#engine-source

1 messages ยท Page 1 of 1 (latest)

green briar
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Just to be clear, are you talking about release-engine-staging? ๐Ÿ™‚

dark spindle
flint veldt
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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?

iron dome
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The engine "Marker" ?

stiff geyser
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hey there. I m getting an error when I build my game via ue5 source code

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does someone else get that error too?

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I m using visual studio 2022 btw

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ok I basically disabled it and it is working fine since I don't need the visual studio code ๐Ÿ˜„

normal vortex
iron dome
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What do you mean by an "installed build"?

normal vortex
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like downloaded one from the launcher

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if you may check the link

iron dome
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Then not really. You either use a build from the launcher or build your own?!

normal vortex
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build my own

iron dome
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That wasn't really a question, per se.

normal vortex
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can you not talk encrypted

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im just seeking for answer like yes or no

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from someone with the knowledge

iron dome
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Okay then.

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Then not really. You either use a build from the launcher or build your own

flint veldt
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Hey Just wanted to touch base and thank everyone for thier input. I was able to get my source up and running, thanks again

normal vortex
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this is really annoying

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"3h 12m 23s"

hidden hedge
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I guess you didn't set it up with your project then

normal vortex
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i wish that the automation tool search for the necessary resources before the build started.

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i don't even know whats the error is. everything seems to be fine when i scroll up.

fallen bronze
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anyone know where the content drawer is in source? I feel dum

thick furnace
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you can find details there

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or compile in VS (it saves all in output) and use search for "error"

thick furnace
plucky canyon
#

anyone know any good ways to speed up compiling ue5 from source?

hidden hedge
#

And only compile the project?

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Did you also disable plugins you don't use? It speeds compilation times up when side by side

plucky canyon
hidden hedge
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Disabling will only have an effect if you have a project

plucky canyon
hidden hedge
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If you haven't even started a project, how do you know you need the source build yet

plucky canyon
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the tutorial i am following for a template needs it

gritty merlin
#

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.

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I imagine I need to edit my server build.cs and exclude that plugin, but.. how?

eager saddle
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  • 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'.
eager saddle
#

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

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I am running VS 2019.

eager saddle
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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

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and the "missing file" is in here

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mmm ok got it... The terminal needed the full script path :

normal vortex
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how do we get rid of this message? reparied visual studio via installer and also have net 4.8 and 4.6 etc.

hidden hedge
normal vortex
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why was it asking for retarget to 4.8 then

hidden hedge
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ue5/main is targeting .NET 6 rather than .NET Core 3.1

normal vortex
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and somehow i dont get that warning

hidden hedge
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because some stuff does target it still

normal vortex
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i clicked on no or later when that pop up came

hidden hedge
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but UAT is all .NET Core 3.1 in UE5.0, .NET 6 in 5.1

normal vortex
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idk man they all seems to be installed

hidden hedge
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VS2019? damn

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also VS2019 does not have native support for .NET 6

normal vortex
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so i need 2022?

hidden hedge
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yes, which is a better IDE anyway

normal vortex
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i built the ue5 main a few times

hidden hedge
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since it's 64 bit

normal vortex
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and it didnt support 2022 back then

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my last build was like 1 month old

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and they were all with 2019

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so they must have changed it?

hidden hedge
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yes. the .NET 6 upgrade

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they do sort of workaround it for VS2019 but VS2022 supports it properly

normal vortex
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the -vs2019 thingy with generateprojectfiles?

hidden hedge
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no

normal vortex
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well i always wanted to install 2022

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tonight is the night

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so i only choose .net desktop development, desktop development with c++ and game development with c++ then it should be fine?

short pike
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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 ๐Ÿฅฒ
heady sparrow
eager saddle
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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...

