#engine-source

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thick furnace
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2>Determining max actions to execute in parallel (4 physical cores, 8 logical cores)
2> Executing up to 4 processes, one per physical core
2>Building 5747 actions with 4 processes...

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UnrealVS quick build saves a lot of time instead of activating build via commandline

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that goes beyond virtual remote workspace

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😦

weary tangle
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Seriously EPIC still hasn't fixed this forced iOS garbage thing❓ that i had to hack to finish building 5.0 in spring... well guess 5.1 for me goes on hacking InstalledEngineBuild.xml again πŸ˜΅β€πŸ’« .

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Please Epic fix it once and for all so excluding iOS will avoid iOS stuff 100%, pleaseπŸ₯Ί

lean ridge
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hello, I liked my github and I still can't get access to the engine source

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no, I looked for that

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no reply email

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on step 6

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I can already verify (from 1st pic) that my github account is connected

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and the last pic shows there was no email invitation

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so sad 😦

lean ridge
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@uncut herald Do you have any ideas? Like do you know someone at Epic Games I could email to help get this resolved?

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Or an email address that would be able to handle this sort of thing

thick furnace
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if no email received in over 24h try to redo steps

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unlink and repeat from start

coarse canyon
thick storm
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Other things, Time Of Day Editor, Muscle Simulation, all gone.. for now

coarse canyon
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muscle sim = Chaos Flesh?

thick storm
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yes

coarse canyon
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ah well, we'll get them again πŸ™‚ seems like Epic deemed they were not ready for even the experimental tag just yet

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thanks for the insight into Iris above @thick storm I would very much like to follow more information on that, as it progresses. Sounds like a much more flexible and powerful framework, and will replace the older replication graph.

thick storm
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no problem

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I was dead set to get it working over weekend

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i got, and it's still bugged :D, im reporting my finding to UDN as I get them

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either way its really customizable, you no longer need replication graph

coarse canyon
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Music to my ears!

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does it already have things like network relevancy, or still pretty barebones?

thick storm
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it doesn't work like that

coarse canyon
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So what would be the approach to optimize network updates based on things like distance?

thick storm
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gimme sec, I launch rider to check class names (;

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to start from

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you implmenet class called ReplicationBridge

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it's implement by default to retain replication abilities from old system, but you can make your own if you wish

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there also more classes you can implement like DataStream (which defines how things are well.. replicated), and NetBlob which is description of what is replicated

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DataBridges

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have classes DeltaCompression, Filters, Prioritizers

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for Distance Based Update you can use Filter

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you implement ie. grid, to updated objects only for players in the same cell

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or you implement sphere to slow updated based on distance from center, and shut down updates outside of sphere

coarse canyon
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what maintains the connection between an object (actor/entity) and the replicated data? some client ID like it was in replication?

thick storm
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afaik yes, there is ID

coarse canyon
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sounds like a pretty good pipeline that should be easy to extend and customize

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Also "Prioritizers" sounds interesting, makes me wonder if you can set caps

thick storm
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yeap, looking at it, you can throw away default implementation entirely and roll your own, without touching engine

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Prioritizers as name implies determine priority for object update

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it does not mean like 0>1

coarse canyon
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so its order priority ok

thick storm
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but you can gain iomplement grid

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and prioritize object updates closer to hot spots

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(players)

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and in reverse more objects in single cell, will have lower priority

coarse canyon
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one of the biggest problems I had in past multiplayer UE4 games was non-deterministic order of replication and having no control over it.. It was a nightmare when coupled with Child Actor components (which IMO noone should ever use)

thick storm
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well it's still not deterministic

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but you can now implement packet oredering

coarse canyon
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probably not out of the box, but if you can make your own prioritizer you can have control over the important pieces

thick storm
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the unfortunate part it is still using pollinig by default

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but it's another configurable piece per class

coarse canyon
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I never had a need to make the whole world deterministic, more like "group this and this actor together and replicate them in this order"

thick storm
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that should be dobale, but you would need custom DataStream with reliable packet ordering

coarse canyon
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or just adopt an architecture that doesnt need a deterministic order πŸ™‚ its usually dependencies that are the issue

thick storm
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there other nice as well

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like

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default serializer for TSharedPtr<>

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I mean if it is USTRUCT()

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there is also default serializer for Structs, which supports delta serialization

coarse canyon
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nice

thick storm
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(but it's not used by most structs by default, you have to create your own serializer and reuse it)

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also you can you "compose" serializerzer,

coarse canyon
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for anyone to adopt this, they need to provide a painless migration path so they will probably simulate how the existing replication works first

thick storm
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get ptr to serializer for type, and reuse it

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it works like that bydefault

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it's harder when you had lots of NetSerializer/NetDeltaSerializer implemented

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you have to rewrite everything to new system

coarse canyon
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ah ok, new uproperty meta tags to control serialization and network, or based on the existing ones?

thick storm
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I mean you have to implement new NetSerialization

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that's very base

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from NetSerializer.h

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implementing this, of course won't make it work πŸ˜„

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there is still more boilerplate to implement

coarse canyon
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They are still working on this too, I expect them to make it easier to use before making it production ready

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a good framework is easy to use by default, but customizable when you need

thick storm
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actually once you get grasp of it, it's quite easy to use

coarse canyon
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thats great news

thick storm
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most of people will be scared by the typedefs and reinterpret_Cast<>

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constexpr and statics

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the good part of it

coarse canyon
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well those are just modern language features πŸ™‚ people need to stay with the times

thick storm
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is that pretty much is allocation free, once serializers are allocated the only allocs are from replicated data

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actually implementing something like Detal REplication

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is far easier than in old system

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where you had to roll you own handling of previous data

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it's now all handled for you, and DeltaSerialize is called untill it get ackd

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so it's safe to use bit packing to indicate what changed

short pike
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I modified Stats2.h and build my Engine. But now the whole Engine builds again >.> I thought only the binaries for my modified files needs to be rebuilt. Can someone enlighten me?

dark spindle
jovial meadow
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anyone know how i can go about fixing this ?

Setting up Unreal Engine 4 project files...
The system cannot find the path specified.
Binding IntelliSense data... 100%
Writing project files... 0%
UnrealBuildTool Exception: System.IO.FileNotFoundException: C:\Program Files\Microsoft Visual Studio\2022\Preview\Common7\Tools../../VC/bin/x86_amd64\cl.exe

idk where to find this cl.ex, also how can i figure out what is talking about "The system cannot find the path specified."

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is there a way i can go about debugging the header tool?

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i don't have this issue with ue5 or ue 4.26/4.27, currently trying to build 4.8.1-release

jovial meadow
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4.8.1-release

jovial meadow
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@stable hemlock just realized im stupid but also got jebaited - after you wrote that now i understand 4.8 is really old

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i was thinkng it was something inbetween 4.27 and 5 LUL

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im trying to track down some bug that was introduced somewhere between 4.27 and 5, but i'm having nightmare building the none tagged engine versions

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yeah i see now PepeHands my bad

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@stable hemlock i can build 4.25/4.27 - i just mean there is an issue introduced somewhere after 4.27 but also before the big ue5 release commit

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i guess i should probablyt check the ue5 preview/early access versions

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the weirdest thign for me is the commit before the big ue5 release can load ue4 projects without needing to go through that conversion pipeline - and also doesnt recognize ue5 projects

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so in terms of the release branch, not quite sure when ue4 ends and ue5 starts

full jewel
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the tags are the same as the launcher versions

upper grove
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i'm getting a client crash with this message displayed, tbh I have no idea why it's happening, the code that is crashing it doesn't really have to do with slate or UI elements really. anyone know what might cause this?

lean ridge
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@uncut herald I removed my account form epic-games and github (or I mean dis-connected them) then I went back and re-connected them and now I have access to all 16 repos πŸ™‚

short pike
# short pike I modified Stats2.h and build my Engine. But now the whole Engine builds again >...

Recompiling the whole engine for little changes..
Isn't there a better way around it? 😩
I'm trying to fix Stats2.h for the prospero-clang compiler (maybe it's a cpp20 thing?) which seems to be more strict with the syntax, since it gives errors like:
error: arithmetic between different enumeration types
which doesn't come up when I normally build the engine.

I would love to manually compile just Stats2.h/cpp with the prospero-clang compiler just to see if it compiles correctly before building the whole engine.

Anyone got ideas? I don't want to spend a week fixing such a minor compile error 😣

dark spindle
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What you could do is copy both files to a game project and try to iterate there

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In non-Unreal projects you can actually compile single cpps, but that gets messy anyway with large files

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Unreal doesn't have that afaik

short pike
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That's seems like a plan. Thanks for the Answer and suggestion Weirder πŸ™

iron dome
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And most of their modules interlink, so recompiling one will inevitably involve a massive chain reaction.

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Not much they can do about that one.

dark spindle
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You still won't be able to compile a single .cpp file from Visual, and iteration time on header changes will be way slower

iron dome
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It would help with the module_2343.cpp recompiling, making small iterative changes. Though I think they've solved that one internally.

dark spindle
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We're talking header, not cpp changes, here

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And unity build is not slower anymore in iteration, as long as you've got source control correctly set up

iron dome
fathom tusk
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I've been adding MorphTarget support to the SkeletalMeshMerge and I think I'm really close but it's not quite working ... has anyone else done this successfully?

fathom tusk
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of course I fix it shortly after asking for help

iron dome
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Heh

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I'm always doing that. Post question, then 5s later realise I'm an idiot, delete the question and get things working.

delicate galleon
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It's my first time building the source for a server/mp project - and I gotta admit, my dual boot SSD wasn't ready for this πŸ˜…

thick storm
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only 213gb ?

