#engine-source
1 messages ยท Page 3 of 1
Any idea why I cant compile the source ?
yeah, looks like a function body isn't defined and therefore isn't. What branch did you pull from? Maybe it was just broken at the time, pull latest and try again?
If you're pulling 5.1 or ue5-main you shouldn't necessarily expect it to compile.
Yes it was ue5-main. I switched it to release and compiled successfully. If I am not able to compile ue5-main, how would I check if my pull request working as if intended
They just released a new driver that fixes this in case you need it
Oh good to know TY! From looking at Reddit seems like a few unresolved issues still linger, like the on sleep driver hang. The next recommended one should be perfect for UE 5.1 though ๐
Hi! Is there any docs or advice on what to do with the Build.version file when using source builds? Seems like when compiling via UGS it gets updated but when I update my workspace to the latest version it wants to overwrite it. So what is the correct way to deal with it? Put it on the ignore or submit it whenever it changes?
You should never need to submit it, just overwrite changes, or exclude from stream mapping on programmer streams, or don't sync via ugs if you're a programmer just use p4v directly.
Ok so I'll just leave the Build.version on Perforce like it was on the engine version we are basing on and will only change it if we update to a newer version from Epic?
Thanks!
I have seen the talk on the Fortnite Workflow and how they use Perforce with their Unreal Source Build and they mention that they use incremental builds for fast compilations. Is that something one has to specify in the build settings or is it just adaptive unity builds? Or is it the opposite?
By default they will be incremental unless you pass -clean into the cmd line.
Oh yes that makes sense...is there a way to make them faster? Building precompiled binaries takes about 5 mins and working on the engine and then compiling takes a little longer. Would FastBuild help there when using unity build?
I've never used FastBuild with Unreal so I don't know, but I would not expect much improvement even with lots of build agents. Imo you'd be better improving machine specs - nvme, more ram, more cores, faster
Okay, thanks!
May I also ask which command/script you are using to package your game using a source build? We are using RunUAT.bat but since the switch from installed build to source build our packaging times have increased by about 40 minutes.
40m sounds like a reasonably good pc compiling the engine.
Have you tried packaging again?
It shouldn't need to recompile the engine again.
So what are your build times even if nothing has changed? Takes 40m for the RunUAT to complete? Seems high but depends on your project I guess. I'm not at my computer but I can paste our cmd later on.
It's already without anything changed. In total about 2 hours for compiling and packaging without any changes made, without cleaning the workspace, with providing -noclean to UAT
Ouch! How much of that time is compiling? How much content do you have?
Our source game package takes around 20mins usually, on a medium spec i7. The first time was around 2 hours IIRC.
Build Machine has an i5-8400@2.8 GHz, 64 gigs ram and project is currently on an HDD
compilation takes about 30 minutes (40 with some minor changes)
Content folder of the game project is about 138GB
Definitely worth upgrading to nvme if possible, or at least ssd. You'll notice a big difference I suspect.
Okay, that's a good first step, thanks! Is there anything to optimize regarding build settings? Or is it fine to leave them at their defaults?
Not that I recall
Okay thank you very much for your help!
hey good morning
so launcher is not letting me download the engine so i am having to use source to do so
this will be my second time compiling the engine
but am wondering if i am able to still use my plugins that are on the launcher?
new computer so they are not downloaded
You need to download them via the launcher. I believe there's a couple of open source launchers on github you could try if the official one is not working for whatever reason.
Hey folks. Not sure if this is the right place to ask this but I'll delete and try again in another channel if need be. I have the following problem:
I have a CPP project and I'm having a weird/new issue which I wondered about anyone else encountering. I enabled a new plugin, which works fine on a blank project, but all of a sudden in the project I want to use the plugin for, any changes I make to my DefaultEngine.ini and EOS plugin settings get reset every time that I:
A. Build from VisualStudio
B. Launch game from Epic Launcher
Any idea what's going on?
Thanks, the build times are 40 minutes shorter now! I guess a better CPU and a nvme will make it even shorter
roger, thanks
hey all, where was that bat file that fixes engine association for custom built versions?
can't seem to find it
You can do into the binaries folder and find the 'unreal version selector' exe and then run it.
