#engine-source
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UnrealVS quick build saves a lot of time instead of activating build via commandline
that goes beyond virtual remote workspace
π¦
Seriously EPIC still hasn't fixed this forced iOS garbage thingβ that i had to hack to finish building 5.0 in spring... well guess 5.1 for me goes on hacking InstalledEngineBuild.xml again π΅βπ« .
Please Epic fix it once and for all so excluding iOS will avoid iOS stuff 100%, pleaseπ₯Ί
hello, I liked my github and I still can't get access to the engine source
no, I looked for that
no reply email
on step 6
I can already verify (from 1st pic) that my github account is connected
and the last pic shows there was no email invitation
so sad π¦
@uncut herald Do you have any ideas? Like do you know someone at Epic Games I could email to help get this resolved?
Or an email address that would be able to handle this sort of thing
Hot damn, is this really happening? π
Other things, Time Of Day Editor, Muscle Simulation, all gone.. for now
muscle sim = Chaos Flesh?
yes
ah well, we'll get them again π seems like Epic deemed they were not ready for even the experimental tag just yet
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.
no problem
I was dead set to get it working over weekend
i got, and it's still bugged :D, im reporting my finding to UDN as I get them
either way its really customizable, you no longer need replication graph
Music to my ears!
does it already have things like network relevancy, or still pretty barebones?
it doesn't work like that
So what would be the approach to optimize network updates based on things like distance?
gimme sec, I launch rider to check class names (;
to start from
you implmenet class called ReplicationBridge
it's implement by default to retain replication abilities from old system, but you can make your own if you wish
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
DataBridges
have classes DeltaCompression, Filters, Prioritizers
for Distance Based Update you can use Filter
you implement ie. grid, to updated objects only for players in the same cell
or you implement sphere to slow updated based on distance from center, and shut down updates outside of sphere
what maintains the connection between an object (actor/entity) and the replicated data? some client ID like it was in replication?
afaik yes, there is ID
sounds like a pretty good pipeline that should be easy to extend and customize
Also "Prioritizers" sounds interesting, makes me wonder if you can set caps
yeap, looking at it, you can throw away default implementation entirely and roll your own, without touching engine
Prioritizers as name implies determine priority for object update
it does not mean like 0>1
so its order priority ok
but you can gain iomplement grid
and prioritize object updates closer to hot spots
(players)
and in reverse more objects in single cell, will have lower priority
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)
probably not out of the box, but if you can make your own prioritizer you can have control over the important pieces
the unfortunate part it is still using pollinig by default
but it's another configurable piece per class
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"
that should be dobale, but you would need custom DataStream with reliable packet ordering
or just adopt an architecture that doesnt need a deterministic order π its usually dependencies that are the issue
there other nice as well
like
default serializer for TSharedPtr<>
I mean if it is USTRUCT()
there is also default serializer for Structs, which supports delta serialization
nice
(but it's not used by most structs by default, you have to create your own serializer and reuse it)
also you can you "compose" serializerzer,
for anyone to adopt this, they need to provide a painless migration path so they will probably simulate how the existing replication works first
get ptr to serializer for type, and reuse it
it works like that bydefault
it's harder when you had lots of NetSerializer/NetDeltaSerializer implemented
you have to rewrite everything to new system
ah ok, new uproperty meta tags to control serialization and network, or based on the existing ones?
I mean you have to implement new NetSerialization
that's very base
from NetSerializer.h
implementing this, of course won't make it work π
there is still more boilerplate to implement
They are still working on this too, I expect them to make it easier to use before making it production ready
a good framework is easy to use by default, but customizable when you need
actually once you get grasp of it, it's quite easy to use
thats great news
most of people will be scared by the typedefs and reinterpret_Cast<>
constexpr and statics
the good part of it
well those are just modern language features π people need to stay with the times
is that pretty much is allocation free, once serializers are allocated the only allocs are from replicated data
actually implementing something like Detal REplication
is far easier than in old system
where you had to roll you own handling of previous data
it's now all handled for you, and DeltaSerialize is called untill it get ackd
so it's safe to use bit packing to indicate what changed
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?
Headers leak everywhere and trigger rebuilding of any user file
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."
is there a way i can go about debugging the header tool?
i don't have this issue with ue5 or ue 4.26/4.27, currently trying to build 4.8.1-release
@stable hemlock just realized im stupid but also got jebaited - after you wrote that now i understand 4.8 is really old
i was thinkng it was something inbetween 4.27 and 5 
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
yeah i see now
my bad
@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
i guess i should probablyt check the ue5 preview/early access versions
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
so in terms of the release branch, not quite sure when ue4 ends and ue5 starts
the tags are the same as the launcher versions
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?