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lightweight

hidden hedge
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probably built the entire engine rather than side-by-side

unborn falcon
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I have a whole bunch of " C3861 'GetTypeHash': identifier not found " errors when trying to build source from the 5.1 branch. Any ideas?

Severity Code Description Project File Line Suppression State
Error C3861 'GetTypeHash': identifier not found UE5_1Preview G:\Github\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\AssetRegistry\AssetData.cpp 144

iron dome
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Try pulling the latest update again. The guy responsible was fixing that error yesterday I think.

unborn falcon
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I think it's working now. It's compiled 200 modules so far without any errors.

iron dome
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Neat!

humble mirage
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Im getting this error that I've seen other people get. I have the correct .net's installed from my understanding and I've seen some people suggest targeting 5.0 but I'm not familiar with how to do that

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Here's my .nets

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thanks for any suggestions anyone can povide

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using VS 2019, idk if thats a problem

delicate galleon
humble mirage
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shoot I might need to up to 2022 then

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Im a person who doesnt want to do that

delicate galleon
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wait you're on 5.1, nevermind - I was doing the release branch

humble mirage
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yah, saw someone else saying 2022 was required so I'll give that a go

delicate galleon
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I managed to get the engine size down, eventually, by simply activating NTFS compression on .pdb and .obj files

long edge
digital leaf
zinc anchor
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Hey there, I've almost finished upgrading to 5.1, followed a lot of the threads here to help me as much as possible so thanks for those! πŸ˜„

I am running into an issue now with everything to do with Interchange, now.

When I try to generate project files, I get this: https://pastebin.com/y2ZmHzcU

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So my questions are:

1.) has anybody seen this?
2.) how do I get rider to include excluded things like this? I've tried just reloading and it remains excluded

humble mirage
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for 5.1

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on VS 2022

zinc anchor
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yeah I've got all of that set for myself.. the issue here is that I can't even get to generating project files

humble mirage
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oh hi just read your problem, I've never run into that myself. usually when something like that is going wrong I just restart the process (might be bad practice idk)

zinc anchor
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okay all good, it looks like my issue was with having a stale interchange directory still existing in Plugins/Experimental while they'd migrated it outside of Experimental 🀦

calm elk
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Hello, I have tried to clone and build from Github source using 5.1 branch and ue5-main...and each time it appears I end up with 5.03. Not 5.1. What am I doing wrong?

delicate galleon
calm elk
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Yes, I selected that in the dropdown

delicate galleon
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I'm not entirely sure what GitHub downloads select

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I did it via cmdline

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git clone https://github.com/EpicGames/UnrealEngine.git --branch {name} --depth 1

humble mirage
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you have to use
git checkout 5.1
in your cmd line

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at least that worked for me

calm elk
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ah ok, interesting. I guess I will do this 5 hour process again!

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thanks for the suggestion

humble mirage
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yah after you clone and generate the projectfiles you can cd into UnrealEngine and then use
ls -a to browse branches

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or wait sorry git branch -a

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and then if you're wanting to use 5.1 use
git checkout 5.1
when you're cd'd into UnrealEngine

calm elk
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ok cool thanks. Its strange the web/Git client does not work the same way

humble mirage
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this whole process is strange lmao, Im an artist not a developer

calm elk
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haha agreed. I am a musician πŸ™‚

calm elk
lean ridge
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Hello, any of you tried to build UE from source, I've had compiler issues when doing it. I was wondering which of you had success and what VS version and UE version you used. Thanks πŸ‘

dark spindle
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On UE5 source branches it's less surefire and some versions won't build, so you'd just take another one

feral bane
obtuse quarry
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I have a custom build of the engine relative to the project directory. I know that I can reference that engine build via a relative path inside of .uproject. Though I fail to specify it correctly. Can anybody tell me how it needs to look?
../ProjectFolder/UnrealEngine

obtuse quarry
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Got it working: "./UnrealEngine"

lean ridge
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I don't know if Rider has full support for UE5 yet, if it does, I'll upgrade

dark spindle
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Using the same version is pretty much guaranteed to work though

cloud jasper
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source engine

lean ridge
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So I'll build UE5 and see if Rider now supports it, thanks for help

dark spindle
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This is what Epic recommends though:
Visual Studio 2019 v16.5
Windows SDK 10.0.18362

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Actually used to compile releases: Visual Studio 2017 v15.9.4 toolchain (14.16.27023) and Windows 10 SDK (10.0.18362.0)

lean ridge
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Thanks, I'll check to make sure I have that SDK.
I think I was able to successfully compile 4.27.1 though.
I'll check when I get off work

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I'll check that toolchain too, thx

coarse canyon
lean ridge
thick furnace
coarse canyon
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Rider IDE integrates more into the engine πŸ™‚ can search in BPs etc

thick furnace
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that is optional thing and the plugin is separate from IDE

lean ridge
thick furnace
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there is no "rider for ue5", there was only "rider for ue"

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when tried rider for ue it was ok just more memory hungry, plus i use primarily r#

heady sparrow
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Rider was certainly better than vs2019 in the first few early access versions for me

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in sheer speed of finding symbols that is

lone scaffold
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πŸ€”

thick storm
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rumors, that creative 2. might finally arrive in december

nova sleet
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Right now with ue5

iron dome
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Anything is gonna have slow intellisense until it's done its first complete code scan.

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Gotta give it a while when you load up ue5 for the first time, I suspect.

light pewter
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1>  [1/4] Module.HoloLensTargetPlatform.cpp
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(211): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(211): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(371): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(371): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
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What the heck error is this

iron dome
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Delete hololens? 😦

light pewter
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but cba I just downgraded to Win10 sdk

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if doesn't work now hololens getting fuckin nuked

light pewter
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Didn't work

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Bye hololens

weary tangle
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Hello, anyone tested 5.1 modeling tools. how much changes it has? any pic? thanks.

normal vortex
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anyone else getting crash after setting shader model to 6?

swift pumice
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Would it be a dumb idea to try and ship on the 5.1 branch? With the nanite, lumen and d3d12 bug fixes I find that things almost always run better, and exhibit far less bugs. Is there anything else besides accepting that some niche things might not work and things will change very often (plus the occasional bug but 5.0.3 is already heavily buggy so I see it as a net gain)?

dark spindle
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It branched off like a week ago

swift pumice
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yeah, thank you for the advice. I think its been two weeks, but yeah still pretty fresh

dark spindle
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But I'm still seeing editor bugs today

swift pumice
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yeah, there's been a few bugs but better than 5.0 honestly

full jewel
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i can say there's TDR issues with nanite right now

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at least on a 6800XT

thick storm
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TDR ?

coarse canyon
dark spindle
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5.1 right now is not exactly UE4 levels of stable

swift pumice
thick storm
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never ?

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Fortnite is already at 5.1

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πŸ˜„

dark spindle
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As soon as you have a dedicated engine dev you're gonna stack up some minor changes to the engine

swift pumice
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I feel like thats a recipe to get stuck on an old version of unreal but i guess thats a pessimistic view

dark spindle
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Not really because you can rebase changes

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But some studios definitely do lock on a specific version

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If you don't need anything, why bother?

pallid path
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And if you are planning on targeting consoles you will have to keep up to date as they change their sdk's, epic also updates the latest 5.N and 4.27 to keep up, but anything lower than that they dont
and you cant ship on some of them using old sdk's so there's that too to consider.

dark spindle
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Arguably that's also things you can kinda manage yourself if you have a big team but.... Yeah

light pewter
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I think it's problem specifically with the OculusVR branch

full jewel
coarse canyon
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Even on smaller teams (12 and 30-ish in my case) we had engine mods that we merged into newer versions ourselves. If you have a solid process for it, the merge can take anywhere from a few hours to a couple days for large engine releases.

hidden hedge
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well that's why we have a clean engine depot on p4 and an engine upgrade is syncing that up and then performing a merge to the actual game's copy of the engine

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the merge conflicts are your engine changes

coral fern
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trying to compile a regular 4.24 cpp project but am getting an error in the engine code:
UE_4.24\Engine\Source\Runtime\Engine\Classes\Engine\Texture2D.h(168): error C4723: potential divide by 0
What do I do?

dark spindle
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You can probably patch the code (replacing the offending divider by X == 0 ? 1 : X or something like it)

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But I'd suggest using the appropriate VS release instead

coral fern
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so 4.24 release notes says : Visual Studio - Visual Studio 2017 v15.9.4 toolchain (14.16.27023) and Windows 10 SDK (10.0.16299.0)

Minimum Supported versions

Visual Studio 2017 v15.6

but the machine has VS 2019 installed would installing the selected items make it work?

coral fern
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I installed the components but cant figure out how to change the project to use the older toolchain, it still says Using 14.29 instead of 14.16

coral fern
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Using the BuildConfiguration.xml now

coral fern
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Doesnt find 14.22.xxxx even though it was specified in the xml at the appdata roaming location, keeps defaulting to latest 14.29.XXXX

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Have given up and am installing VS2017 since that is what works on my machine

sharp kettle
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Is there a way to get the width of a k2 node? I need it for positioning follow up nodes, and the variable NodeWidth is 0, so they all landed on top of each other

stable hemlock
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Any idea on why Setup.bat would stuck on this.. ?