It will register that install of the engine
With 5.x I guess so?
don't forget to do the light setup.bat
This looks cool
I think it could be then easy to move marketplace content packs to plugins, so that it won't be sitting next to the project content
Hello, i have a custom material node and thought it compiled and worked well but then i noticed i get error x3004: undeclared identifier when i use the last connector on the material node, the others work.
Then i found a solution but dont understand why it works.
Why wouldnt this work:
#if WITH_EDITORONLY_DATA
UPROPERTY()
UMaterialExpressionCustom* InnerCustomExpression[static_cast<uint32>(EOutputName::NumElements)];
#endif // WITH_EDITORONLY_DATA
But this does:
#if WITH_EDITORONLY_DATA
UPROPERTY()
TArray<TObjectPtr<UMaterialExpressionCustom>> InnerCustomExpression;
#endif // WITH_EDITORONLY_DATA
What's the magic behind TArray<TObjectPtr<UMaterialExpressionCustom>> making the shaders compile correctly?
Do I really have to rebuild everything (which takes over an hour) whenever I make a small change to the source code, or am I doing something wrong?
I see hahaha, thanks for confirming. Is there a way around it if all I'm changing are .usf shaders btw?
well
for shaders
it's even worse
i mean once you modify some shader that is included everywhere
it will need to regenerate every possible combination
aaaaaaaaaaaaaaaaaaaaaaaa
not necessarily, but why are you not building your engine to be project specific
waste of computational resources to do a full engine build if the project exists
Maybe I'm doing it wrong then hahah, please enlighten me
I need to modify UE's TAA shader
project and engine side-by-side, compile only the game inside UE5.sln
depending on your CPU, you should see a pretty significant reduction in build time since you're only building what your game actually uses
Ohhhh, didn't know that was a possibility. You mean just building the actual game like this, and it will be affected by changes in the engine's source code?
No wait, I think I misunderstood
if they're side by side then GenerateProjectFiles.bat creates a UE5.sln with your game in it
if you build the game target from there then that's a good chunk off your build time
I'll try that, thanks a lot!!
Does it increase compilation time for the game itself if I do it that way btw, compared to just using separate binaries?
the initial compilation will be the engine components + the game, after that'll just be like you're used to
unless of course you make engine changes
That's perfect then, thanks a lot!
Even by compiling the game only, it's gonna take like the whole day to compile this - but earlier today I compiled it in like 30min
Not sure what's going on :c
You have to make sure you're compiling the game target and never hit build solution
Make sure the game is the startup project
Ohhh, I think UE5 was the startup project in that case
It had 3k things to compile, is it usually less when only compiling the game?
Ok, to my surprise, after the initial compile, further changes to shaders are taking less than 10 seconds to rebuild. Pretty happy about it!
Thanks for the help
depends how many plugins and engine modules you use
or if you've disabled some default plugins you don't use
can some one cheek how to use SNumericRotatorInputBox
if i #include "SlateFwd.h" and do
SNew(SNumericRotatorInputBox<float>) macro throws incomplete type 
https://docs.unrealengine.com/5.0/en-US/API/Runtime/Slate/SNumericRotatorInputBox/
Probably because SNumericRotatorInputBox isn't defined in SlateFwd.h
The docs are wrong.
It's Widgets\Input\SNumericRotatorInputBox.h
ye #include "Widgets/Input/SRotatorInputBox.h" works
and in SlateFwd.h there is also SRotatorInputBox confusing
FEditor style stuff is a different module now if that helps
at least it was for me in 5.2
i have no idea which section this should go in so i am sorry if this is the wrong place. is there a way of setting commandline arguements by ini? we are using a lobby system that creates match instances and the commandline arguements for the lobby do not get passed across. i was hoping that setting by ini would globalise it if that makes sense
hey, I'm curious if anyone knows why UAT/UBT can't compile and I get a lot of errors just like this saying access is denied
Sounds like you either checked in binaries that should not have been checked into your VCS, or if you are using Perforce you havent setup filetypes to have soft locks on files that are ok to be replaced
Some info here, if you are indeed using Perforce
https://docs.unrealengine.com/5.0/en-US/using-perforce-as-source-control-for-unreal-engine/
I haven't even connected this to source control
Then your files have a readonly flag for some other reason. Or possibly your file paths are too long
hmmm that could be a reason let me check
If you are building the engine inside a folder nested deep somewhere, move it to a root folder
this didn't work, the name has been shortened too
here's the log if you or anyone else is able to have a look, I also found that this guy had the same issue but there's no solution posted https://community.gamedev.tv/t/ue5-wont-compile/197647
Iโve been working with UE5 lately and the Bull Cow game. I was sculpting the area and enabling some settings like Lumen and hardware ray tracing. However, I cannot compile code. This is what the log states. Thanks. Log started at 09/04/2022 14:43:17 (2022-04-09T13:43:17Z) No config file at C:\Users\Sam\Documents\Unreal Engine\UnrealBuildTool...