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Hi, anyway to force VS 2022 to use 16 processes / 1 per logical core ?

iron dome
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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
eager saddle
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Thanx ๐Ÿ˜‰

fallen bronze
verbal obsidian
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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?

iron dome
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If you changed the engine branch in-place, you don't need to do anything to your uproject

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If you have 2 copies of the engine installed in different locations, right click on the uproject and do "change engine version"

verbal obsidian
iron dome
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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

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unless you are rebuilding the plugin.

verbal obsidian
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I'm trying to rebuild the plugin

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but I don't have 5.0.3 source- just launcher-

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Do I need 5.0.3 source if I'm trying to upgrade the plugin to 5.1 as well?

iron dome
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No... do you have the plugin source?

verbal obsidian
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Yes

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Part of the plugin source was a .uproject to test as well

opal gorge
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Hoping we're getting closer to 5.1

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Could use those async physics updates

small cobalt
opal gorge
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No, just easier hookups to gameplay code compared to the lower level API currently in 5.0

thorny silo
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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?

ornate rose
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Any news about rvt support between nanite meshes?

stable hemlock
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hi guys

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i opened one project with ue 5.0.3 source and i build that project with "development editor"

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now iam getting this error

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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

dark spindle
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Use the Output tab in VS, not the Error List.

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Actual error is above

stable hemlock
dark spindle
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Make sure to regenerate project files

stable hemlock
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what is the error?

dark spindle
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Actual error fwiw

stable hemlock
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what dose it mean?

dark spindle
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Make sure to regenerate project files

stable hemlock
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ok

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by right clicking on uproject and select generate visual studio project

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this method right?

dark spindle
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Assuming you properly ran GenerateProjectFiles.bat in engine source before compiling, yes

stable hemlock
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i regenerated project files and same error

dark spindle
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Looks to me like the error is caused by spaces and special chars in the project path

stable hemlock
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H:\AviRam Studios(Company)\Projects\AviRamVoiceTest1

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this is the project path

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we shoundnt add numbers?

dark spindle
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Rename that to remove all spaces or ()

stable hemlock
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ok

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remove space and ()

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right?

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ya i removed space and ()

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i will check

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its started dont know

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about success

sand urchin
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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?

eager saddle
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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

sand urchin
eager saddle
#

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

sand urchin
#

ah

eager saddle
sand urchin
# eager saddle nope

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

eager saddle
#

you only copy config and content

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intermediate, saved, DDC and so on will be regenerated at first launch,

sand urchin
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Ok. And then I fix up redirections? Or only when I delete assets you meant

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Nevermind. Thank you very much

flint veldt
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What branch is considered the best to work with? I have had so issues with ue5-main

eager saddle
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fix up redirectors anyway since you did delete assets

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all should work considering you have not deleted your maps, otherwise you gonna have to explore your trash can....

normal saffron
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Is ue5 source version larger than 124 gb?

iron dome
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Mine is 130gb compiled. People using git report 250gb+

normal saffron
eager saddle
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250 for me

dark spindle
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That's after a few weeks of use, there's 50GB of intermediate & DDC in there

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You should reserve 300GB for your engine dir

normal saffron
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And*

dark spindle
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So maybe it'll only be 250GB total

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After you've done a shipping release it's not gonna be much less

normal saffron
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250 gb is the total space of my NVME M.2..

dark spindle
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Get a new one

normal saffron
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Guess i will have to get a 1tb

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Because i store windows and ue in that

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For the best speed

dark spindle
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I have about 700GB used by one project + engine here on a 1TB SSD

normal saffron
eager saddle
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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 ?

dark spindle
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5.0.2 launcher with debug symbols is just 90GB so yeah, that would be it

eager saddle
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@weider, ok, so I have to set the switch ti exclude debug symbols at compile ?

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is it this switch ? WithFullDebugInfo

dark spindle
eager saddle
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I'd hardly know how to do it ๐Ÿ˜„

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thanx

glacial mica
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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

slim steppe
languid kayak
ashen sonnet
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Hi guys, where can i download ue 5.0.2 source code? I didn't find that on github...

iron dome
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It'll be on github. Look for the 5.0.2 tag, rather than branch.

ashen sonnet
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Oh yeah okk, ty!

slim steppe
slender vault
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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.

hidden hedge
sand lake
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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
dark spindle
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Not an answer but personally I recommend using release-engine-staging branch to get daily updates that are likely to compile

sand lake
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guess thats my queue for sleepytime

cosmic rampart
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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!

ornate rose
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I am trying to use the merge Actors tool for some nanite meshes and I am getting this:

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Merge method set to Batch. Anyone know how this can be fixed? I am using 5.1 github branch.

ornate rose
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Hmm..seems to be a USD plugin issue? With USD import, the merge actor tool doesn't work.

sand lake
ornate rose
ashen sonnet
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Hey guys, i started the build 2 hours ago, and it compiled only 4000/28000 files, is it so slow?