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Looks like GitDependencies is struggling

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Fixed it.

summer holly
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Did you ever figure this out? Seems like nobody ever responded to you

slender vault
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Anyone have experience creating text files and writing to them on PS5 seems the same logic that works on PC doesn't work on PS5?

summer pelican
wanton summit
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after i'm done with a rocket build, it looks like the bridge plugin is not included. how do i add that plugin to ue5?

twilit minnow
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hi everyone, newbie here with github. i would like to build 5.1, wich i can do following the provided steps, but it seems to build for all platforms and the entire project folder becomes 205GB. i only need the windows build (working in virtual production). is there somewhere a guide how to do that? couldn't find much on google or ue forums, also don't really know what search terms to use.

nova sleet
timid scarab
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So I found that UE resets all non-editable properties in Blueprint components every time a property is edited. I don't like this behavior because it breaks my workflow but I also respect Epic's intentions here, despite not understanding them. Can anyone give me any examples on why this might be desired?

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In my case, I am planning to preserve property values declared in C++ on instanced objects, which are not accessible to modify by Blueprints.

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I think the fear was on construction scripts, you could basically have logic pile onto existing values

twilit minnow
weary tangle
misty edge
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friends, I downloaded the source and compiled it. When I right click on the upproject, the switch does not show the unreal engine version, what could be the reasons?

full jewel
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i'm pretty sure running unreal version selector in the binaries folder will register it there

iron dome
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It does.

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If it isn't there, the setup.bat file will probably sort that out for you.

glacial hedge
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Has anybody had issues pulling or doing a fetch recently?

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I installed github desktop on a new machine I built the other day and now I am getting fetch errors after it finishes downloading all the files

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I have deleted the folder, put it in a new place, downloaded it 50 separate times

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It works on my other PC, so I copied all the files, put them over to the other PC that is having issues and then did a "Clone from Location". I did not have a fetch option

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did a verification and got a ton of errors, Tried to clear them but it just errors out with some silly errors saying it cant pull. I looked online and found that they might be related to "shallow" pull, but when I did the git command for a full pull it said it was full

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even though it showed almost 20k files that were not resolved

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i did not see any option on github desktop app to change from shallow to full\

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when I attempt to download the repo via the ZIP, it just gives me a 400mb file and doesnt extract. I am at wits end, been doing this for a day now

iron dome
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I'm not sure GHD has all those features. It's pretty simplistic.

glacial hedge
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yeah, well it just worked the other day. However, I had a small issue with the PC (its new) and needed to install windows again

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after doing such, no joy

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it works flawlessly on my other PC, just this one seems off somehow

iron dome
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Don't get me wrong, I love GHD. πŸ™‚

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What are the error messages you actually get?

glacial hedge
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one second

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its int he middle of another download attempt

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might be more than one second πŸ˜›

iron dome
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I guess it's not because you haven't set your github login credentials.

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What I immediately thought when you said you had to reinstall windows πŸ˜›

glacial hedge
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"error: packfile .git/objects/pack/pack-37c1ffc0e5a11b4e80177aa5ea683763de50d5b9.pack does not match index
error: packfile .git/objects/pack/pack-37c1ffc0e5a11b4e80177aa5ea683763de50d5b9.pack does not match index"

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i get a ton of those

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i actually just did that, I removed my github from Unreal, then reconnected it, thinking the same thing

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"error: delta replay has gone wild
fatal: pack has bad object at offset 13035161313: failed to apply delta
fatal: fetch-pack: invalid index-pack output
"

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it errors out at about "Resolving deltas: 32% (1026134/3181046)"

iron dome
#

Are you sure your hd isn't just broken? πŸ˜›

glacial hedge
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its brand new lol

iron dome
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I've got no idea.

glacial hedge
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yeah

iron dome
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Brand new doesn't mean it works. πŸ™‚

glacial hedge
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i mean, im logged in πŸ˜›

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and windows is functioning

iron dome
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Have you tried checking it out via command line rather than ghd?

glacial hedge
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well, im new to that, but I can try

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that will be my next attempt if this shitshow doesnt work πŸ˜›

iron dome
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GitHub gives you the commands to do that when you view a repo.

glacial hedge
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its been a long time since I used gitbash

iron dome
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just uses a dos prompt with the git executable.

glacial hedge
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yeah

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i got git installed already, after this last attempt I will give that one a go

iron dome
#

Don't use the same directory.

#

Check it out elsewhere.

glacial hedge
#

I created a new one

#

for this download

#

ill do the same again for the next one πŸ˜›

iron dome
#

Good luck! I'm off to bed. Sun will be up soon...

glacial hedge
#

Thanks for the suggestions

#

rest well

glacial hedge
#

this is the error

#

I uninstalled and then re-installed

#

makes no sense at all

thick furnace
#

use shallow clone if you have troubles pulling engine repo

#

make sure you have at least 300gb free

glacial hedge
#

I have well over 300gb free

#

and there is no option (that I can see) for shallow clone in Github Desktop

#

perhaps with GIT, I am using GITBASH right now to see if this changes things

#

will report when I am done

thick furnace
#

just dont use githubdesktop, it is quite bad

glacial hedge
#

πŸ˜›

thick furnace
#

use regular git for windows

#

with any gui wrapper

glacial hedge
#

I am an artist, so it works for me (on my other desktop), but yes I am aware of git and know how to use it, just avoid it often

#

im going to set it up with jenkins anyway, so it doesnt really matter too much. If it works with gitbash then I am GTG

#

just so odd that it stopped working with the GitHub Desktop on that machine. No clue why

#

appreciate the thoughts, praying this works

#

its at 70% right now, so we will see

thick furnace
#

it seem just to be download error

#

which is common as needed to dl tons of files

glacial hedge
#

yeah, what is annoying is, you start over EVERY time πŸ˜›

thick furnace
#

thats why shallow clone is good - it pulls only N most recent commits and not whole git history of 500k commits

glacial hedge
#

πŸ˜›

#

well, certainly agree. Just wish there was a way to set that in the github desktop, didnt see an option for it.

#

or an option to run a custom command line argument with the pull

#

might be in there, some place, we will see

thick furnace
#

doesnt it bundle with git for windows?

glacial hedge
#

yeah, I have a git GUI as well

#

i use to use that for my old C++ engine I was making with a friend. So, I am familiar with bash and the git UI

#

just prefer to use the clean looking and simple (fetch) from github desktop πŸ˜› 100% no difference

#

is what I am doing now

thick furnace
#

yeah, thats a full regular clone. you can add --depth=NumberofCommits like 1000 to pull only recent commits

glacial hedge
#

ah, perfect, thank you

thick furnace
#

oh, also --no-single-branch

#

so it pulls all branches initially if you dont specify exact branch to clone

glacial hedge
#

interesting

#

im only inserted in release branch

#

should that matter?

thick furnace
#

release is the default branch so should be ok

#
Create a shallow clone with a history truncated to the specified number of commits. Implies --single-branch unless --no-single-branch is given to fetch the histories near the tips of all branches. If you want to clone submodules shallowly, also pass --shallow-submodules.
glacial hedge
#

Coolio, excited to get this shizly automated with jenkins

#

then I can dev, press a button and then have it auto rebuild the server/client

#

been fiddling with this silly repo situation for an entire day now 😦

thick furnace
#

engine is just a bit too big to download quickly

glacial hedge
#

lol trust me, I know

#

this is the 10th time I have downloaded it

thick furnace
#

i had to make a script to download it by 10k commit batches

#

since office internet is bad (2mbps)

glacial hedge
#

yeah, I get that

#

im in Japan, so shit is super slow here for the US servers

#

and I was playing BF2042 while it was downloading πŸ˜›

glacial hedge
#

Same issue with git

#

... wtf

glacial hedge
#

@thick furnace so depth of 1000 seems to have worked, what do I need to do to get the rest of the files? or is there no need?

#

hm.. nevermind, it failed the checkout, it finished the download but failed checkout

#

ource/UnrealEngine/.git/objects/pack/pack-3b558e4a4eaa471e9068d57aa760a6db2d3167a8.pack) is corrupt
warning: Clone succeeded, but checkout failed.
You can inspect what was checked out with 'git status'
and retry with 'git restore --source=HEAD :/'

thick furnace
#

google for shallow clone for details

glacial hedge
#

daren@trabior MINGW64 /c/UE5Source
$ git fetch --unshallow
fatal: not a git repository (or any of the parent directories): .git

#

which is odd, goign to try one more thing

thick furnace
#

because you have subfolder /ue5source/unrealengine

glacial hedge
#

interesting...

#

i deleted that

#

C:\UnrealEngine is where it is at now

#

oh, I need to CD into that folder and THEN do it

#

feels stupid

#

okay, fetch is working now. I am on a good path now, Thank you so much for the help! ❀️

timber sluice
#

Hey, I need to built it from source for server purpose. That means everyone in the team has to do the same?

iron dome
#

If you use the same release tag from the source control, it should be okay, I think.

thick furnace
#

also UnrealVS has a handy "Build only startup project" that is a must-have

misty edge
#

I downloaded the source and compiled it. When I right click on the upproject, the switch does not show the unreal engine version, what could be the reasons?

#

I only find the version Selector from Launcher/Engine/Binaries/Win64…I have run it but it says β€œThe current folder does not contain an engine installation”…

#

And I tried many other solutions.

twilit needle
#

During a full UE engine rebuild, all 16 cores pegged @ 100% usage, Visual Studio thought it might be helpful to suggest disabling ReSharper because of a 5 second UI responsiveness issue.

#

How TF does VS not understand that the compile I told it to do is what is killing the CPU? 🀣

#

Dumb tool.

thick furnace
#

or launch it at least once so it self-register in windows registry

lone scaffold
#

LWC seems to be one step closer

thick storm
#

only 88 mln km ?

#

unplayable

#

-;-

full jewel
#

wasn't the original estimate something really absurd?

dark spindle
#

The first estimates for LWC were Solar-system sized

#

Though anything above a couple of miles is big enough for most practical purposes

#

Either you're doing Flight Simulator, or you're gonna have a hard time modeling each grass blade on those 88km sized maps

iron dome
#

Wow, it doesn't even do sun to the earth?