Sorry I grabbed the wrong log
I've used the engine but added a plugin to my project and tried to rebuild it and now I get this every time
I would try deleting intermediate and regenerating the solution by right clicking the uproject
thanks I'll give that a go
hmmm I get the feeling that something is wrong here, I know I did this before and it went through fine
Your directory might be marked as ready only
I tried that too, I found that dotnet was running on my pc and locked everything up. I have no idea why it happened though
ahh Unreal
I see, so this is a "feature"
Guys, a thought came to my mind. Can anyone tell me if I can somehow change the drop-down text with a hint in Blueprints? For example here...
I would like to try to translate all the functions into my language for myself and others.
Most likely it is possible, but is it possible for a noob like me to do it?
You know, a list of some files in which you could just change the text. (I would like it to be something like this)
Short anwser: In blueprints? No. Using the localization dashboard. Maybe.
Longer answer: the localization dashboard is a tool for translating text to other languages. You should look up some tutorials explaining it. Usually it's for translation of game text but there is a target for the engine so you could likely find where the function translations are. As for sharing your translations with others thats a bigger issue. Not one that I have a lot of good ideas for short of making a installed build of a custom engine. Which is not "noob" friendly ๐
is the 5.1 branch compiling yet?
[Question]
Hello there, i am trying to download UE5 source by cloning the unreal engine git release branch. After 3 hours of cloning the clone failed because there were several "filename too long" errors. Does anyone know how to fix that and maybe not need to clone the whole repo agian?
ive come across "git config --system core.longpaths true" but im not sure if that is resulting in compilation problems
also, is by filename the whole path length the issue or just the name of the file itself.
Just downloading the git as a zip and running the setup.bat results in this error "cant find Engine\Extras\Redist\en-us\UEPrereqSetup_x64.exe"
I am following along several tutorials just like this one
https://dev.epicgames.com/community/learning/tutorials/k8Ve/unreal-engine-how-to-build-the-unreal-editor-github
but Under "Building An Installed Build" it also just says dowload and run setup.bat but that does not work
Have no idea how but i managed to fixed it with some git stuff and moving it to a different folder
Is there a way to see a log for Generate Visual Studio project files?
I can't generate project files for 5.1 preview 2...
I have been building the engine source code for 4 hours now and i am not even half way according to visual studio. I am cancelling the process now and would like to get an opinion on how people are supposed to build the engine from source because my result certainly doe not feel right.
setup.bat is just in the base folder
and it might be slower because your build config might not be using all threads
need to add a processorcountmultiplier
It depends on lots of factors. Usual speed up tips are:
- make sure it's on an SSD or NVME drive.
- Turn off windows indexing on the unreal engine folder.
- Ensure it's using all cores by looking at task manager, if not use the processorcountmultiplier as megafunk said.
the more cores the better for full source builds
If you have a project already you should set it up side by side with the engine
Then you build that and that compiles only the engine code your game actually uses
I have a fairly good pc but in the tutorials a time of 10-40min compilation time is mentioned. But following the tutorial really does not allow that
the general instructions were:
-download UE release branch from github
-run setup.bat
-run gerenateProjectFiles.bat
-then opening the solution in Visual studio
-building it there
i will look into processorcountmultiplier. It is not mentionet though on any tutorial, do you have a lookup source for me?
