then just delete it and fetch ue5-main instead of trying to merge.
Or you can switch branches, but trying to pull ue5-main into the release branch will probably not work out so smoothly.
yeah that's what I did, I couldn't find a way to conserve the downloaded files though so I had to start from 0
That's something new I learned about Git, it always needs a route to get to somewhere else
Thanks for the answer
to save people's silicone is it possible to distribute locally built UE5 bins?
Yes... one common method is to setup UGS if you're using Perforce.
i just setup perforce
ok well, once you have setup UGS you just run a command locally which builds the required binaries, zips them and uploads to perforce. Other team members use UGS client to download them.
Usually the binaries are built on a buildmachine triggered by code submits, but you can also run it locally if you don't have a build machine.
I don't ๐
Hello, im having trouble packaging my project while using the source, any idea whats the problem with this log?
CompilationResultException: Error: OtherCompilationError
at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List1 ActionsToExecute, List1 TargetDescriptors) in C:\UnrealEngine-5.0.3-release\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 375
at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile) in C:\UnrealEngine-5.0.3-release\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 611 at UnrealBuildTool.BuildMode.Build(List1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, Boolean bSkipPreBuildTargets) in C:\UnrealEngine-5.0.3-release\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 282
at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in C:\UnrealEngine-5.0.3-release\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 237
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in C:\UnrealEngine-5.0.3-release\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 612
WriteFileIfChanged() wrote 1829 changed files of 1953 requested writes.
Timeline:
[ 0.000]
0.000 <unknown>
[827.728]
Guys, Do I need to provide email address when building from github. I am using windows powershell?
Didn't have this issue when I built from source in May.
Good morning, I am setting up UGS, i've added engine source to a depot, only thing i noticed that the engine doesn't come with a P4 ignore file
Correct! There's some available online which are a good start.
it means that 5.1 is ready to use or it's still need more time to having a stable build ?
or it's in preview stage ?
oh wow, 5.1 branch is out
it is branch so far. when 5.1 merged to release it will be a release version
yea i tried compiling and got this error, apparently isn't ready
pretty much any git source revision outside of release is not guaranteed to compile ๐ pick next or different commit
it is not a release-staging branch
add the header locally then, seem like typical unity build bug
i there any way around to fix this or i need to try another commit ?
oh, thank you
i'd just recommend using ue5-main anyway
mm yea i have a build on that but procedural foliage is not working correctly so i guess i can try or wait
thanks anyway
it did build with this change
I see the new CPUs are coming, i am compiling up UE5 right now and thought, hmm they should have a UE5 compile time benchmark
Hi, I have this problem as well. Did you provide the email address for it to work? I am reading peoples email got clogged with a lot of emails?
If I remember correctly, all I did was "git pull" while in the correct folder
it is not very popular, but chart for ue5 or chrome/ff build would be nice
as would be obvious
make sure you have username and email set up correctly locally or globally
local is in .git/config file and set via git config cmd
I've been getting into perforce this week, wow I had forgotten what central server version control was like
Hopefully I will get UGS working soon
I tried that. The download got stuck ๐
I got this. How do I set the username and email?
Ah. Okay. Thanks. Username is your github username?
Thanks
This is the issue I am having now
Does this mean the version I had from May is incompartible with the latest build?
How do I do that? Is there a folder containing the changes? Sorry I am a build noob. Went through a lot of trouble to build it in May.
Ok thanks. Then after I can do a git pull again?
Ok. Will it redownload 5.1 all over again or the whole repository which is I think 300gb? Sorry for the questions. Just trying to learn ๐
Ok Thank you๐
Curious question: Does this download only 5.1 branch instead of the whole repository that is 300gb?
git clone -b ue5-main --single-branch
Thanks.
Where is CORE_API defined?
no, that only restricts to one branch, you need to use shallow clone with --depth=NumCommits if you want very small repo
and shallow clone automatically has --single-branch
then you can jut either increase depth or fetch --unshallow
I don't think it's defined anywhere, not that you can find when searching code.