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I have all the files on ssd

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Running on i7-8700K

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I also noticed that my cpu is getting only 25% usage...

thick storm
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the real question is

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why do you compile entire engine ?

sleek meadow
thick storm
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just register it

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with UnrealVersionSelector from Engine folder

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or

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copy your project to be on side of /Engine

stable hemlock
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I remember modifying Commit.gitdeps.xml worked once upon a time. Haven't tried it in years though.

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You should be able to fiddle with some build files and remove the stuff you don't want.

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Though your build will fail if you accidentally remove something important, obviously.

ashen sonnet
hidden hedge
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nope

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you should setup your workspace properly and only compile what your project needs

ashen sonnet
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Should it stop here right?

ashen sonnet
twilit needle
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20k files seems like too much compiling.

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I just did a fresh UE5 checkout/compile for Windows-only and it was ~ 6k.

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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.

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Now that I have 64 GB I get consistent 16 cores @ 100% utilization.

ashen sonnet
twilit needle
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Then look in that doc you linked for how to target a specific platform.

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Seems like maybe you targeted ALL platforms so it's compiling stuff you will never need or use.

ashen sonnet
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You mean like all those checked checkboxes?

twilit needle
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No, those are different programs within a target platform.

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Win64 is the target platform in that screenshot.

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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.

ashen sonnet
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Yeah that make sense, but it shouldn't build for those ones, considering my current configuration

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I mean, i selected win64, so it mustn't build for win32/win10 ecc

heady sparrow
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You are better off just running the game project

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Building raw will rarely do what you want ime

ashen sonnet
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I noticed that inside Engine/Binaries i have folders like "Linux" and "Mac"

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Shouldn't be only Win64 and Third Party?

ashen sonnet
opal gorge
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Do we think LWC is still gonna be fully turned on for 5.1?

full jewel
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it's going to be a lot more feature complete in 5.1 at the very least

stable hemlock
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Was there a holiday in US, or something Epic specific? The branch updates seemed to have slowed down significantly over the last week.

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Or maybe 5.1 branching is around the corner? ๐Ÿค”

stable hemlock
fervent aspen
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Does anyone know the reason for this error? its build in Unreal 5.0.3

iron dome
#

Sounds like one of the classes you've used for input isn't valid?

quick crystal
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It's been a while since I've tried to launch the editor directly and not via loading a project

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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

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then it terminated. Has anyone else come across this?

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I didn't think UE5 even used physx anymore since GA

ornate rose
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Does nanite support pixel depth offset yet in the latest github build?

pearl sinew
#

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]

jagged sinew
opal gorge
#

For example WORLD_MAX is still set to float values

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Also things like the render visibility octree do not work with LWC

thin cedar
#

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 ?

dark spindle
#

Non-release source builds aren't supposed to work

thin cedar
dark spindle
#

But I guess you have your answer with that error

twilit needle
#

I'd like to contribute a CommonUI plugin change.

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Do I just open a pull request on Github?

iron dome
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Feel free to submit a PR on git?

twilit needle
#

Or is there a procedure I should follow?

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Does Epic review these periodically or do I need to report it to them somehow?

iron dome
#

Those are good questions.

twilit needle
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Found out that each PR automatically opens a Jira ticket, so eventually someone may actually look at it.

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Fingers crossed! ๐Ÿ™‚

twilit needle
#

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?

lime cape
#

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

Gist

Create a minimal binary build of the Oculus fork UE4 from source for internal distribution. (Should work with normal UE4 source build too) (Windows only) - .gitdepsignore

slender vault
#

Is it possible to get the current FViewInfo without doing an engine edit to cache the value?

iron dome
#

Probably not

#

You might want to look into how the viewinfo is constructed if you want access to specific values from it

vast anchor
#

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

broken granite
#

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?

tired bolt
random glade
#

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();

sand lake
#

What .exe do I open up in /engine/binaries if I want to create a new project with the engine I pulled from github?

stable hemlock
#

Hi, anyone knows why the RHIGetAvailableResolutions keeps returning false when on Vulkan?

sleek meadow
#

Is there a reason why maximum number of vertices per navigation polygon is set to 6 ?

thick storm
#

probabaly optimization

snow gorge
#

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

dire jolt
#

Should a change to CharacterMovementComponent.cpp trigger a full engine build? Was hoping to see the effect of commenting out a var

feral storm
#

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

hot parrot
#

Any ideas what's the problem ? I have random crashes with every textblock related widget (even editor's textblock)

mellow sigil
#

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?

hollow nexus
#

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.