@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 π
Recompiling the whole engine for little changes..
Isn't there a better way around it? π©
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 π£
No, there is no better way, this is how C++ works. Get a fast 12 cores CPU with 64GB RAM, put everything on a NVME drive.
What you could do is copy both files to a game project and try to iterate there
In non-Unreal projects you can actually compile single cpps, but that gets messy anyway with large files
Unreal doesn't have that afaik
That's seems like a plan. Thanks for the Answer and suggestion Weirder π
You could disable unity builds in every module... but watch the engine implode because their include structure is a joke.
And most of their modules interlink, so recompiling one will inevitably involve a massive chain reaction.
Not much they can do about that one.
This isn't going to help one bit
You still won't be able to compile a single .cpp file from Visual, and iteration time on header changes will be way slower
It would help with the module_2343.cpp recompiling, making small iterative changes. Though I think they've solved that one internally.
We're talking header, not cpp changes, here
And unity build is not slower anymore in iteration, as long as you've got source control correctly set up
Like I said just a line before!
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?
of course I fix it shortly after asking for help
Heh
I'm always doing that. Post question, then 5s later realise I'm an idiot, delete the question and get things working.
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 π
probably built the entire engine rather than side-by-side
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
Try pulling the latest update again. The guy responsible was fixing that error yesterday I think.
Gotcha! I'm an idiot. I thought I was doing that, but I still had a second local repository setup in github desktop, so I was pulling to the wrong repository...
I think it's working now. It's compiled 200 modules so far without any errors.
Neat!
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
Here's my .nets
thanks for any suggestions anyone can povide
using VS 2019, idk if thats a problem
When I was compiling yesterday, it worked for me with these (on VS 2022 / UE5)
wait you're on 5.1, nevermind - I was doing the release branch
yah, saw someone else saying 2022 was required so I'll give that a go
btw, what is that software
WizTree. It's kinda like WinDirStat if you know that - just faster.
I managed to get the engine size down, eventually, by simply activating NTFS compression on .pdb and .obj files
would this have impact on debugging load time
yes
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! π
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
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
btw building with the settings suggested above worked perfect for me
for 5.1
on VS 2022
yeah I've got all of that set for myself.. the issue here is that I can't even get to generating project files
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)
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 π€¦
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?
I believe the default branch is release, did you specify the 5.1 branch when cloning?
I'm not entirely sure what GitHub downloads select
I did it via cmdline
git clone https://github.com/EpicGames/UnrealEngine.git --branch {name} --depth 1
ah ok, interesting. I guess I will do this 5 hour process again!
thanks for the suggestion
yah after you clone and generate the projectfiles you can cd into UnrealEngine and then use
ls -a to browse branches
or wait sorry git branch -a
and then if you're wanting to use 5.1 use
git checkout 5.1
when you're cd'd into UnrealEngine
ok cool thanks. Its strange the web/Git client does not work the same way
this whole process is strange lmao, Im an artist not a developer
haha agreed. I am a musician π
yah, looks like the git website is kinda deceiving. Basically it still downloads the default Release branch (not the one you selected from the dropdown). So I should just do it via command line https://www.howtogeek.com/devops/how-to-clone-or-download-a-specific-branch-from-github/
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 π
If you use a release tag and the VS + Win10 SDK version outlined in release notes, it will work 100% of the time
On UE5 source branches it's less surefire and some versions won't build, so you'd just take another one
If you mean ue5-main source build, then if you don't get an answer for the next few hours I can check the commit I'm on when I get home. It's from around mid-late August and it's pretty stable. And of course I'm on VS2022 but I'll check the additions I have selected just to be sure for you (sdk etc).
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
Got it working: "./UnrealEngine"
I tried 4.27.2-release with VS 2022
I don't know if Rider has full support for UE5 yet, if it does, I'll upgrade
Make sure to use the version suggested in release notes if you have compile issues, sometimes VS releases have compiler issues / regressions etc
Using the same version is pretty much guaranteed to work though
source engine
I think version 4.xx need VS 2019
So I'll build UE5 and see if Rider now supports it, thanks for help
It does not, especially 4.27 works fine AFAIK - not to mention you can use VS2022 with a much older compiler
This is what Epic recommends though:
Visual Studio 2019 v16.5
Windows SDK 10.0.18362
Actually used to compile releases: Visual Studio 2017 v15.9.4 toolchain (14.16.27023) and Windows 10 SDK (10.0.18362.0)
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
I'll check that toolchain too, thx
Rider has been supporting UE5 since the EAP release π At first it was a separate "Rider for Unreal" release, but now its part of the main release and is excellent.