- yes
- will look into
3)will look into
maybe to explain my quest. I want to run Lyra with multiplayer using EOS and in the lyra documentation the usage of the source build version of UE is mentioned. I am not sure why that is necessary, my biggest guess would be some UnrealVS stuff that does not work with the launcher install. I never uses VS with unreal so maybe if someone can tell my why the source built version is necessary for Lyra and EOS or an opinion on how to setup VS with the launcher install instead, id appreciate that
the engine folder was never checked in the indexer
How can I reduce CreateCommittedResource time and frequency ?
None of these traces seem to be CreateCommittedResource
Has anyone had any luck running their game on the latest Windows 11 stable release?
I am getting a failed to create windows exception
// Creating the Window
HWnd = CreateWindowEx(
WindowExStyle,
AppWindowClass,
*Definition->Title,
WindowStyle,
WindowX, WindowY,
WindowWidth, WindowHeight,
( InParent.IsValid() ) ? static_cast<HWND>( InParent->HWnd ) : NULL,
NULL, InHInstance, NULL);
if (HWnd == NULL)
{
FSlowHeartBeatScope SuspendHeartBeat;
// @todo Error message should be localized!
MessageBox(NULL, TEXT("Window Creation Failed!"), TEXT("Error!"), MB_ICONEXCLAMATION | MB_OK);
const uint32 Error = GetLastError();
// Get the number of handles. A large number of windows has been known to cause window creation to fail because windows only allows so many.
DWORD NumHandles = 0;
GetProcessHandleCount(GetCurrentProcess(), &NumHandles);
checkf(0, TEXT("Window Creation Failed (%d). %d"), Error, NumHandles);
return;
}
HWnd is null
I rebuilt my project in both development editor and debug editor modes
I guess I will try doing a mass clean and then deleting all intermediates
Im running UE 5.1 on Win 11 22H2 (build 22621.755) here without any issues.
hi, can anyone here point me to a recent commit on ue5-main that builds on macOS (Apple Silicon)? Cheers
Hm... I've been avoiding 5.1 because it's not stable yet and probably doesn't have plugin support for red point oss
If a full rebuild of the engine and project doesn't work, then I'll try that next I guess.
I've fixed the plugins to work with the engine in the past, I just have very little spare time
sigh that did not fix it
So frustrating
everything was fine and then I fucking had to update windows
God damn it. I just don't have this kind of time anymore
1158 is an odd message
Is 5.1 the right branch or should I use another branch to test 5.1?
5.1.0-preview-2 then?
5.1 branch is a near-final 5.1 release. It is the best "5.1 branch" you can get at this point. IF you need something more stable, use the preview-2 tag then.
how is vulkan performance on 5.1?
const FInteractionOption& InteractionOption = CurrentOptions[0];
AActor* Instigator = GetAvatarActorFromActorInfo();
AActor* InteractableTargetActor = UInteractionStatics::GetActorFromInteractableTarget(InteractionOption.InteractableTarget);
// Allow the target to customize the event data we're about to pass in, in case the ability needs custom data
// that only the actor knows.
FGameplayEventData Payload;
Payload.EventTag = TAG_Ability_Interaction_Activate;
Payload.Instigator = Instigator;
Payload.Target = InteractableTargetActor;
// If needed we allow the interactable target to manipulate the event data so that for example, a button on the wall
// may want to specify a door actor to execute the ability on, so it might choose to override Target to be the
// door actor.
InteractionOption.InteractableTarget->CustomizeInteractionEventData(TAG_Ability_Interaction_Activate, Payload);
// Grab the target actor off the payload we're going to use it as the 'avatar' for the interaction, and the
// source InteractableTarget actor as the owner actor.
const AActor* TargetActor = const_cast<const AActor*>(Payload.Target.Get());
// The actor info needed for the interaction.
FGameplayAbilityActorInfo ActorInfo;
ActorInfo.InitFromActor(InteractableTargetActor, TargetActor, InteractionOption.TargetAbilitySystem);
// Trigger the ability using event tag.
const bool bSuccess = InteractionOption.TargetAbilitySystem->TriggerAbilityFromGameplayEvent(
InteractionOption.TargetInteractionAbilityHandle,
&ActorInfo,
TAG_Ability_Interaction_Activate,
&Payload,
*InteractionOption.TargetAbilitySystem
);
It seems FGaemplayEventData's Target field was changed to a const Actor* instead of just Actor* ๐ฆ
I can't call INitFromActor and pass in the .Target anymore
I'm confused. I am looking through the history and it looks like it has been that way for a really long time. The only change I can find is that it was changed to TObjectPtr<const AActor>
nevermind. I figured it out.