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The methods/constructor its complaining about defo exists in the engine code

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so linking from my project to the engine code somehow goes wrong. Anyone got a clue to help me?

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Ah found out. I needed to add "AIModule" to build.cs

normal vortex
#

where do you guys report bugs and crashes?

normal vortex
pallid path
dire moth
#

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

lone apex
#

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

stable hemlock
#

Guys what is the difference between ue4.27 and ue4.27 plus

iron dome
#

ue 4.27... plus?

astral sapphire
#

Have anyone seen this issue?

vital hawk
hasty summit
#

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

astral sapphire
#

this is just an exit code when process closed

heady sparrow
#

Look at the output

hasty summit
#

it had to do with my .net not being up to date since it was a different computer than i nomrally use

gleaming apex
#

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.

iron dome
#

Erm. Why are you putting your project in the UE source folder?

small surge
#

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.

stable hemlock
#

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 ๐Ÿคท

small surge
#

Epic comitting to vulkan is a good sign for steam deck tho.

small surge
#

Even a Resident Evil remaster got backlash for going dx12 exclusive a while ago.

stable hemlock
#

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.

small surge
#

interesting

#

But I guess our project would be safer on 5.0 for now

molten wadi
#

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.

normal crag
#

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?

lone spoke
#

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?

dry sail
#

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.

astral sapphire
#

@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

dry sail
hidden hedge
#

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

hidden hedge
#

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

kindred cobalt
#

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)

dire moth
#

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!

kindred cobalt
#

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.

dire moth
kindred cobalt
kindred cobalt
#

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." ๐Ÿ˜ค

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...

ornate rose
#

Is 5.1 release coming soon?

quiet pier
#

Unless I'm misunderstanding you

kindred cobalt
kindred cobalt
#

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.

sand lake
#

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.
kindred cobalt
#

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.

kindred cobalt
kindred cobalt
#

Seems like it's a 3rd party plugin. Try reinstalling it from wherever you got it?

sand lake
#

what do you mean reinstall? I didn't manually install this plugin - it is apart of the engine

kindred cobalt
#

Ah, it was under /ThirdParty/ so I figured it was

sand lake
#

๐Ÿ™‚

#

When I build the engine, is that when the .dlls get created?

#

Or did they just forget to include the dll in version control?

kindred cobalt
#

Yes, when you build the engine, that's typically when source code is compiled into DLLs

sand lake
#

I wonder why when I build it wasn't creating that specific dll

kindred cobalt
#

Here, there's a window in unreal editor that is used to compile individual modules

sand lake
#

oooo

kindred cobalt
sand lake
kindred cobalt
#

I gave you a screenshot ๐Ÿ˜›

#

It's the top menu

sand lake
kindred cobalt
#

Ahhh, UE5

sand lake
#

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 ๐Ÿ‘€

#

Ah, I'll include it as a plugin

kindred cobalt
#

Yeah, if that's the case you may need to modify your .uproject file to include the plugin.

sand lake
#

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!!

kindred cobalt
#

Nice!

sand lake
#

I have a working IDE again!!

#

ohh yeah I'm just gonna ctrl+click anything I see now

kindred cobalt
#

I find that feature is the most convenient thing about modern ides.

kindred cobalt
#

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.

last swallow
#

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?

last swallow
#

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

kindred cobalt
#

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.

lyric sundial
#

getting these two errors trying to compile ue5 release engine staging, any ideas?

narrow anvil
#

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?

hidden hedge
#

with a UnrealGameSync deployment it doesn't really matter what this is set to

random glade
#

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

narrow anvil
quick mica
random glade
#

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

quick mica
#

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.

random glade
#

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 ๐Ÿ˜…

#

Which is why I'm looking for better/more creative solutions

quick mica
#

well maybe you should describe what you want to achieve.