#

I've always wondered, is that 93m miles from the centre of the Sun or the edge?

#

The edge being a very nebulous definition, in more ways than one.

dark spindle
#

But center

iron dome
#

Even the centre of the sun isn't exactly because it wobbles around as well due to the pull of gravity of the rest of the solar system.

unkempt otter
#

Has anyone by chance been experimenting with VR + lumen + nanite in 5.2 (ue5-main branch)? The performance pretty amazing, let alone the fact that it even works at all. However my packaged build has issues that don't happen in the editor - I'm seeing glitchiness in the left eye on any non-nanite assets (I can see those objects through walls and they shift around left/right as I turn my head), and the performance is a bit worse than the editor (maybe 5 or so less fps). I do realize this is literally the bleeding edge though lol so I'm not even really expecting an answer. In edtitor, getting 25-30 fps but in package it's like 20. scene is a fully detailed home interior with 30+ dynamic spotlights (toggled on/off depending on where you're standing to save perf)

unkempt otter
#

Ahhh.. the issue was Instanced Stereo turned on, issues are gone with that unchecked

next edge
#

anyone know how to get NVIDIA DLSS to compile for 5.1 ? I tried to use UnrealBuildTool.exe but get a bunch of errors

hidden hedge
#

posting the errors might be helpful

next edge
#

actually maybe I fixed it-- seems like it was targeting VS 2019 but now that it's using VS 2022 it's making it much farther in the build

next edge
#

nope, DLSS still gave me the same errors, just took longer lol. key ones

undeclared identifier

NGXD3D12RHI.cpp.obj : error LNK2019: unresolved external symbol "public: class FRHITexture * __cdecl FD3D12BackBufferReferenceTexture2D::GetBackBufferTexture(void)" (?GetBackBufferTexture@FD3D12BackBufferReferenceTexture2D@@QEAAPEAVFRHITexture@@XZ) referenced in function "public: virtual void __cdecl FNGXD3D12RHI::ExecuteDLSS(class FRHICommandList &,struct FRHIDLSSArguments const &,class TSharedPtr<struct FDLSSState,1>)" (?ExecuteDLSS@FNGXD3D12RHI@@UEAAXAEAVFRHICommandList@@AEBUFRHIDLSSArguments@@V?$TSharedPtr@UFDLSSState@@$00@@@Z) NGXD3D12RHI.cpp.obj : error LNK2019: unresolved external symbol "public: void __cdecl FD3D12DescriptorCache::SetCurrentCommandList(class FD3D12CommandListHandle const &)" (?SetCurrentCommandList@FD3D12DescriptorCache@@QEAAXAEBVFD3D12CommandListHandle@@@Z) referenced in function "public: virtual void __cdecl FNGXD3D12RHI::ExecuteDLSS(class FRHICommandList &,struct FRHIDLSSArguments const &,class TSharedPtr<struct FDLSSState,1>)" (?ExecuteDLSS@FNGXD3D12RHI@@UEAAXAEAVFRHICommandList@@AEBUFRHIDLSSArguments@@V?$TSharedPtr@UFDLSSState@@$00@@@Z) NGXD3D12RHI.cpp.obj : error LNK2019: unresolved external symbol "public: void __cdecl FD3D12Device::RegisterGPUWork(unsigned int,unsigned int)" (?RegisterGPUWork@FD3D12Device@@QEAAXII@Z) referenced in function "public: virtual void __cdecl FNGXD3D12RHI::ExecuteDLSS(class FRHICommandList &,struct FRHIDLSSArguments const &,class TSharedPtr<struct FDLSSState,1>)" (?ExecuteDLSS@FNGXD3D12RHI@@UEAAXAEAVFRHICommandList@@AEBUFRHIDLSSArguments@@V?$TSharedPtr@UFDLSSState@@$00@@@Z) D:\Plugins\Output\HostProject\Plugins\DLSS\Binaries\Win64\UnrealEditor-NGXD3D12RHI.dll : fatal error LNK1120: 3 unresolved externals

lavish crater
#

when I get ue5-main it fetches a bunch of files into the Engine\Plugins\Experimental\NNX\Source\ThirdParty\Deps\ folder. Can I stop this?
It adds them to my changelist, which gets really annoying when I'm trying to switch and merge branches.
If I remove them, they get added back next fetch.

next edge
unkempt otter
#

Oh and when running the packaged exe I still get noticeably worse performance and consistent crashes :/

This is 5.2 though not 5.1

quiet oracle
next edge
quiet oracle
#

Are you using Virtual Desktop?

next edge
#

@quiet oracle tried Virtual Desktop, also tried a dummy driver. also tried connecting to steamVR from the Oculus runtime (but with SteamVR still set to OpenXR default). what do you recommend ?

thick storm
#

i hope it can replace perforce ;o

misty edge
sleek meadow
#

How can I run standalone game with debug symbols attached ?

dark spindle
#

Add -game to VS debugging command line, press F5

#

Or run your packaged game and attach Visual, pass the pdbs when prompted

#

Or cook in editor, compile your packaged target and press F5

coarse canyon
sleek meadow
dark spindle
civic surge
#

Hey Im cloning the ue5-main branch after a fresh fork from UE's github and after running the setup and generate project files batch files Im having a bunch of random file changes already show up in my changelist did something change since I last checked(last I checked was 4.25 btw)?

full bobcat
humble bloom
#

@thick storm I had a question about Iris, can you give me some clue? Is Iris based on actor like the old replication system? I'm wondering if Iris is a promising way to implement replication for Mass where an entity don't even have a actor binding to?

thick storm
#

Iris does not have any particular requriments

#

default implementation is for Actors/Objects

#

but you can just create your own

#

it's a lot of code to create custom DataStream/ReplicationBridge but it can be done without touching engine code

humble bloom
#

thanks alot

#

I will read more about the DataStream/ReplicationBridge stuff

cursive robin
#

Hey anybody who has added substance plugin for unreal 5 source build?

Im getting errors when packaging, and now when I try to open the project
Anybody know how to fix this? In advance, thanks πŸ˜„

Error message:

UATHelper: Packaging (Windows): ERROR: Missing precompiled manifest for 'SubstanceCore', 'C:\NBrew\Game\Intermediate\Build\Win64\PotionLand\Shipping\SubstanceCore\SubstanceCore.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SubstanceCore.build.cs to override. If part of a plugin, also check if its 'Type' is correct.
PackagingResults: Error: Missing precompiled manifest for 'SubstanceCore', 'C:\NBrew\Game\Intermediate\Build\Win64\PotionLand\Shipping\SubstanceCore\SubstanceCore.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SubstanceCore.build.cs to override. If part of a plugin, also check if its 'Type' is correct.

I then tried to re-add it to the Engine/Plugins/Marketplace/folder
This time also adding the PCH.SubstanceCore.h and PCH.SubstanceEditor.h files that are generated
But when I open it now I get the error message shown in the picture

cursive robin
jovial basalt
#

Hi is the branch 5.1 or ue5-release-engine-staging more stable?

dark spindle
#

5.1

jovial basalt
#

Thx

small surge
#

How long until 5.1 ships?

shadow night
#

I have cloned the latest commit from 5.1 some time ago and now how would I update if I need to?

Fetch/pull will try to get everything again right?
I just wanted to get to current latest state
(or I guess the changes between, not previous commits or other branches)

plain mulch
small surge
thick storm
gritty galleon
#

Hey folks, I'm trying to get my hands on modding the Unreal engine 3 and on a tournament 3 or the Unreal development kit, something like that. I really want to mod the game, any of you can lend a hand in an advice, what would be the best option? Also yes I know the engine's longer used. I'm just trying to mod the game, any tips or advice?

thick storm
#

ok, I start to believe that creative 2.0 will be in december

#

finally πŸ˜„

#

and unlike unreal script, Verse will probabaly have first party support from JetBrains

nova sleet
#

I just hope the final version of verse won't be anything like what we saw

thick storm
#

unfortunetly.. I doubt it. It's conna be Python mixed with Lua and randomly throwed C

nova sleet
#

And I sure hope it isn't crammed into the BP VM

thick storm
#

there is new VM called Solaris

#

there were few references to it in code

nova sleet
#

Well that gives me a bit of hope

sand garden
#

hello i want to build ue5 on my hard drive but i have the source code in my ssd so the path of which directories do i have to change in the source build in visual studio to build the engine on another drive?

dark spindle
#

Will be very slow to build on non-SSD (think multiple hours)

sand garden
arctic spear
#

anyone using ue5-main source latest have problems with animation modifiers?
all modifiers that make curves, somewhere later, something is scaling all the time values down by a lot, to all near 0
it has been at least a few weeks, but no fix

stable hemlock
#

Im not sure if this is correct channel to ask, but im generating clang database with UBT, and when i run it like this: w:\UE_5.0\Engine\Build\BatchFiles\Build.bat -mode=GenerateClangDatabase ...
it makes the json-file into UE_5.0-folder, but id like it to put it into my project folder. Is this possible?

spark mango
#

I have a very old fork of UE on GitHub that is missing 50+ branches and 200+ tags compared to the EpicGames repo. GitHub has a 'sync fork' button but that only updates the currently selected branch. Is there an easy way for me to pull all of the upstream branches and tags into my fork, or would it be easier to just delete the whole repo and re-fork it?

quiet knot
coarse canyon
unkempt heath
#

Hello, I just setup Visual Studio 2022, and am trying to work with 5.0.3.