1>[12/30] Link UnrealEditor-LyraEditor-Win64-Debug.dll
1>UnrealEditor-UnrealEd-Win64-Debug.lib(UnrealEditor-UnrealEd-Win64-Debug.dll) : fatal error LNK1377: '_imp?StaticClass@UFactory@@SAPEAVUClass@@XZ' symbol not found in object. The containing library is corrupt.
1>[13/30] Link UnrealEditor-TopDownArenaRuntime-Win64-Debug.dll
What is this all about?
I thought it had to do with the include order version warning, so I switched it to 5_1 and I still get the same error
oh it's limited to debug editor
oh hey look, Debug Editor is once again broken by epic, because apparently they can never get their stuff together to put together a release that doesn't break debug editor with every other release.
Fatal error: [File:C:\src\UnrealEngine-1\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 7978]
Failed to compile global shader FRenderSingleScatteringWithPreshadingCS . Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.
Development Editor was more promising, it actually launched, but then crashed with this
No idea wth is going on. I just want to be able to work on my project again
It is beginning to feel like it is going to be months before I can
Never fucking updating windows again
I don't know if it was updating to the latest win 11 or the latest geforce drivers, as I did them at the same time
So I did a hard reset and pulled down the latest 5.1 branch
I ran setup and generate project files, then compiled development editor, and shortly after it started I got this error:
199/5651] Compile Module.Core.17_of_20.cpp
8>C:\src\UnrealEngine-1\Engine\Source\Runtime\Core\Private\Tests\Serialization\CompactBinaryTest.cpp(1203): fatal error C1001: Internal compiler error.
8>(compiler file 'D:\a\_work\1\s\src\vctools\Compiler\Utc\src\p2\main.c', line 224)
8> To work around this problem, try simplifying or changing the program near the locations listed above.
What the heck is going on?
Just try compiling again.
Ok
it seems to be happening a lot
8>[219/5651] Compile Module.Slate.1_of_6.cpp
8>C:\src\UnrealEngine-1\Engine\Source\Runtime\Core\Public\Containers\Set.h(211): fatal error C1001: Internal compiler error.
8>(compiler file 'D:\a\_work\1\s\src\vctools\Compiler\Utc\src\p2\main.c', line 224)
8> To work around this problem, try simplifying or changing the program near the locations listed above.
8>If possible please provide a repro here: https://developercommunity.visualstudio.com
I'll cancel and retry tough
*though
different modules seem to still be emitting that after re-trying
7>[64/4899] Compile Module.UnrealEd.19_of_43.cpp
7>C:\src\UnrealEngine-1\Engine\Source\Runtime\Core\Public\Containers\Array.h(370): fatal error C1001: Internal compiler error.
7>(compiler file 'D:\a_work\1\s\src\vctools\Compiler\Utc\src\p2\main.c', line 224)
7> To work around this problem, try simplifying or changing the program near the locations listed above.
it still seems to be moving along though, but I doubt that means that I will get a usable binary
also seeing a lot of Link xyz cancelled
>[159/4899] Link UnrealEditor-Sockets.lib
7> Creating library ..\Intermediate\Build\Win64\UnrealEditor\Development\Sockets\UnrealEditor-Sockets.lib and object ..\Intermediate\Build\Win64\UnrealEditor\Development\Sockets\UnrealEditor-Sockets.exp
7>[160/4899] Link UnrealEditor-InterchangeDispatcher.dll cancelled
7>[161/4899] Link UnrealEditor-Networking.dll cancelled
7>[162/4899] Link UnrealEditor-SteamShared.dll cancelled
Any chance someone could share with me their VS 2022 workload / individual component settings so I can see what I should have installed for UE 5.1? I just did a clean reformat of my computer to start fresh and see if that would fix my bizarre building issues.
I want to make sure that I have the right C++ components installed
which windows SDKs they have installed while running on windows 11 would be great
You need MSVC latest + win10 SDK latest
I compiled the 5.1 branch with it about three days ago
Possible that there are regressions in recent commits but I'd be surprised at this point in the release process if the engine threw ICEs
๐ฎ Well, what are your PC specs? Is the code on a SSD or HDD, what about RAM/CPU?