random glade
#

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

quick mica
#

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.

random glade
random glade
quick mica
#

Check the engine delegates

random glade
potent spoke
#

As an estimate, how large is a custom "installed build" of the engine source?

worn plume
#

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?

worn plume
#

ty

dusky zinc
worn plume
#

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?

untold marlin
#

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?

pulsar urchin
#

I want to compile UE4 but GenerateProjectFiles.bat give me error. its 4.27.03

#

what version of .net do I need

#

?

worn plume
#

I am actually slowly migrating stuff and it seems to be working just fine ๐Ÿ™‚

#

now there wouldn't be a way to also migrate my plugins, would there ~_~

untold marlin
#

i downloaded it using Github Desktop, and i'm on the 5.0 branch (not master or ue5-main)

pulsar urchin
#

such and error happened to me years before I dont remember how i solved that
๐Ÿค”

#

@worn plume get the first depth of source code, not the whole, if you want to just compile and use

untold marlin
#

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 ๐Ÿ˜ฉ

#

will try to run dependencer as u suggested and see if that works

pulsar urchin
#

@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

#

๐Ÿ˜

low shuttle
#

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

limber heath
#

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?

twilit needle
#

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?

dark spindle
#

5-main is just real-time development including potentially things that will not be in 5.1

twilit needle
#

Thanks @dark spindle

summer pelican
summer pelican
# twilit needle Is the `ue5-main` branch the one that will become UE 5.1 ?

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

twilit needle
burnt patrol
#

who compiled ue5-main, what commit did you use?

twilit needle
#

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.

hidden hedge
vast anchor
#

the second time it took probably 15-20 min, and the errors were gone

opal gorge
hidden hedge
opal gorge
#

Right, but why the bug report?

#

Wasn't it a known issue with how LWC was partially implemented in 5.0?

opal gorge
#

It had an error about source control. Maybe that is why?

#

Or maybe all the files need to be writeable?

vast anchor
#

It will be for ue4, so you need to change the path to ue5 unrealeditor-cmd.exe

opal gorge
#
[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

hidden hedge
#

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

opal gorge
#

Gotcha, I assumed it was expected behavior

#

Until full LWC in 5.1

burnt zinc
#

3 years later, anyone know the answer to this?

iron dome
#

Do you just want to change a default variable on a class and save it?

burnt zinc
#

yep

light pewter
next mason
#

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

light pewter
#

You should be able to check the GUID, but I believe there is also a bool available that already tracks this

next mason
light pewter
#

I think itโ€™s this

#

UnrealBuildTool.IsEngineInstalled()

#

Sorry on my phone rn

next mason
#

Its ok, if you end up finding it later lmk

light pewter
#

I think it should just access it from FApp

next mason
#

At least, I don't know of a way to do it in the cs file atm

light pewter
#

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 sad

next mason
light pewter
#

Oh you might need to put using UnrealBuildTool at the top

tacit slate
#

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?

cobalt moon
stable hemlock
#

the heck happened to my source build

#

btw that is a new project

grand hull
#

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

tacit slate
#

And "extending the editor" sounds very much like custom editor functionality in native C++

lament edge
#

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?

pulsar urchin
#

anyone knows how do I do some frustum culling in custom FPromitiveProxy ?

tacit slate
severe verge
#

Hello quick question, where does ue keep the file with the last session open tabs/windows?

lament edge
kindred cobalt
#

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?

kindred cobalt
#

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...

dark spindle
violet stump
#

Is there something about TargetType.Server that includes files differently

random glade
#

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

iron dome
#

Probably on GEditor somewhere?

#

FLevelEditorModule::GetFirstLevelEditor() not static, so you'll have to grab the level editor module instance first.

random glade
#

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

kindred cobalt
#

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?

sharp saffron
#

Anybody able to help a guy out updating the engine from Git? I'm a newby! ๐Ÿง‘โ€๐ŸŽ“

kindred cobalt
grave silo
#

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 โ€˜Large 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...

โ–ถ Play video
#

My code is essentially exactly the same as in the video, except with the specific trait and fragment type names changed.

kindred cobalt
crystal glade
#

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)

grave silo
#

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

crystal glade
#

Apologies, I meant Engine/Binaries/ThirdParty/SDL2/

flint veldt
#

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...