#

When I open visual studio to build the engine from source i'm greeted with the following message and am not sure how to resume.

#

i don't think it's as straight forward as downloading .NET Framework 4.5, iv'e tried that and already have it on my system when i try to install.

#

On a side note, am i supposed to be able to build UE 5.1.0 with VS 2019? or will we all have to upgrade to VS 2022?

thick storm
#

seems like.. Epic was on new shopping spree

lone scaffold
#

What do you mean? Is the plugin part of the engine now?

lone scaffold
#

yep, looking exactly at that folder as i could not find the commit

#

that's interesting

thick storm
#

something like this was bound to happen, metahuman without proper character customization is just fancy face creator

#

== useless in most cases

lone scaffold
#

yes, would make sense as the next step.

thick storm
#

does anyone have an issue, when sometimes Trace Store works (for Insigts, anim debugging etc), and sometimes dont ?

iron dome
#

Edit the uplugin and remove it?

#

Or changed "Enabled: true" to false.

thick storm
#

it doesn't change anything, since editor plain does not connect to trace store process

lone scaffold
#

Not sure about trace store but I used unreal insights a few times in UE5 and it worked fine. Iirc in UE4 it randomly stopped tracing on editor startup / did not catch up, so sometimes I had to restart the editor a few times (usually once or twice). Can't say for sure as it was long time ago.

thick storm
#

Yeah when it connects to trace store it works fine, but it does not always connect.. which is pretty annoying.

jaunty seal
#

anyone have luck using vs 2022 with ue5-main branch. The videos I have seen dont run into the below error.
I followed the github instructions, vs 2022 install with the other components. The below is the error is after
setup.bat
generate project files
build
start new instance then boom error

thick storm
jaunty seal
#

Ya I am thinking so, going back to 5.0 non main πŸ˜„

tired bolt
# lone scaffold Skein is still alive

Yeah I noticed, it's affecting all source control provider, but

 * @note This concept is currently only implemented for the Skein source control provider.

Any idea why they removed the SkeinSourceControl plugin from the Developer folder?

  1. Is this to allow for undercover development and release it later as a surprise?
  2. Or is it because they intend to release it through the Marketplace? Free or not, but it would allow for quicker iteration
lone scaffold
#

Very likely 1. They do it with most new functionality these days. When you look up recently added UE5 features like mass, these are just moved from Restricted folder. I suppose this was moved out of Restricted too soon because the actual Skein is not announced.

thick storm
#

There is special Restricted folder

#

and it's usually reserved for things, which either barerly work or not sure if ever release

brave dirge
#

curious if anyone has the 7950x

#

how it performs building source

ornate rose
#

Found a vid here:

#

It shows a simpler way of building ue5. I am wondering if you simply download ue5 main branch as a zip. This should work with
out any issues, right?

heady sparrow
#

you definitely want source control

#

just cloning it is 90% the same as this video from what I can see

ornate rose
#

what is source control used for?

heady sparrow
#

anything to track changes so people can work together

#

and frankly even useful when working alone

#

what I'm saying is downloading the zip vs just clicking here is pretty much just as easy

ornate rose
#

Didn't work.

ornate rose
heady sparrow
#

a single branch would be a much smaller download

#

github will just get the whole thing lol

heady sparrow
#

what happens when it crashes and you can't remember what you last did?

#

applies more to coding heavy projects but art can use them to

ornate rose
heady sparrow
#

you might need to fetch before pulling

#

honestly a git gui will make this a lot easier to understand

#

I still don't bother with learning every git command

#

github desktop is a bit too simple and will probably do a few extra branches you don't need but you may as well

heady sparrow
#

there are a few options

#

may as well go with this one

#

I use git extensions but it's a fair bit harder to understand

#

and you can use both or whatever, they all just use your underlying git client

ornate rose
heady sparrow
#

you can do the single depth thing you were doing earlier which would heavily mitigate that

#

and there are ways to compress/clean up the git folder after

ornate rose
#

Ok I see changes. I will try and look up tutorials of how to use the app to update my build. Thanks.

#

I am trying to pull, git desktop says bad access

#

I think I am having signing in issues with github desktop. Can't find authenticated user

#

Working now @heady sparrow I did a pull, it says unable to merge unrelated histories in this repository. I need to do a git fetch?

heady sparrow
ornate rose
#

I need to use git reset --hard HEAD? I am not sure where to enter this in git desktop.

heady sparrow
#

man at this point you are better off googling a git tutorial

#

but yeah that command should work if the head is actually what you want

#

I just use git extensions to right click on the commit I want

ornate rose
#

No worries. Will just download the zip file and take it from there. I just wanted to test nanite with the pathtracer. Appreciate all the help. πŸ™‚

neat lion
#

I'm using the source main-ue5 version of the engine. What are the proper steps to properly pull updates from github? Whenever I try to pull updates and recompile, I get an array index out of bounds error and crash when trying to launch the updated editor.

dark spindle
#

Get another commit and rebuild

neat lion
coarse canyon
# brave dirge how it performs building source
sand nexus
#

Hello, Im trying to get an installed build going on a separate computer so my friend can work on audio. But the problem is, it cant seem to compile c++ projects. Is there anything i need to run to get build rules and other suff going or did i mess up when I made the build?

tired bolt
tired bolt
sand nexus
#

Can somebody please point me in the direction where I could find out how to make an Installed build be able to create c++ projects. there has to be something I can run to generate the necessary build rules and stuff (solodev trying to figure this out so I can have a friend help me out with audio a bit). Please

sand nexus
#

ERROR: Unhandled exception: Tools.DotNETCommon.JsonParseException: Unable to parse C:\Users\someone\Documents\InstalledDDC\Engine\Intermediate\Build\BuildRules\UE4RulesManifest.json: Index was outside the bounds of the array.
This is what i get when creating a c++ project with my installed build

#

The file in the error is an empty json

#

How does one populate that file?

ornate rose
cursive spoke
#

Does anyone know how to compile engine source on windows so that it has iOS support? (5.0.3)
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/iOS/Windows/
shows how to leverage a mac to build and package an iOS build from a windows editor, but their steps assume "iOS" shows up in the Edit -> Project Settings -> Platforms, but that is not true when GenerateProjectFiles.bat does not build for iOS.

iTunes was installed prior to running the setup scripts, but did not seem to help.

How to remotely compile on a Mac from a Windows machine to create an iOS build.

cursive spoke
#

Ok, I tracked it down. MobileDevice.dll was too new of a version

ornate rose
tacit slate
#

wait, there's a 5.1 branch now?

dark spindle
#

There's been for about a month I think

#

Maybe three weeks?

tacit slate
#

yeah, I didn't check in the last weeks (I was on vacation)

nova sleet
#

5.1 preview appeared on the launcher

coarse canyon
#

hmm nothing happens when I click Install on it?

lyric tiger
#

Same here.

lone scaffold
dark spindle
#

Probably

lone scaffold
#

Yeah, seems BP is also updated internally to use them, so these types won't require full loading when referenced from BPs

coarse canyon
#

You think this is tied into the Virtual Assets feature?

lone scaffold
#

Hmm, not sure. I personally think not. I think this is about not loading all referenced objects when some asset is opened. Search for @TODO: OBJPTR actually revealed more of these. Basically faster asset opening in editor, lower RAM consumption and potentially also faster editor startups.
Virtual assets feel like a separate feature which just downloads the asset from server when used.
Maybe it could eventually lead to deferring virtual assets downloading until they are truly used, so there can be some link. But right now it seems LazyOnDemand meta is added to different classes than the ones using virtual assets.

coarse canyon
#

And yeah I remember when they originally recommended using TObjectPtr, they said it was mainly for editor perf and future enhancements. It wont affect performance in a cooked build

lone scaffold
thick storm
#

i doubt that TObjectPtr will solve this problem

#

at best it will move it in different direction

#

you still need to everybody use FPrimaryAssetId or Soft references

lone scaffold
#

yeah, definitely not but there are todos for switching even UFunction to it. That could improve it for editing experience.

thick storm
#

I mean if opening assets in editor is slow, it's gonna be slow in game as well : D, so it's better not to hide that problem behind another smart pointer

#

because TObjectPtr<> is not going to work outside of editor build

coarse canyon
thick storm
#

I know, but if it load half of project it is still not good ;d

wintry coral
#

Is there a Mac osx version of unreal? I am trying to pack a Mac game and I need to find unreal osx version but I can't

coarse canyon
thick storm
#

Afaik outside of editor TObjectPtr evaluates just to raw pointer

#

As the metadata is not accessible outside of editor

#

You still should make sure to use soft references

kindred cobalt
#

Anyone know of a primer for extending unreal's navigation/pathfinding system? I want to implement a flow field navigation method that utilizes & integrates with the existing navmesh functionality.

lone scaffold
lone scaffold
kindred cobalt
ornate rose
#

5.1 preview has been released but will have to stick with the github branch as the pathtracer supports nanite. Hopefully we see it in 5.2 preview release.

green briar
#

More of a git related thing, but is there a decent way to set the default editor map per branch? I figure you'd need to untrack the ini file after being set to the right one for each branch (otherwise an eventual merge would undo the change anyway)? Any other ways that I'm missing?

thick storm
#

something interesting is happening i would say

#

im gonna check it but from description it's something similiar to marvelous

#

now im really waiting till they developed ML assisted tools

#

for skinning in editor πŸ˜„

ornate rose
#

Anyone sucessfully build from ue5 main in the last two days? Keep getting errors when I build in visual studio 2022

#

After you do a git pull, and run setup bat, and generate project files. bat, do you need to delete the ue5.sln file if you need to rerun setup.bat and GenerateProjectfiles.bat?