Great, I was using "Rider for Unreal" (pre release) with UE5 and it had extremely slow intellisense so I went back to UE4.
I'll try UE5 this weekend and see the improvements π
wdym by "ue5 support" code is code, there is nothing specific about it
Rider IDE integrates more into the engine π can search in BPs etc
that is optional thing and the plugin is separate from IDE
At the start, Rider for UE5 was poorly optimized and had as slow intellisense as Visual Studio
there is no "rider for ue5", there was only "rider for ue"
when tried rider for ue it was ok just more memory hungry, plus i use primarily r#
Rider was certainly better than vs2019 in the first few early access versions for me
in sheer speed of finding symbols that is
π€
rumors, that creative 2. might finally arrive in december
I'm using it and it's working perfectly
Right now with ue5
Anything is gonna have slow intellisense until it's done its first complete code scan.
Gotta give it a while when you load up ue5 for the first time, I suspect.
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'
What the heck error is this
Delete hololens? π¦
I was thinking about it
but cba I just downgraded to Win10 sdk
if doesn't work now hololens getting fuckin nuked
Hello, anyone tested 5.1 modeling tools. how much changes it has? any pic? thanks.
anyone else getting crash after setting shader model to 6?
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)?
If you were already planning to ship 5.0, 5.1 is probably not much worse stability wise, but I'd wait a bit right now
It branched off like a week ago
yeah, thank you for the advice. I think its been two weeks, but yeah still pretty fresh
fwiw I'm planning on shipping a mid-october 5.1 branch myself
But I'm still seeing editor bugs today
yeah, there's been a few bugs but better than 5.0 honestly
TDR ?
It's not like UE4 didnt have bugs too π we all need to work around them or even sometimes fix in-engine ourselves.
5.1 right now is not exactly UE4 levels of stable
Thats a good point, i just had it in my mind that it was the unspoken rule to never ship on a non RC version. I can see that its silly to think like that though
Most non indie titles ship on non-releases
As soon as you have a dedicated engine dev you're gonna stack up some minor changes to the engine
I feel like thats a recipe to get stuck on an old version of unreal but i guess thats a pessimistic view
Not really because you can rebase changes
But some studios definitely do lock on a specific version
If you don't need anything, why bother?
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.
Arguably that's also things you can kinda manage yourself if you have a big team but.... Yeah
Ok turns out the fix for this is putting bEnableUndefinedIdentifierWarnings = false; in HoloLensTargetPlatform.Build.cs and then downloading win sdk 18362
I think it's problem specifically with the OculusVR branch
GPU crashing
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.
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
the merge conflicts are your engine changes
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?
You might have a more recent version of Visual Studio that was intended for this engine release
You can probably patch the code (replacing the offending divider by X == 0 ? 1 : X or something like it)
But I'd suggest using the appropriate VS release instead
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?
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
Using the BuildConfiguration.xml now
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
Have given up and am installing VS2017 since that is what works on my machine
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
Any idea on why Setup.bat would stuck on this.. ?
Looks like GitDependencies is struggling
Fixed it.
Did you ever figure this out? Seems like nobody ever responded to you
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?
No one will be able to answer that on here due to NDAs, you'd need to ask in some approved area like the console section of UDN or DevNet
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?
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.
Around 200gb is for a single platform/configuration
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?
In my case, I am planning to preserve property values declared in C++ on instanced objects, which are not accessible to modify by Blueprints.
I think the fear was on construction scripts, you could basically have logic pile onto existing values
copy, thx!
In spring when i builded 5.0 then after every build i copied bridge manually to rocket build plugins folder. Worked.
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?
i'm pretty sure running unreal version selector in the binaries folder will register it there
Has anybody had issues pulling or doing a fetch recently?
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
I have deleted the folder, put it in a new place, downloaded it 50 separate times
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
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
even though it showed almost 20k files that were not resolved
i did not see any option on github desktop app to change from shallow to full\
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
I'm not sure GHD has all those features. It's pretty simplistic.
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
after doing such, no joy
it works flawlessly on my other PC, just this one seems off somehow
one second
its int he middle of another download attempt
might be more than one second π
I guess it's not because you haven't set your github login credentials.