โ–ถ Play video
hidden hedge
hidden hedge
#

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"

hidden hedge
#

installedbuilds aren't really used all that often

#

especially if you use UGS, which isn't compatible with installed builds

weary raptor
#

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

hidden hedge
#

UnrealGameSync, a tool that pretty much every perforce shop studio will use with unreal. that is if they're using a source build

dusky plover
#

vs2019 says project load failed

#

What's the fix?

#

When I do reload project I get: "the operation could not be completed"

normal vortex
#

is anyone managed to compile dlss for ue5-main?

flint veldt
#

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...

โ–ถ Play video
fallen coyote
#

anyone find that source build 5.0.3 is much more unstable than 5.0.2? or is it just me ๐Ÿ™‚

last swallow
#

UE5 just bombed so hard it took down VS2022

fallen coyote
#

oh, I'm using VS2022, maybe I should jump back to 19 but it never ends well going backwards ๐Ÿ˜ฆ

last swallow
#

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

last swallow
#

i assume a 5.1 is coming soon

fallen coyote
#

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 ...

feral bane
#

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?

last swallow
#

wow UE5 blew up so hard its destroyed my map

feral bane
twilit needle
#

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.

twilit needle
#

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. ๐Ÿ‘

#

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...

normal saffron
#

is UE5-main on github version 5.1 ?

twilit needle
normal saffron
#

so the ue5 main version contains nanite for foliage?

#

@twilit needle

twilit needle
#

No clue. Someone else should answer that.

normal saffron
#

okay

feral bane
#

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?

feral bane
#

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

random glade
#

Is there a way to bind a function from an editor module to the moment you stop PIE?

sharp saffron
#

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.

queen ridge
feral bane
queen ridge
feral bane
feral bane
queen ridge
sharp saffron
random glade
#

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?

feral bane
#

turns out my problem wasnt with rhi.h but with something else but the errors were being thrown there. disregard.

feral bane
# queen ridge Oh? You got it working?

seems so! doing a full rebuild right now from todays most recent commit to confirm

Edit: yep all good ๐Ÿ™‚ 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.

nocturne horizon
#

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]

iron dome
#

Jebus.

nocturne horizon
#

guess i'm gonna need the newer gen motherboards and PCIe 4 or even 5

iron dome
#

I highly recommend the 5950

nocturne horizon
# iron dome 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 :)))

iron dome
#

I have 128gb ram and a 128gb page file. I use about 80gb compiling (with 62 processes)

nocturne horizon
#

that's a pretty beefy setup

iron dome
#

It is.

#

I'm paying for it, though.

#

My legs are being slowly cooked by the thermals it outputs lol

hidden hedge
nocturne horizon
iron dome
#

Don't do that

hidden hedge
#

yeah so wasting all the time

nocturne horizon
#

oh lol, this explains things then

#

what would be the recommended approach?

hidden hedge
#

project should live under the engine, UE5.sln should contain the game project

#

you build that instead

#

cuts down a lot

nocturne horizon
#

oh okay, i was building the entire engine separately (for the first time)

hidden hedge
#

yeah because most of the advice about a source build online is pretty wrong

nocturne horizon
#

i followed the advice on the github repo readme lol

hidden hedge
#

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

nocturne horizon
#

alright, makes sense

#

i just need to find a way to add my existing game to the engine sln

iron dome
hidden hedge
#

never done it any other way

nocturne horizon
#

aaaah it was hidden in Intermediate\ProjectFiles!

hidden hedge
#

you don't modify the sln file

#

this will accomplish nothing, GenerateProjectFiles.bat should result in a UE5.sln that already has it automatically

nocturne horizon
#

oh so i need to copy my project over to the UE folder

#

so UBT can do fun stuff with the sln?

hidden hedge
#

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

nocturne horizon
#

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!

hidden hedge
#

if there's any default plugins you don't use then you can disable them to cut a bit more

nocturne horizon
#

i've cleaned up all the useless plugins beforehand, this should be good

nocturne horizon
#

peak compiling experience!

nocturne horizon
#

here we go, build complete in around 1 hour, thanks

feral bane
# hidden hedge you build that instead

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?

feral bane
#

Cool. Thanks

nocturne horizon
#

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)

normal saffron
#

when i click generate project files, it says this

#

how do i fix this?