#

Thanks for the help. But I don't want ue5.1 preview. I am trying to get ue5main specifically. Will keep pulling till it works.

#

Is it better to Clean before rebuild in VS?

#

Ok. Thanks. If I am correct, after a pull, when you rerun setup and generateprojectfiles.bat, when you click on ue5.sln and open in VS, you click rebuild, right? Not build.

thick storm
#

just if anyone wonder, the pattern cloth editor is unusable

#

everytime i fix some crash there is another one, guess I will wait few days ;

ornate rose
#

Ok. So using build instead of rebuild will take less time to compile. Thanks.πŸ‘

swift pumice
#

How long does everyone's source builds usually take? Mine take 2-3 hours on a 10900k and I cant help but feel something is way off. I have a m.2 ssd and 64Gb of ram so there shouldnt be any bottleneck

dark spindle
swift pumice
#

Usually i just right click on the UE5 subproject and it throws 5000 files to compile

dark spindle
#

Assuming that's in your project's solution and not the full engine itself, i'd look at any plugin you're not using and disabling it

#

I usually get more in the 2500 range

swift pumice
#

Sorry, i wasnt clear. Its the engine source

#

Just went to do a project only build and this is what i get

dark spindle
swift pumice
#

Oh really? Ive always just done it through the UE5 solution

dark spindle
#

There's your problem

swift pumice
#

Gotcha, thanks ill try that out

#

Still the same, 5000 files. Oh well :(

dark spindle
#

Make sure to disable unused plugins from your editor

#

Personally I have somewhat worse specs on my hardware and engine builds take about one hour usually

swift pumice
#

Gotcha, I cant head into the editor due to the engine not being built but do you have any recommendations for heavy plugins to disable so I can do it in my uproject?

dark spindle
#

Any you're not actively using

swift pumice
#

thanks ill be sure to do that

thick storm
#

ok I managed to patch the cloth plugin enough to at least start editor

#

and yeap it is simplified Marvelous

#

you can make cloth from patterns, simulate it and skin it

#

also there is experimental skeletal mesh editor

#

which while not really working also have options to edit skeletal meshes and skin them

#

I see Epic don't want you to ever leave the unreal editor πŸ˜„

coarse canyon
#

thats amazing! Thanks for the info @thick storm

queen ridge
#

Anyone using ue5-main and able to build and package a project? If so please let me know which commit you’re using, thanks.

ornate rose
#

Another error while building

ornate rose
#

Did another git pull, still compile errors. If anyone builds successfully, pls let us know if it works.

lament oracle
#

Failed to find shader type FSSDSpatialAccumulationCS in Platform SF_VULKAN_SM5
Attempting to launch UE5.0.1 on vulkan throws this

steep sun
#

Building DLSS plugin for 5.1 but getting build errors like ":\DLSS\DLSS510PreBuild\HostProject\Plugins\DLSS\Source\DLSS\Private\DLSSUpscaler.cpp(667): error C2923: 'TSharedPtr': 'ICustomStaticScreenPercentageData' is not a valid template type argument for parameter 'ObjectType'"

#

Why was CustomStaticScreenPercentage.h and CustomEditorStaticScreenPercentage.h deleted from 5.1 brnach?

#

Is DLSS NOT compatible with 5.1?

#

I'm trying to RUNAUAT.BAT on the DLSS plugin to rebuild it for 5.1. Was some fundamental change in DLSS expected?

heady sparrow
dark spindle
#

Like any code plugin it will be updated when 5.1 is available for good

ornate rose
#

Anyone able to build ue5 main recently?

heady sparrow
#

I can get the commit ID if you like

languid kayak
#

f467590f16e904248e76b31e4eb6d06a055813e2

ornate rose
#

after entering '' git pull origin ue5-main '' ?

heady sparrow
#

cherry picking might help... unsure

#

I generally just git extensions around

ornate rose
dense phoenix
#

@ornate rose I think you want to git checkout not git pull or git merge so:

git fetch ue5-main
git checkout ue5-main
git pull origin ue5-main
(make sure you are in root directory of repo)
git checkout f467590f1 .
(don't for get the dot)

I have never git merged a previous commit from the same branch to the same brach. Have no idea what it does.

ornate rose
#

@dense phoenix Sorry when you say in root directory of repo, you mean the git folder on your local hard drive?

dense phoenix
#

yeah

heady sparrow
#

oh yeah, I neglected the checkout step

dense phoenix
#

that is git project root

heady sparrow
#

my bad

dense phoenix
ornate rose
#

@dense phoenix Thanks πŸ‘

ornate rose
heady sparrow
#

Git Extensions makes me forgot what I'm doing with raw git commands

ornate rose
#

No worries. I am not familiar with building and git at all. Too much stress to wrap my head around tbh. Just want to make art. Hoping to try out pathtracer with nanite support. I am wondering if that feature will make it into 5.1's full release.

ornate rose
#

@dense phoenix I am not sure if I am doing this correctlyπŸ™

#

I created my initial repository using git clone -b ue5-main --single-branch --depth=1 . So maybe thats why it saying it needs a worktree?

glacial hedge
#

I am working on getting Unreal Engine Source to pull via Jenkins, the issue is... it says the repo doesnt allow username and password pulls anymore. Does this mean I need to create a key on my GithubAccount and then try to link that via the Jenkins credentials system?

#

anybody has luck doing this?

#

I got the entire rest of the pipeline working. Would love to get a pull request from the repo + engine source build automated with a press of a jenkins job

glacial hedge
#

"Failed to connect to repository : Command "git.exe ls-remote -h -- https://github.com/EpicGames/UnrealEngine.git HEAD" returned status code 128:
stdout:
stderr: fatal: Cannot prompt because user interactivity has been disabled.
remote: Support for password authentication was removed on August 13, 2021.
remote: Please see https://docs.github.com/en/get-started/getting-started-with-git/about-remote-repositories#cloning-with-https-urls for information on currently recommended modes of authentication.
fatal: Authentication failed for 'https://github.com/EpicGames/UnrealEngine.git/'"

#

is the error I get when I put the rpo into the GIT URL of Jenkins

glacial hedge
#

If I try using my SSH, i get this:

"Failed to connect to repository : Command "git.exe ls-remote -h -- git@github.com:EpicGames/UnrealEngine.git HEAD" returned status code 128:
stdout:
stderr: Host key verification failed.
fatal: Could not read from remote repository.

Please make sure you have the correct access rights
and the repository exists."

ornate rose
#

How do I that? with git config?

ornate rose
#

Thanks.

ornate rose
#

Its downloading now with git fetch origin commit ID and use git reset after. Thanks.πŸ‘

dense phoenix
#

There is no such thing as a commit ID. Those are hashed representations in SHA1 format of the code at that commit.

#

The dot after the hash tells git to change all files in this directory and all sub directories.

#

Git works in Unix systems, which is not windows.

#

Git bash for windows is a good way to do it.

#

git reset --hard $SHA1 deletes your work so I don’t use anything with β€”hard or -f unless someone has committed secrets or something

dark spindle
#

I mean, commit hashes are quite commonly referred to as IDs, even in the official doc. And Git works fine in any terminal on Windows, there's no need for Bash (Git also installs its own anyway)

dense phoenix
#

Oh, I have never heard of a git ID. But id’s are not hashes in my opinion. But yes most certainly they can be used to identify a commit. The dot part only works in *nix systems.

dark spindle
#

That's not true either

#

The git command line works the same everywhere, for the most part

dense phoenix
#

It works yes. I have messed up my work tree in windows git with dot before. The reason is trivial.

#

You can use personal access token or ssh.

dense phoenix
#

Sorry I am on a train.

dense phoenix
#

Sorry this has become a git channel. Maybe we need one.

dark spindle
#

There is one

dark spindle
#

There is no need for the Git Bash specifically, other than comfort

glacial hedge
#

@dense phoenix I did that, still getting errors

"Building in workspace C:\ProgramData\Jenkins.jenkins\workspace\ZeroDay Genesis\100 - Pull
The recommended git tool is: NONE
using credential f9f8ba55-0eac-4104-867b-881721c58cc0
Cloning the remote Git repository
Cloning repository git@github.com:EpicGames/UnrealEngine.git

git.exe init C:\ProgramData\Jenkins.jenkins\workspace\ZeroDay Genesis\100 - Pull # timeout=10
Fetching upstream changes from git@github.com:EpicGames/UnrealEngine.git
git.exe --version # timeout=10
git --version # 'git version 2.38.0.windows.1'
using GIT_SSH to set credentials
Verifying host key using known hosts file
You're using 'Known hosts file' strategy to verify ssh host keys, but your known_hosts file does not exist, please go to 'Manage Jenkins' -> 'Configure Global Security' -> 'Git Host Key Verification Configuration' and configure host key verification.
git.exe fetch --tags --force --progress -- git@github.com:EpicGames/UnrealEngine.git +refs/heads/:refs/remotes/origin/ # timeout=10"

Is what Jenkins is saying. For some reason it cant auth. I am going to look into the global config of jenkins, but its like its ignoring it all together.

#

I modified the hosts process to accept all keys (for testing) and the error on the website changes

"Failed to connect to repository : Command "git.exe ls-remote -h -- git@github.com:EpicGames/UnrealEngine.git HEAD" returned status code 128:
stdout:
stderr: Load key "C:\Windows\TEMP\jenkins-gitclient-ssh2549327320223930859.key": invalid format
git@github.com: Permission denied (publickey).
fatal: Could not read from remote repository.

Please make sure you have the correct access rights
and the repository exists."