What I immediately thought when you said you had to reinstall windows π
"error: packfile .git/objects/pack/pack-37c1ffc0e5a11b4e80177aa5ea683763de50d5b9.pack does not match index
error: packfile .git/objects/pack/pack-37c1ffc0e5a11b4e80177aa5ea683763de50d5b9.pack does not match index"
i get a ton of those
i actually just did that, I removed my github from Unreal, then reconnected it, thinking the same thing
"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
"
it errors out at about "Resolving deltas: 32% (1026134/3181046)"
Are you sure your hd isn't just broken? π
its brand new lol
I've got no idea.
yeah
Brand new doesn't mean it works. π
Have you tried checking it out via command line rather than ghd?
well, im new to that, but I can try
that will be my next attempt if this shitshow doesnt work π
GitHub gives you the commands to do that when you view a repo.
its been a long time since I used gitbash
just uses a dos prompt with the git executable.
yeah
i got git installed already, after this last attempt I will give that one a go
I created a new one
for this download
ill do the same again for the next one π
Good luck! I'm off to bed. Sun will be up soon...
use shallow clone if you have troubles pulling engine repo
make sure you have at least 300gb free
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
just dont use githubdesktop, it is quite bad
π
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
yeah, what is annoying is, you start over EVERY time π
thats why shallow clone is good - it pulls only N most recent commits and not whole git history of 500k commits
π
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
doesnt it bundle with git for windows?
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 π 100% no difference
is what I am doing now
yeah, thats a full regular clone. you can add --depth=NumberofCommits like 1000 to pull only recent commits
ah, perfect, thank you
oh, also --no-single-branch
so it pulls all branches initially if you dont specify exact branch to clone
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.
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 π¦
engine is just a bit too big to download quickly
i had to make a script to download it by 10k commit batches
since office internet is bad (2mbps)
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 π
@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 :/'
git fetch --unshallow
google for shallow clone for details
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
because you have subfolder /ue5source/unrealengine
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! β€οΈ
Hey, I need to built it from source for server purpose. That means everyone in the team has to do the same?
If you use the same release tag from the source control, it should be okay, I think.
have a separate repository for source engine, and a way to share or sync binaries or have custom installed build
also UnrealVS has a handy "Build only startup project" that is a must-have
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/Win64β¦I have run it but it says βThe current folder does not contain an engine installationββ¦
And I tried many other solutions.
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? π€£
Dumb tool.
in "Switch engine" you click on [...] button and select engine folder
or launch it at least once so it self-register in windows registry
wasn't the original estimate something really absurd?
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
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.
Radius of the sun is a rounding error
But center
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.
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)
Ahhh.. the issue was Instanced Stereo turned on, issues are gone with that unchecked
anyone know how to get NVIDIA DLSS to compile for 5.1 ? I tried to use UnrealBuildTool.exe but get a bunch of errors
posting the errors might be helpful
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
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
full log here
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.
have you tried SteamVR? Oculus is fine, but I get this crash with SteamVR:
Hmm, no I've just been using Oculus VR with the open XR plugin
Oh and when running the packaged exe I still get noticeably worse performance and consistent crashes :/
This is 5.2 though not 5.1
You need to play in standalone with these launch parameters -vr -norhithread
@quiet oracle yea that was working for me for a moment but then it stopped working. I'm back to crashing no matter what with SteamVR
https://twitter.com/iBrews/status/1572078719874785280
Are you using Virtual Desktop?
@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 ?
i hope it can replace perforce ;o
In my problem, the "Switch engine" option does not appear anyway.
How can I run standalone game with debug symbols attached ?
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
Did you run setup.bat? those shell extensions should be there
Do I need to cook assets and I need to compile in Development Editor configuration ?
In this mode, where you have the unpackaged uncooked game without editor, the defaults will work seamlessly
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)?
Hey ! Yes something is missing from the .gitignore, I've made a pull request for it there : https://github.com/EpicGames/UnrealEngine/pull/9616
@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 toοΌ
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
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 π
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
Issue was resolved by putting it in the Plugins/Runtime folder instead of creating and putting it in Plugins/Marketplace/
Hi is the branch 5.1 or ue5-release-engine-staging more stable?
5.1
Thx
How long until 5.1 ships?
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)
wait really?
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?
ok, I start to believe that creative 2.0 will be in december
finally π
and unlike unreal script, Verse will probabaly have first party support from JetBrains
I just hope the final version of verse won't be anything like what we saw
unfortunetly.. I doubt it. It's conna be Python mixed with Lua and randomly throwed C
And I sure hope it isn't crammed into the BP VM
Well that gives me a bit of hope
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?