nocturne horizon
#

it can probably help

normal saffron
#

vs 2022 community

nocturne horizon
#

actually, it's my fault, i had bCompileNavmeshSegmentLinks = false; and it made dependencies wack

normal saffron
#

i have these installed

nocturne horizon
#

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

normal saffron
nocturne horizon
#

last time I tried, it worked, it was in UE 5.0 EA so that success isn't up to date

#

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

normal saffron
#

just said this

nocturne horizon
#

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

normal saffron
#

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

nocturne horizon
#

43 errors? where

normal saffron
#

it said 43 before, now its 30 after i opened it again

nocturne horizon
#

i have installed .NET Core 3.1 and 6.0 SDK and it worked flawlessly

#

with VS 2022 and GenerateProjectFiles -VS2022, btw

normal saffron
nocturne horizon
#

idk, usually i haven't had any issue with .NET in general but this is the total opposite XD

normal saffron
#

you've encountered this same issue?

random glade
#

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

ornate rose
#

The pains of building from source. Praying for 5.1 official release so I don't have to do this anymore๐Ÿ˜ฉ

radiant cave
#

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

random glade
#

Could you please send me the direct github link to the preview build? Or do you need to request special access for it?

ornate rose
# random glade I just want to take a peak at the source code of a new function, but I can't see...

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....

โ–ถ Play video
#

This shows all the things required. You need a Epic and github account.

ornate rose
random glade
nocturne horizon
#

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

nocturne horizon
#

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

nocturne horizon
#

also; fun fact! here's what occupies the most space on an Unreal game binary

supple kelp
#

Is there documentation to parse uassets? ๐Ÿค”
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 ๐Ÿ˜…

normal saffron
#

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

#

VT_Beta is my project name*

#

and in VS sln of the project when i try to build,it says this

normal saffron
normal saffron
#

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

normal saffron
#

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

idle leaf
#

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?

idle leaf
#

Hmm, I thought I'd tried clean, but it ate my exe too. ๐Ÿค” I'll try again, thanks

thick storm
#

Epic Why ?

shrewd fern
#

`/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

heady sparrow
ornate rose
#

Can anyone confirm if texture painting enabled for Mesh Paint in UE5 main works now?

tired bolt
#

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?

hidden hedge
#

Horde is a CI/CD system that has a built in UGS metadata server

#

so you don't have to do PostBadgeStatus

thick storm
#

and probabaly more

#

(there was for w while VCS available Skein)

hidden hedge
#

is it still difficult to deploy?

#

iirc it relied on their enterprise auth

tired bolt
#

Thanks for the info

thick storm
#

There for a while plugin called Skein

#

which was for VCS

dense kettle
#

Horde is not in the master branch ?

last swallow
#

hi, what is a good way to share a build of unreal engine?

fast pond
#

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

random glade
#

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)

opaque lotus
#

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)?

full jewel
#

keep in mind that physx has been ripped out of 5.1 entirely

ivory solar
#

How do you distribute the Engine Build from source or Installed Builds to your teams?

ivory solar
#

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 ?

thick storm
#

if anyone interested there is 5.1 stream on P4

#

but version has not been bumped

#

so it's still few months till release

low shuttle
#

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 ?

opaque lotus
#

Thank you ๐Ÿ™‚

stable hemlock
#

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

worn plume
#

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

#

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?

worn plume
#

@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

weary tangle
#

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.

dark spindle
#

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

sleek meadow
#

How can I enable STATNAMEDEVENTS as the comment says ? Should I add as PreprocessorDefinitions ?

thick furnace
stable hemlock
#

Good morning ladies and gentlemen! Is the 5.1 branch available on github?

weary tangle
stable hemlock
weary tangle
# stable hemlock 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.

stable hemlock
#

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

small surge
#

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)

small surge
#
queen ridge
#

Or you can switch branches, but trying to pull ue5-main into the release branch will probably not work out so smoothly.

fast pond
#

That's something new I learned about Git, it always needs a route to get to somewhere else

fast pond
#

Thanks for the answer

last swallow
#

to save people's silicone is it possible to distribute locally built UE5 bins?

calm mason
last swallow
#

i just setup perforce

calm mason
#

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.