I believe it's created temporarily by UnrealBuildTool for the duration of a module's compilation, but it could be in one of the generated files created by UnrealHeaderTool. But usually you don't go looking in there.
crash in git engine 5.0.3 when trying to cook a very simple project. anyone got any idea how to fix this?
looks like it can't serialize morph targets on a mesh. anyone tried cooking any project with morph targets in 5.0.3?
if anyone wonders
in 5.1
Iris
plain doesn't work
figured out how to turn all the knobs
and in the end over simple project it replicated wrong classes for game mode, pawn and player controller : D
Dull down the specular slot of your material.
I used the---depth=1. Redownloading currently. File is way smaller than the 300gb.
What if I need to do a git pull? Will it be ''git pull -b ue5-main --single-branch'' or git pull https://github.com/EpicGames/UnrealEngine.git
thats a shame, guess its gonna be awhile then
I'm about to go crazy with a problem. I created a UDeveloperSettings class and I'm registering it in the startup module event, but they are showing twice. ๐ Any ideas?
I've been having it for days, including reloads in the middle. I even just created a fresh project and copied just the UPROPERTYs and the registry function to a new project and the same keeps happening
Maybe I'm doing something wrong with the registration?
if (ISettingsModule* SettingModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings")) { SettingModule->RegisterSettings("Project", "Plugins", "In-Game Audio Mixer", LOCTEXT("RuntimeSettingsName", "In-Game Audio Mixer"), LOCTEXT("RuntimeSettingsDescription", "Settings for In-Game Audio Mixer by AudioFactory"), GetMutableDefault<UIGAM_Settings>() ); }
And my IGAM_Settings file goes like this, but with more UPROPERTYs in the same format:
`UCLASS(Config=Game, DefaultConfig, meta = (DisplayName="In-Game Audio Mixer"))
class INGAMEAUDIOMIXER_API UIGAM_Settings : public UDeveloperSettings
{
GENERATED_BODY()
public:
UPROPERTY(Config, BlueprintReadOnly, VisibleInstanceOnly, Category = "General")
FString ContentAssetPath = "Audio/IGAM/";
`
because you must pick one route- either UDevSettings or Manual registration for UObject.
UDevSettings is a registration shortcut
I thought that could be it, but when I remove the manual registration, it doesn't appear at all...
Should I maybe try turning it into an UObject?
you can
What happens to blueprints exactly when you package your project? Does the engine translate the BPs to c++ then compiles them? Or is it something else?
translates graph into bytecode, throws away most of editor only graph data and saves it
so the only what is executed is final bytecode
I'm curious about what kind of BVH construction algorithm UE5 using because of the construction performance. In official Raytracing pace, it only says it uses two level BVH (TLAS & BLAS).
https://docs.unrealengine.com/5.0/en-US/ray-tracing-performance-guide-in-unreal-engine/
Is there anyone who knows this?
Just finished building 5.1 source and it throws this error at me now, whats all this?
this is line 3365
Never use the error list
use? it just displayed it
and that too at the end of the build
Yes, don't use it, close it and read the log
pull the fix commit or fix the missing include
nobody said it is compilable
use git blame and history to find changes with problematic file
Assuming the errors are real
missing include popping like that is usually a unity build difference. not sure if Epic have something internal to catch these? compile with unity off on build farm for example.
What is the class name for joystick input in the source code ?
git is just mirror of p4, and specific git versions may not be compilable
which was very common during initial ue5 alpha release
i deleted it, got back to 5.0.3
Whats the difference among these 3 exactly?
My project is a multiplayer survival, based on dedicated server sessions...so do i package my game as a UClient or UGame
for the (client player ) side ofc
different targets? client (no server code), server (no server code), game (client and server)
that means i should build the standalone as "UnrealGame"
is shader code like in ShadingModels.ush precompiled or can you modify it and see the results in the editor? Assuming the materials pull the code from the engine source directory I don't know....