You have to move everything
Will be very slow to build on non-SSD (think multiple hours)
oh then no luck i guess
days*
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
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?
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?
Mmm if Verse is a reference to the metaverse/universe, is Solaris a reference to the most important star system of such universe?
Verse is a new gameplay scripting language
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?
This is a character that I've modeled for the Anticto Studio as part of Mutable tech demo. Mutable is a API for character customization and general dynamic 3D content for videogames or graphics applications. Itβs flexible, powerful, portable and integrated to Unreal Engine 4. That's the same API used by PlayerUnknown's Battlegrounds for characte...
seems like.. Epic was on new shopping spree
What do you mean? Is the plugin part of the engine now?
yep, looking exactly at that folder as i could not find the commit
that's interesting
something like this was bound to happen, metahuman without proper character customization is just fancy face creator
== useless in most cases
yes, would make sense as the next step.
does anyone have an issue, when sometimes Trace Store works (for Insigts, anim debugging etc), and sometimes dont ?
it doesn't change anything, since editor plain does not connect to trace store process
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.
Yeah when it connects to trace store it works fine, but it does not always connect.. which is pretty annoying.
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
Ya I am thinking so, going back to 5.0 non main π
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?
- Is this to allow for undercover development and release it later as a surprise?
- Or is it because they intend to release it through the Marketplace? Free or not, but it would allow for quicker iteration
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.
There is special Restricted folder
and it's usually reserved for things, which either barerly work or not sure if ever release
Found a vid here:
A tutorial on how to build Unreal Engine 5 from Source (github)
Unreal Marketplace: https://www.unrealengine.com/marketplace/en-US/profile/eeldev
Unreal Products: https://www.unrealengine.com/marketplace/en-US/profile/eeldev
Developer Website: https://eeldev.com/
Twitter: https://twitter.com/dryeeldev
Discord: https://discord.gg/3Yu7pEy
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?
the only difference is not having source control (cloning it is one button)
you definitely want source control
just cloning it is 90% the same as this video from what I can see
what is source control used for?
git/perforce et al
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
Maybe I should get Git desktop.
I am trying to update my ue5 build. I used git clone -b ue5-main --single-branch https://github.com/EpicGames/UnrealEngine.git to build it in the past. How do I do a gitpull? I tried using git pull -b ue5-main --single-branch https://github.com/EpicGames/UnrealEngine.git
Didn't work.
But if you are working alone why would you need perforce especially if you are using a build that is not released yet which is why you are building from source.
a single branch would be a much smaller download
github will just get the whole thing lol
tracking and backing up your own changes in git
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
Ok. Thanks. You are saying that command is meant to download only the single branc which is a smaller download and cannot work with git pull as git pull will download the whole repository so in otherwords anytime you need to update, simply do a redownload of the ue5main build with git clone -b ue5-main --single-branch --depth=1 https://github.com/EpicGames/UnrealEngine.git and recompile?
you need to clone it first to actually get it. pulling is when you pull their changes to change your local repo
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
How do I get Git gui?
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
Thanks. But doesn't source control add to file size increase?
yeah, the .git folder will get pretty large
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
Ok. I have downloaded git desktop. Added the cloned branch I have to the app. It currently says no changes to the repository
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?
may as well just do a hard reset on the latest commit when things get weird
How do I do that?
I need to use git reset --hard HEAD? I am not sure where to enter this in git desktop.
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
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. π
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.
ue5-main is not supposed to work all the time
Get another commit and rebuild
Thanks, ill try this. Wasn't sure if I was updating the wrong way or something
AMD's new Ryzen 7000 Series of processors have arrived, promising faster performance along with new features like support for DDR5 memory. The previous gen Ryzen 5000 already faired well against Intel's 12th generation in Unreal Engine. Will AMD be able to improve its lead with these new CPUs?
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?
I noticed that there is now a dedicated branch for UE5.1 https://github.com/EpicGames/UnrealEngine/tree/5.1
It is now only accepting fixes for blocking issue like crashes, so I bet that we will see an experimental build quite soon now π
The 5.1 branch is currently open for critical bugs only
source https://github.com/EpicGames/UnrealEngine/pull/9553#issuecomment-1268609619
5.1 experimental really is just around the corner π
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
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?
Do you think 5.1 will support pathtracing for Nanite? or will be in 5.2?