last swallow
#

I don't ๐Ÿ™‚

livid wren
#

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]

full jewel
ornate rose
#

I am getting this error: Committer identity unknown

#

after git pull

ornate rose
#

Guys, Do I need to provide email address when building from github. I am using windows powershell?

ornate rose
#

Didn't have this issue when I built from source in May.

last swallow
#

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

calm mason
runic olive
#

or it's in preview stage ?

thick furnace
#

oh wow, 5.1 branch is out

thick furnace
runic olive
thick furnace
#

it is not a release-staging branch

#

add the header locally then, seem like typical unity build bug

runic olive
thick furnace
#

cherry pick it or wait

runic olive
#

oh, thank you

thick furnace
#

i'd just recommend using ue5-main anyway

runic olive
#

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

last swallow
#

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

ornate rose
#

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?

stoic maple
thick furnace
#

as would be obvious

thick furnace
#

local is in .git/config file and set via git config cmd

last swallow
#

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

ornate rose
ornate rose
thick furnace
#

global or local is your choice

ornate rose
#

Ah. Okay. Thanks. Username is your github username?

thick furnace
#

yes

#

and email either your public or one provided by github

ornate rose
#

Thanks

ornate rose
#

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 ๐Ÿ™

#

Ok Thank you๐Ÿ™

#

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.

lilac silo
#

Where is CORE_API defined?

thick furnace
#

and shallow clone automatically has --single-branch

#

then you can jut either increase depth or fetch --unshallow

smoky goblet
# lilac silo Where is CORE_API defined?

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.

pale aspen
#

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?

thick storm
#

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

merry vault
#

any reason why the sun hits the textures like that?

#

anyway to fix?

ornate rose
ornate rose
stable hemlock
random glade
#

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. ๐Ÿ˜“ 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/";
`
thick furnace
#

UDevSettings is a registration shortcut

random glade
#

Should I maybe try turning it into an UObject?

thick furnace
#

you can

random glade
#

Hell yeah! I hadn't thought about that

#

Now it's working. Thanks a ton!

lilac silo
#

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?

thick furnace
#

so the only what is executed is final bytecode

stable hemlock
normal saffron
#

Just finished building 5.1 source and it throws this error at me now, whats all this?

#

this is line 3365

normal saffron
#

and that too at the end of the build

dark spindle
#

Yes, don't use it, close it and read the log

thick furnace
#

nobody said it is compilable

#

use git blame and history to find changes with problematic file

dark spindle
#

Assuming the errors are real

calm mason
#

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.

spare lark
#

What is the class name for joystick input in the source code ?

thick furnace
#

which was very common during initial ue5 alpha release

normal saffron
#

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

thick furnace
normal saffron
clever needle
#

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....

summer pelican
# clever needle is shader code like in ShadingModels.ush precompiled or can you modify it and se...

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 shaders
  • recompileshaders changed : Only recompiles shaders where the source file has changed
  • recompileshaders global : Recompiles all global shaders
  • recompileshaders <ThePathToYourShaderFile> : Recompiles the shader at the path provided
clever needle
#

I'll give it a try, thank

spring elbow
#

Also worth noting that recompileshaders doesn't autocomplete which could lead you to believe it's not valid, but it does work

normal saffron
#

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

#

this is the log of the crash

random glade
#

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

coarse canyon
#

5.1 branch created and main is now 5.2 ๐Ÿ™‚ looks like we might get 5.1 stable preview releases soon

random glade
normal vortex
#

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.

pulsar kestrel
#

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.

pulsar kestrel
#

Okay, seems like a Launcher build is required for some of the archviz plugins such as DataSmith ones.

iron dome
#

Or pull the exact launcher version from source control.

#

Or rebuild those plugins.

storm turret
#

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?

iron dome
#

Should be fine.

#

Just not anything Game Mode related.

storm turret
#

Gotcha, thank you!

cloud wedge
#

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.

Overview of the directories that make up the engine and game projects.

lethal ember
#

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...
iron dome
#

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)

vale spade
#

anybody know much about modifying Persona?

iron dome
#

Done.

thick storm
#

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

thick furnace
#

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

thick storm
#

Threadripper

thick furnace
#

hw updates not an option, simply can not as it is a remote workspace

#

so need to optimize it

thick furnace
#

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