#

do I have to export my key and load it into Jenkins some place?

coarse canyon
#

sigh.. someone blocked the Git sync again with a huge PR with thousands of files..

dense phoenix
#

ssh errors are quite a hassle

dense phoenix
glacial hedge
#

@dense phoenix ill be honest, I have no clue what I am using πŸ˜›

#

i followed the steps the link you sent me

#

created that token

#

and this is the error that I get when I attempt to run it via jenkins

#

i set it for GITHUB project

#

and then under Source Code Management I get this

#

The goal, or intent, is when I run the build (or chronjob it) it will do a pull/fetch so that the local repo on my machine is up to date with the newest engine changes.

#

This way, I do a pull, complies the engine, gets latest from P4 (this works) builds my server, builds my client and then distributes it. Everything is working but the pull...

So, any help or guidance is certainly appreciated. I can do this manually of course (and I have been) just trying to get this working with Jenkins

#

Interesting note, when I go to the ssh clone option on the UnrealEngine page, this is what I see

#

the key you linked me to make, does not seem to "like" the ones that Epic is requesting

#

This is what it wants me to make

#

I was following this "string of thought" a bit ago. I created a local key on my build machine and then tried to load that in, but it seems that didnt work... so, any guide or ideas on how to get that to work might be the answer. Seems so silly.... but I get it for security reasons

dense phoenix
#

jenkins plugin uses ssh i think

glacial hedge
#

I think so as well, but trying to figure out where I am missing the link here. Seems like jenkins isnt pulling my github stuff to supply to Epics repo

dense phoenix
#

add credentials

#

and change the url to the https one

#

add personal access token to the credentials

glacial hedge
#

glad somebody else thinks like me πŸ˜›

#

did that already

dense phoenix
#

did you make a personal access token?

#

that should be in place of where you put a password

dense phoenix
#

generate a new token and copy paste it into credentials

glacial hedge
#

you cant copy paste, you have to use this screen

#

and those are your choices

dense phoenix
#

generate a new personal token in github and copy it

#

then paste it in password

glacial hedge
#

ype, did that

#

k, one sec

#

... that might have worked.... you devil dog you

#

and this branch, should be release, right?

dense phoenix
#

for ue4 not ue5 I would think yes

#

I have only compiled ue5

glacial hedge
#

k, cause I put release in there, and this is the build error i get

#

I am doing UE5

#

its looking for origin for some odd reason

dense phoenix
#

so not ssh username and password

#

just username and password

#

ue5 branch is ue5-main

glacial hedge
#

yeah, i put that in there, but its still looking for origin.... need to do some digging

dense phoenix
#

your checkout branch

#

it's still trying to use ssh

#

status code 128 is ssh error

glacial hedge
#

hm...

#

interesting

dense phoenix
#

you can set up ssh if it really wants it

#

that is a different thing in github

glacial hedge
#

copy, going to look into that. thanks

junior hare
#

Hiya, does anyone know where the rendering for the transform tool is done? I'm sick of the bug where it inverts when you get too close when it's editing a parented actor and am going to fix it

#

Found it, UnrealWidgetRender.cpp for any future searchers. rendering is done in FWidget::Render_Rotate, FWidget::Render_Translate, etc

ornate rose
#

It says this operation must be run in a work tree

dense phoenix
#

i don't think i've ever gone into the .git folder

#

not sure if a work tree exists in .git directory

#

that's not the root though for sure

#

trying to recreate but it taking a good long while

#

#source-control looks like experts in all things like this though @ornate rose

ornate rose
#

git fetch origin commit ID seems to work. I think its because I did a git clone of ue5main only and not the whole repository?

dense phoenix
#

git pull = git fetch + git merge. Git fetch doesn’t change any of your files. It just gets the git metadata that contains the file changes. Git fetch β€”all will get all branches metadata from remote repo, but no code changes. If someone pushes a new branch to the remote repo on GitHub after you cloned it, you have to fetch it before checking it out. @ornate rose

#

Git fetch might include code in a new branch fetched. It just doesn’t change existing code on your local repo.

#

I don’t remember.

ornate rose
#

@dense phoenix I used git pull origin commit ID and I have downloaded it to my local repository. I then used git reset --hard FETCH_HEAD. Ran setup.bat and GenerateProjectFiles.bat. I am building now using VS currently. Fingers crossed. I don't know why git checkout doesn't work. I had an initial error whenever I opened the ue5.sln file. Turns out I had to delete the .suo file in the .vs folder. So it works now.

#

The hassles of building ue5 are worth writing a book about lol πŸ˜† I get the ue5main is only meant for testing but it would be nice if they could just have a snapshot at intervals so that ppl who want to test can try it. Instead of ppl going to so much length to find the last commit ID that worked.

ornate rose
#

I keep getting this anytime I build.

#

Maybe I ahould delete the whole folder and restart again?

dark spindle
ornate rose
ornate rose
dark spindle
#

Yes, the error tab is 100% bullshit and should never be looked at

#

The compiler log is the ground truth

#

(And if the engine build takes more than an hour, you probably want to move everything to an SSD or NVME drive, invest in RAM, compile only from your C++ project's solution, disable all plugins)

ornate rose
#

@dark spindle Nope. Didn't work

#

I get this error when I try to run unrealeditor.exe

dark spindle
ornate rose
#

Or am I supposed to update VS 2022 to the latest update?

dark spindle
# ornate rose

That's the error window - close it and never look at it again in your entire life

#

Show the compiler error in the output log

ornate rose
# dark spindle Show the *compiler error* in the *output* log

This? (44,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
8>Done building project "UE5.vcxproj" -- FAILED.

dark spindle
#

No

#

The actual error, earlier, above in the log

#

That's just saying the build failed

ornate rose
#

\Win64\UnrealEditor\Development\NNXUtils\UnrealEditor-NNXUtils.suppressed.exp
8>libprotobuf.lib(any.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_begin_initialize
8>libprotobuf.lib(map_field.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_begin_initialize
8>libprotobuf.lib(extension_set_heavy.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_begin_initialize
8>libprotobuf.lib(text_format.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_begin_initialize
8>libprotobuf.lib(dynamic_message.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_begin_initialize
8>libprotobuf.lib(wire_format.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_begin_initialize
8>libprotobuf.lib(implicit_weak_message.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_begin_initialize
8>libprotobuf.lib(descriptor.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_begin_initialize
8>libprotobuf.lib(reflection_ops.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_begin_initialize
8>libprotobuf.lib(arenastring.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_begin_initialize
8>libprotobuf.lib(message_lite.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_begin_initialize
8>libprotobuf.lib(message.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_begin_initialize
8>libprotobuf.lib(generated_message_reflection.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_begin_initialize
8>libprotobuf.lib(any.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_complete

#

8>libprotobuf.lib(map_field.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_complete
8>libprotobuf.lib(extension_set_heavy.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_complete
8>libprotobuf.lib(text_format.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_complete
8>libprotobuf.lib(dynamic_message.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_complete
8>libprotobuf.lib(wire_format.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_complete
8>libprotobuf.lib(implicit_weak_message.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_complete
8>libprotobuf.lib(descriptor.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_complete
8>libprotobuf.lib(reflection_ops.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_complete
8>libprotobuf.lib(arenastring.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_complete
8>libprotobuf.lib(message_lite.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_complete
8>libprotobuf.lib(message.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_complete
8>libprotobuf.lib(generated_message_reflection.obj) : error LNK2001: unresolved external symbol __imp___std_init_once_complete

#

Is this the wrong error?

dark spindle
#

Check if UnrealEditor-NNXUtils is something you need. Again, strongly advsie compiling through your own C++ project

ornate rose
# dark spindle Check if UnrealEditor-NNXUtils is something you need. Again, strongly advsie com...

Ok Thanks. I am curious what might be causing it. Since other people have been able to build theirs. I am not sure if its something I need or not. Its definitely an experiemental plugin: [5441/5889] Link UnrealEditor-NNXUtils.dll
8> Creating library ..\Plugins\Experimental\NNX\Intermediate\Build\Win64\UnrealEditor\Development\NNXUtils\UnrealEditor-NNXUtils.suppressed.lib and object ..\Plugins\Experimental\NNX\Intermediate\Build\Win64\UnrealEditor\Development\NNXUtils\UnrealEditor-NNXUtils.suppressed.exp

#

If I don't need it. I can delete it and do a rebuild?

dark spindle
#

Again, just disable the plugin and build from your project

ornate rose
#

The only option I have is to delete it. I need to build ue5 to be able to open ue5 to disable the plugin.

#

Sorry where is .uplugin located? in the git folder?

#
#

Seems deleting the offending folder solved the issue. I will give it a go.

dark spindle
#

You disable it in your uproject file, or the engine's Plugins list

ornate rose
dark spindle
#

Edit / plugins

ornate rose
dark spindle
#

In the Unreal Editor

ornate rose
dark spindle
#

You'll have to either edit the uproject manually, or use another Unreal build

#

Make sure you regularly disable unused plugins when upgrading the engine

#

You'll have compile time and avoid such issues

ornate rose
#

Ah. Thank you. I deleted the NNX folder and I am rebuilding in VS studio. Just a test to see if the build would be successful based on the ue forums post.

ornate rose
#

Hmmm...this is how the NNX.uplugin looks like now in VS after deleting it and currently rebuilding.

#

It has a red x which means its probably disabled. Fingers crossed.

thick storm
ornate rose
#

Guys. It finally succeeded:

#

πŸ™‚

#

Turns out deleting the folder worked.