I don't know but I think it would be mentioned in the roadmap
https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/846-path-tracing-improvements
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.
Ok, I tracked it down. MobileDevice.dll was too new of a version
True. I think that would come for 5.2.
wait, there's a 5.1 branch now?
yeah, I didn't check in the last weeks (I was on vacation)
5.1 preview appeared on the launcher
hmm nothing happens when I click Install on it?
Same here.
I have been always looking for the actual utilization of TObjectPtr lazy loading in the engine. Is this it?
https://github.com/EpicGames/UnrealEngine/commit/3476777206ad6a58a86065f87af8803f010546a6
Probably
Yeah, seems BP is also updated internally to use them, so these types won't require full loading when referenced from BPs
You think this is tied into the Virtual Assets feature?
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.
That alone is indeed a good change. I was investigating a slowdown opening an asset recently and checked what was happening behind the scenes.. whoa, almost all the project was being loaded at once.
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
yes, it is a repeating problem for us too. All you need is a few BP casts going against common abstractions.
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
yeah, definitely not but there are todos for switching even UFunction to it. That could improve it for editing experience.
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
Cooked assets load faster and with less data the editor needs π
I know, but if it load half of project it is still not good ;d
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
Im not sure it does? Ive been assuming thats probably an editor only artifact? But I actually havent tested if its different in cooked build vs editor
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
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.
editor loads additional referenced assets based on hard references and these are resolved same way in cooked game - by loading referenced assets. If your asset loads half of the project in the editor, I am 99% sure it does so also in the cooked version.
Try #gameplay-ai but there is no good material I am aware of. You are probably on your own.
Yeah I figured ai would be more about behavior trees and not engine deep code. I'll give it a shot though, thanks.
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.
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?
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 π
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.
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 ;
Ok. So using build instead of rebuild will take less time to compile. Thanks.π
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
Depends if it's a full build or a project build
Usually i just right click on the UE5 subproject and it throws 5000 files to compile
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
Sorry, i wasnt clear. Its the engine source
Just went to do a project only build and this is what i get
Okay but the engine source should ideally be built from your project's Visual solution, rather than the UE5.sln file in the engine folder.
Oh really? Ive always just done it through the UE5 solution
There's your problem
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
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?
Any you're not actively using
thanks ill be sure to do that
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 π
thats amazing! Thanks for the info @thick storm
Anyone using ue5-main and able to build and package a project? If so please let me know which commit youβre using, thanks.
Another error while building
Did another git pull, still compile errors. If anyone builds successfully, pls let us know if it works.
Failed to find shader type FSSDSpatialAccumulationCS in Platform SF_VULKAN_SM5
Attempting to launch UE5.0.1 on vulkan throws this
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?
Looks like network prediction is alive? https://github.com/EpicGames/UnrealEngine/commits/ue5-main/Engine/Plugins/Runtime/NetworkPrediction
No, it's not
Like any code plugin it will be updated when 5.1 is available for good
Anyone able to build ue5 main recently?
yeah, I had to make some world leak checks not fatal though π
I can get the commit ID if you like
f467590f16e904248e76b31e4eb6d06a055813e2
Thanks. My sincere apologies about the question I am about to ask. To do a git pull using the commit ID, you use'' git tag f467590f16e904248e76b31e4eb6d06a055813e2''?
after entering '' git pull origin ue5-main '' ?
git merge f467590f16e904248e76b31e4eb6d06a055813e2 after you have it fetched
cherry picking might help... unsure
I generally just git extensions around
Ok. so use git fetch f467590f16e904248e76b31e4eb6d06a055813e2 first before merging. Thanks.
@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.
Thanks a ton
@dense phoenix Sorry when you say in root directory of repo, you mean the git folder on your local hard drive?
oh yeah, I neglected the checkout step
that is git project root
my bad
@dense phoenix Thanks π
No worries man. Appreciate the commit ID you sharedπ Thanks again.
Git Extensions makes me forgot what I'm doing with raw git commands
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.
@dense phoenix I am not sure if I am doing this correctlyπ
Am I supposed to add the https://github.com/EpicGames/UnrealEngine after git checkout f467590f1?
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?
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
"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
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."
How do I that? with git config?
Thanks.
Its downloading now with git fetch origin commit ID and use git reset after. Thanks.π
Git checkout <git-hash> . (With no url) I was referencing the directory online with the url.
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.
Here are some guides that might help. https://devopscube.com/checkout-clone-specific-git-commit-id-sha/
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 donβt use anything with βhard or -f unless someone has committed secrets or something
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)
Oh, I have never heard of a git ID. But idβs 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.