There's a recompileshaders console command that can recompile the shaders based on what options you pass it. From what I remember I think these are the valid options:
recompileshaders all: Recompiles all shadersrecompileshaders changed: Only recompiles shaders where the source file has changedrecompileshaders global: Recompiles all global shadersrecompileshaders <ThePathToYourShaderFile>: Recompiles the shader at the path provided
I'll give it a try, thank
Also worth noting that recompileshaders doesn't autocomplete which could lead you to believe it's not valid, but it does work
I converted my 4.26.2 project to 5.0.3 , ran it but if i open some classes or even load some levels, the project crashes
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
this is the log of the crash
Any tips on how to add a custom extension for Unreal to prompt while exporting a custom asset type instead of only the default ones? (Like when you are exporting a mesh it gives you fbx options)
Everything already works, including changing manually the extension type and reimporting it. I just need it to export it with something other than .COPY and .T3D at the end of the filename
5.1 branch created and main is now 5.2 ๐ looks like we might get 5.1 stable preview releases soon
In case anyone is interested, managed to solve it with this article (and google translate!) https://www.csdn.net/tags/MtTaMg2sNjM3NzU0LWJsb2cO0O0O.html
any idea why do i get this error in latest build? it started to happening after selecting shader model 6 in preview rendering level. whats more weird is i was already using it.
Why might I be getting Incompatible or missing module for several dozen plugins when creating a Collab Viewer project with a source build? I have built all of the plugins.
Okay, seems like a Launcher build is required for some of the archviz plugins such as DataSmith ones.
Does anyone know if Game State Base is a valid replication outer? I think Outer is looking for an Actor up the chain, does Game State count as an actor? It can attach Actor Components so...I'm guessing yes?
Gotcha, thank you!
First time building UE from source by myself. Are there any gained benefits storing the game project in the root of the engine source?
https://docs.unrealengine.com/4.26/en-US/Basics/DirectoryStructure/ Mentions that the root contains the engine directory together with all the game projects.
I was thinking of separating the Engine source + Game source for my VCS. But reading more about this, that might be a bad idea. It'd be great if someone could inform me a little bit more about this.
Hm, in my oppinion that means:
- /some-root-dir/engine
- /some-root-dir/game1
- /some-root-dir/game2
The root dir is just a sample, you can put the game and engine projects anywhere. So they are separated and in their own repo. I can't see any benefit by putting game and engine in the same repo. It makes things even more worse...
You can include the game itself in the engine solution, that's about the only benefit.
(Which isn't really that much of a benefit)
anybody know much about modifying Persona?
Done.
ok
if someone interested
I got Iris
to work
it's amazing
if you have any kind of need for optimized networking
where you want to controll how and what is exactly replicated
then there is no going back
I had to change few things in engine to get Delta Replication working
for Polymorphic structs
but it's lightyears ahead of what is engine using now
how do you usually build engine if modifying source?
since editing one header triggers rebuild of whole engine and all programs but I want to build only one single module that changed
since it sees modified UBT each time and rebuilds whole engine each time
or exclude Programs from solution
Threadripper
hw updates not an option, simply can not as it is a remote workspace
so need to optimize it
yeah, i'm doing lots of work in some engine modules and every time i build it literaly builds whole engine and not only few affected modules
and it takes 3-4hr on my current remote machine to do a build
atm i did customize buildconfiguration to exclude c# and engine programs
so it is a bit better
still taking lots of time
yeah, runtime changes (mostly rhi and game framework)
atm most of time it is actually compiling, max 4 build threads
if force it to use 2.0 core multiplier compiler crashes with out of memory (only 16 gb)
no spare ram, VS taking 6-7gb and rest 10 for build needs
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<ProjectFileGenerator>
<bIncludeEnginePrograms>false</bIncludeEnginePrograms>
<bIncludeDotNetPrograms>false</bIncludeDotNetPrograms>
<bIncludeTemplateFiles>false</bIncludeTemplateFiles>
<bAllDocumentationLanguages>false</bAllDocumentationLanguages>
</ProjectFileGenerator>
<BuildConfiguration>
<bUseAdaptiveUnityBuild>false</bUseAdaptiveUnityBuild>
</BuildConfiguration>
<ParallelExecutor>
<ProcessorCountMultiplier>1.5</ProcessorCountMultiplier>
<MemoryPerActionBytes>0</MemoryPerActionBytes>
</ParallelExecutor>
</Configuration>
well, i queue build and run and go get some tea or watch yt. since it would still be at least a hour to finish
then it launches and breaks where i need