#

Thanks to everyone here who helped me. Won't be possible without your help πŸ‘

storm mesa
#

Building the engine is going pretty slowly, but cpu and memory aren't being used very much. Is this expected?
E: seems like starting the build with a decent amount of memory being consumed did not allow the build to fully utilize available resources. Going full speed now

arctic wing
#

Hi, does anyone know if there's support for Unreal Engine as a Library in Unreal Engine 5? I'm trying to compile it as in docs, but there're still errors I can't resolve. It's all about IMPLEMENT_MODULE and IMPLEMENT_MODULE_USD

strange swift
#

support for Unreal Engine as a Library

wot?

hidden hedge
arctic wing
hidden hedge
agile sierra
#

Hello guys, stuck on something need help. I have been trying to bake light through GPU lightmass but i could not find any option to control Light bounces. Yes CPU lighmass has light bounce setting but not happy with the baking results of CPU. also little too time taking.

gloomy jetty
#

Hey guys I am trying to install UE5 source using this video https://www.youtube.com/watch?v=_7TQynJ_TrQ. but in the video when they do "git tag" it goes to 5.0 while when i do it i only get to 4.17, any reason why?

In this video, we go over how to download the Unreal Engine source code from the Epic Games Github repository and build that source code in Visual Studio. In order to access the Github repo, we had to connect a Github account to an Epic Games account. We also discuss the various branches and tags in the repo so that you know which version of Unr...

β–Ά Play video
sleek meadow
#

Is there a way to read GBuffer pixel data ?

coarse canyon
untold fiber
#

what's the command to clear the cached console command history?

iron dome
#

First, turn off the errors list and look at the output log.

#

Second, profit.

tranquil jetty
#

trying to build 5.1 from git.... but getting this after building on tryiong to debug: Unable to read module manifest from '../../../Engine/Binaries/Win64/UnrealEditor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime.
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor.exe.

#

not sure what thats all about, previous versions built and ran just fine

#

missing dependancy?

normal vortex
turbid sigil
stable hemlock
#

Is there a way to compile the engine source like a launcher build ? So it does not do 250gb.. ?

thick storm
#

it doesnt need to be implemented

#

like branch prediction on cpu

normal vortex
lone scaffold
#

Are you telling me that I won't need to wait for ages when right clicking dozens of selected asset?

hidden hedge
#

took a long time

thick storm
#

I do hope it comes to mainline sooner than later

hidden hedge
#

might be the first public outing for verse

thick storm
#

yeah, i guess they will add verse in 5.2

#

im really interested in tools that allow to modify game live from editor

#

that was beyond awesome

lone scaffold
#

sounds game specific / like something they would like to keep for FN only. But Verse is coming.

thick storm
#

still I guess it has something to do with commits "cooked editor"

#

and seems like something which can be a plugin

stable hemlock
lone scaffold
#

Last time I checked P4 was more or less same stuff as git. I think they moved away from UE4 approach where licensees had access to a lot of WIP stuff. Also a lot of development is now happening in Main but in Restricted folders which are private.

vale fractal
#

How can I pull ULevel metrics, like number of blueprints referenced and file size? I wanna use this for an editor tool

strange swift
#

It looks like Level.h/cpp - ULevel::AddReferencedObjects might be a good starting point.

tepid marsh
#

Adding a source effect preset to a source effect preset chain, and then referencing that chain in a Sound Cue will cause the source effect to not load correctly when restarting Unreal 5.0.3 due to "because its class (SourceEffectPreset) does not exist". Any ideas here? I am suspecting that there is a loading phase issue here but not sure what to alter in order to get it working.

vale fractal
vale fractal
summer pelican
#

Yes, I meant to have a look at how it was set up as it will have the relevant functions inside of it. While I don't know the exact functions needed that tool should be a good reference point

vale fractal
#

Thanks, I’ll dig around that

plain wedge
#

Hi, how can I change the project version from ue5_main branch to release?

coarse canyon
coarse canyon
#

5.1 preview 2 is out on launcher πŸ™‚

stark tiger
#

Hi All, I want to dig into the engine source to figure out where the networking code is located to play with some experimental ideas on possible P2P integrations. Yea, I know that some have said that this is not a good approach, but I have some ideas that might be interested to test out. With one of them being for the nodes to serve many small files like I saw in a recent YouTube video on UE5 about how many developers can work on the same map levels and world at the same time by having each asset as an individual chunk. Could be something there for world serving, I think.

amber junco
#

hi

#

is there an easy way to say which version u have via source code files ? i cant launch the editor

#

there seems no info in readme or anywhere

#

ok got it. under engine/build/version or something

summer pelican
amber junco
#

ty

coarse canyon
thick storm
#

still waiting for Skein ;D

coarse canyon
#

I'm hoping for a Fortnite Creative 2.0 announcement along with Verse πŸ˜„

thick storm
#

im 99% sure it releases in december

turbid sigil
#

before I start on this long path, no one has ported VRWorks to any version past 4.18 right? I've searched for a bit and found nothing, but want to make sure no one has done this before I sink hours into it

hidden hedge
# thick storm still waiting for Skein ;D

I still reserve a bit of skepticism over Epic rolling their own VCS. It'll be essentially be unproven (PlasticSCM flashbacks, and that one still has weird problems) and I'd hate the EULA to restrict its use exclusively with Unreal

small isle
#

But skepticism is definitely warranted.

#

It's a very high risk to use a new vcs, and it's very easy for a bug to corrupt everything

hidden hedge
#

Like Visual SourceSafe of old

small isle
#

I'm lucky enough to have avoided that. Started with svn around 03-04

hidden hedge
#

I'd be less skeptical if it was a true open source project that isn't tied to Unreal. Like storing web projects, and at my old job we had projects on other engines

#

Well same but I've heard the stories online

small isle
#

Yep. I love the origin story of git. I'd love something like that designed from the ground up for mixed use of code and binaries

hidden hedge
#

We'll see once there's more info than random references being scraped from commits

lone scaffold
# coarse canyon Looks like the Horde suite of tools are going to be branded under "Unreal Cloud"...

This is a good thing. It is not Horde itself. It is Horde Storage which was already once renamed, I think from Jupiter. As far as I understand, Horde Storage does not have that many things in common with Horde. Horde Storage is a backend for uploading and downloading big binaries. I think it is developed mainly because of shared derived data cache in cloud. In UE4 this was usually done by having DDC on AWS as S3 storage.

coarse canyon
#

Yeah there is a talk at UnrealFest by the Coalition about using Horde Storage and its already called Unreal Cloud DDC there. Just made me wonder if they are using that branding for all of the tools.

lone scaffold
#

I was under the opinion that they want to use it as a more generic binaries storage, so the renaming to "DDC" surprised me a bit. I imagined it as something what could also store big artifacts for Horde like packaged games and possibly also shared intermediate files for devs for fast iterative cooks.

coarse canyon
#

Yeah good point.

#

Has anyone dug into the new Virtual Assets feature in 5.1 yet? I've been wondering if it requires Perforce or uses something like the Horde Storage feature

#

A lot of teams (mine included) are working fully remote, distributed across multiple countries. So any features that help with that (and not needing a central office server setup) are going to be great

thick storm
#

Virtual Assets were at some point tied to Jupiter

#

I think they still need Horde Storge aka Cloud Storage

#

I tried to test it, but got stuck at deploying horde, it's docker container.. but I cloudn't figure out all the configuration

thick storm
#

so it Rquires ScyllaDB, that would explain why it is hard to deploy ;

urban lagoon
#

Hi everyone, I have a question about Epic Games Launcher recognising source engine build. The thing is, I have built UE 4.27 and UE 5.0 from source and installed Epic Games Launcher after that in order to install a plugin. But EGL does not show any UE versions available. I was told that the only way to install the plugin is to install a stock 4.27 and/or 5.0, install the plugin to that stock version and then copy the plugin to the one built from source. Is this really the only way?..

strange swift
coarse canyon
#

Only you install (say for 5.0), you can find your plugin files here:
C:\Program Files\Epic Games\UE_5.0\Engine\Plugins\Marketplace\

urban lagoon
#

Thanks!

tired bolt
coarse canyon
lone scaffold
#

Nice, thanks for info!

hidden hedge
#

a missed find and replace on that readme

coarse canyon
hidden hedge
#

yes but read the sentence

coarse canyon
#

hahaha ❀️ see it now

swift pumice
#

Any one experiencing AMD related issues with 5.1? I've had multiple users report gpu crashes (6900XT, 6600XT and Vega cards)

#

they claim to have their drivers up to date or could this be caused by an outdated windows build?

nova sleet
#

Depends what they mean by latest drivers, optional drivers or "recommended"
Optional are the up to date ones and they should be used

swift pumice
#

ill ask, thank you very much

weary locust
brave dirge
#

how is preview 2?

pulsar kestrel
#

Has anyone here managed to make clangd work nicely with Unreal on Windows? I've made some changes to UBT's GenerateClangDatabase.cs which help (making sure it uses the clang-cl flags rather than the clang ones and adding the .generated.h folder paths), but it's still not quite there yet in terms of code navigation or reference finding. Any tips would be highly appreciated.

swift pumice
#

It was on a shipping build but I’ll try to send someone a test build to try, thank you!

nova sleet
#

But in general I find them much more stable

wintry gulch
#

I can't access the repo because I removed myself from the Epic Games organization on GitHub at one point. Now I don't see anywhere to rejoin so I can access the repo. What should I do?

#

Feel free to ping me if you have an answer

wintry gulch
#

Never mind, I got a moderator response on the forums. Apparently it's an edge case and can be solved by disconnecting and reconnecting your GitHub account

#
lament oracle
#

Migrating a plugin from 5.0.3 to 5.1.0 and im getting this error error : Found '.' when expecting ',' or ')' while parsing UENUM metadata in UENUM