That's not true either
The git command line works the same everywhere, for the most part
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.
Git bash is an emulator so not really windows. You probably know this. I was assuming that the person previously with the git problems was using git without git bash emulator.
Sorry I am on a train.
Sorry this has become a git channel. Maybe we need one.
There is one
For the record, all Git commands behave the same in the regular Windows terminal
There is no need for the Git Bash specifically, other than comfort
@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?
sigh.. someone blocked the Git sync again with a huge PR with thousands of files..
Are you using ssh or https? personal access token is for https
ssh errors are quite a hassle
It has to do with windows vs nix filesystems. it's not important if you are strictly in windows. i agree windows commands work exactly the same. I just lost a lot of time with this difference once.
@dense phoenix ill be honest, I have no clue what I am using π
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
jenkins plugin uses ssh i think
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
add credentials
and change the url to the https one
add personal access token to the credentials
did you make a personal access token?
that should be in place of where you put a password
generate a new token and copy paste it into credentials
ype, did that
k, one sec
... that might have worked.... you devil dog you
and this branch, should be release, right?
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
so not ssh username and password
just username and password
ue5 branch is ue5-main
yeah, i put that in there, but its still looking for origin.... need to do some digging
you can set up ssh if it really wants it
that is a different thing in github
https://github.com/settings/keys there are help documents there
copy, going to look into that. thanks
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
I did try that in line 11 of the image :#engine-source message
It says this operation must be run in a work tree
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
Appreciate the help. Thanks.
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?
git pull = git fetch + git merge. Git fetch doesnβt change any of your files. It just gets the git metadata that contains the file changes. Git fetch βall 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 doesnβt change existing code on your local repo.
I donβt remember.
@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 π 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.
Still getting this error: #engine-source message
I keep getting this anytime I build.
Maybe I ahould delete the whole folder and restart again?
Show the actual compiler output, error list is always wrong.
Its still building atm over 4 hrs now.
If I check the errors tab. Thats shows up. Or should I ignore it?
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)
Ok thanks. Might be the ssd. I am using a 64gb ram laptop so I am not sure why. I will try to be patient.
@dark spindle Nope. Didn't work
I get this error when I try to run unrealeditor.exe
So what is the error in that window now?
Or am I supposed to update VS 2022 to the latest update?
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
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.
No
The actual error, earlier, above in the log
That's just saying the build failed
\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?
Check if UnrealEditor-NNXUtils is something you need. Again, strongly advsie compiling through your own C++ project
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?
Again, just disable the plugin and build from your project
Ok. Thanks
Dumb question: How do I disable the plugin in Visual studio?
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?
found this: https://forums.unrealengine.com/t/error-msb3073-building-4-26-caused-by-extra-quotation-mark/471123/5
Sorry, itβs been a while, but to the best of my recollection you can just use the traditional Windows 10 Command Prompt to run the batch file manually (I donβt know how to fix batch command that is generated by Visual Studio). I did it manually like this: Using File Explorer, navigate to the folder where your Build.bat file is located. In t...
Seems deleting the offending folder solved the issue. I will give it a go.
You don't
You disable it in your uproject file, or the engine's Plugins list
can you pls tell me where the engine's plugin list is usually located?
Edit / plugins
In the git folder?
In the Unreal Editor
I can't do that because I can't build Unreal to access the Editor
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
Ok. Thanks.
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.
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.
add plugin to your uproject and set "Enabled" : false
Guys. It finally succeeded:
π
Turns out deleting the folder worked.
Thanks to everyone here who helped me. Won't be possible without your help π
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
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
support for Unreal Engine as a Library
wot?
New thing from 4.27
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/BuildAsALibrary/
Huh
https://docs.unrealengine.com/5.0/en-US/building-unreal-engine-as-a-library/
this is the 5.0 specific page, and it specifically mentions your project's Target.cs
Yeah, I used that page, and thought that by project they meant unreal engine source project, screenshot of target.cs file from which I attached to my message. Is it target.cs file for some different project additionally to source code project?
the "Target.cs for your project" is pretty clear cut
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.
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...
Is there a way to read GBuffer pixel data ?
Wrong channel. Try #materials or #graphics
what's the command to clear the cached console command history?
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?
https://github.com/NvRTX/UnrealEngine/releases/tag/nvrtx-5.0.3-2 you guys saw anything about "Shader Execution Reordering" on latest commits for ue5-main since 12th?
https://www.reddit.com/r/nvidia/comments/y1n72u/todays_benchmarks_likely_dont_include_the_new/ thats why im asking also
No? All the commits are in the branch nvrtx-5.0 on nvidias fork which you linked to
Is there a way to compile the engine source like a launcher build ? So it does not do 250gb.. ?
It's hardware feature
it doesnt need to be implemented
like branch prediction on cpu
https://dev.epicgames.com/community/learning/tutorials/Jd3M/creating-a-custom-install-build-with-ue5 but i never got it build because of the errors
Are you telling me that I won't need to wait for ages when right clicking dozens of selected asset?
took a long time
I do hope it comes to mainline sooner than later
might be the first public outing for verse
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
sounds game specific / like something they would like to keep for FN only. But Verse is coming.
still I guess it has something to do with commits "cooked editor"
and seems like something which can be a plugin
there's no specific code for verse on the p4 ?
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.
How can I pull ULevel metrics, like number of blueprints referenced and file size? I wanna use this for an editor tool
I believe in order to answer this, you'll have to find it within the engine code for yourself
It looks like Level.h/cpp - ULevel::AddReferencedObjects might be a good starting point.
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.
Iβll take a look here, thank you!
I ended up deciding thatβs what I needed to do. Yesterday I dug through AssetData, ContentBrower/ContentBrowserData, and EditorUtilityLibrary.
Have a look at the SizeMap tool, it shows referenced objects for a given asset and the estimated size of each of those assets. It works on levels as well:
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
Thanks, Iβll dig around that
Hi, how can I change the project version from ue5_main branch to release?
Depends on what version your main branch is. If you are already using a version higher than the release version, then you cant. If you are using main that is version 5.1, then you can move your project over to 5.1 when its released soon or use the preview release.
5.1 preview 2 is out on launcher π
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.
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
Engine\Source\Runtime\Launch\Resources\Version.h will show the engine version
ty
Looks like the Horde suite of tools are going to be branded under "Unreal Cloud"
https://github.com/EpicGames/UnrealEngine/commit/878b748a8ce7fc3761533379a7ef02cd1912be26
still waiting for Skein ;D
I'm hoping for a Fortnite Creative 2.0 announcement along with Verse π
im 99% sure it releases in december
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
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
Rightfully so. But I'm hopeful for something new to shake up the status quo. Git itself is great for code but Git+lfs is...... Okish for games. Haven't used plastic. Perforce has some annoyances but is my favourite of the bunch for this purpose.
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
Like Visual SourceSafe of old
I'm lucky enough to have avoided that. Started with svn around 03-04
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
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
We'll see once there's more info than random references being scraped from commits
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.
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.
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.
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
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
so it Rquires ScyllaDB, that would explain why it is hard to deploy ;
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?..
Unless you can find the raw plugin files somewhere then yeah just do that
Why do you want your source builds in the launcher? I've not had to do that once. If its simply to install a plugin that will install to Engine only, then yes install to a vanilla engine version, then copy the plugin files into your game folder (IMO you should always do that anyway)
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\
Thanks!
It might be a question from someone used to how Unity Hub works (at least for Unity devs with source code access, I realize it's probably not the case)
In any case, it's a nice thing from the Unity Hub π
correction: cooked assets are using different system called Zen (Store). https://docs.unrealengine.com/5.0/en-US/zen-store-in-unreal-engine/
It is indeed built for more things than just the DDC, they confirmed it in an UnrealFest talk today (the geo-distributed one with Coalition)
Nice, thanks for info!
a missed find and replace on that readme
both AWS and Azure are supported. Epic uses AWS, but Coalition uses it on Azure.
yes but read the sentence
hahaha β€οΈ see it now
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?
Depends what they mean by latest drivers, optional drivers or "recommended"
Optional are the up to date ones and they should be used
ill ask, thank you very much
Non-WHQL drivers always have issues for me. The September ones broke browser hardware acceleration, and Youtube among other things. :))))
how is preview 2?
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.
It was on a shipping build but Iβll try to send someone a test build to try, thank you!
Oh yeah HW acceleration on stuff like YT videos is broken on some GPUs with the optional drivers but it should be fixed with the next update
But in general I find them much more stable
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
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
At one point, I had linked my Epic Games account to my GitHub account and accessed the Unreal source code. Later, I removed myself from the Epic Games developer team that is required to access to source code. Now I want to access it again, but there is no way to rejoin the Epic Games developer team. How do I access the repo again without having ...
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