- compiling the engine solution as opposed to your C++ project
- using a mechanical drive
- low CPU cores, or low RAM
SSD RAM 8GB
Ok
8GB ram is very low, and I assume your CPU is also not that powerful, which will explain this build time ^^ (for game Dev I'd recommend at least 32Gb ram, 64 are better, if you for example compile a lot or have heavy assets)
also you should have some more modern CPU with smth around 4 physical cores with hyper threading.
Of course it can work with a weaker spec, but for some serious dev you need some stronger hardware^^ especially if you compile a lot ๐
4 physical cores? Are you mad?!
as the lowest starting point . . . seems I wasn't really clear. I'm sorry.
Even so, for compiling the engine you want double that!
At least.
Or a lot of holiday time built up. ๐
what you want and what you can effort are sometimes not the same
True enough.
But even my old 4770 took just about some hours to recompile the engine, so it does work^^ But I won't give back my new AMD CPUs ๐
Hehe
Hey, this might not be the right place but I'm trying to use UnrealInsights and I keep seeing GameThreadWaitForTask and WaitForTask spike every second or so. I kinda understand most of what I'm looking at but I need to identify the exact functions that are waiting for task. When I click on these I get a few drop downs on the right side but the information in here seems completely unrelated to my code or at the very least very unhelpful in identifying the issue.
Is there a way I can expand on this data to see where the waits are coming from? These are pretty low, but sometimes the editor and completely blank levels have frame spikes of 40ms or more every second. At this point I'm starting to think it's some kind of bug with 5.0.3 or I have bad project settings somewhere.
i've been using the non-source build of ue4 and will need the source build for dedicated servers. what do i need to do to convert project over to source build of the engine?
so for 5.1, do I need to uninstall the win10 sdk I currently have installed and install the one after it?
Looks like those are my C++ enabled components
I've been using 10.0.19 or 18 for ages and it's working past 5.1
Ok
overnight my .git folder for my engine source build grew to almost 400GB. What is the solution?!
Well it didn't just do it without any action what so ever.
I recently formatted my pc and now after installing vs and source engine, when I launch my project it freezes at 9%, any help?
(other projects run smoothly so I believe must be something related to path, I deleted config but didn't worked tho)
Running E:/UE4/UE_5.0/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe -projectfiles -project="E:/UnrealProjects/Voxel_Plugin_Test/Voxel_Plugin_Test.uproject" -game -rocket -progress -log="E:\UnrealProjects\Voxel_Plugin_Test/Saved/Logs/UnrealVersionSelector-2022.11.05-14.02.21.log"
The specified framework 'Microsoft.NETCore.App', version '3.1.0' was not found.
- Check application dependencies and target a framework version installed at:
E:\UE4\UE_5.0\Engine\Binaries\DotNET\UnrealBuildTool\shared\Microsoft.NETCore.App
- Alternatively, install the framework version '3.1.0'.
Hope this is the correct area to post this. I did try using google to find a solution but I have been unsuccessful for this issue. I did modify and reinstall this into VS19 but I still cannot compile or build a solution for any of my UE5 projects nor even open the project using VS19. Am I missing a copy and paste of some files?
Chaos Flesh is public. https://twitter.com/Skylonxe/status/1588977089201377280
it's also using something called Dataflow
which is generic graph for something
(related to physics)
where you can script flow of actions (like something breaks, generates force, break something else, etc)
Hi! Sorry, this may be a dumb question but I've been failing to find the code in engine source
How do I replicate the random stream behavior outside the engine?
Or speaking of slate should I finally learn it and write all utilities in it?
is it simple to convert a project from non-source to source build? how would that be done?
You would need to change the .uproject's engine association to the source build and then build it (running the game project is best as it builds the engine and only what you need)
the hard part will be the version change
generally the source build will be a newer version than the binary build so you might have your project consider all assets upgraded to a new version
the hard part is going back to an older binary version as backporting assets is mostly impossible
the C++ code will be fine though
my #1 piece of advice would be to have a source controlled backup of the older pre-upgrade version
so you don't need to deal with backporting and can just roll it back if you find it isn't working
thnx for the response
No actual commits to the 5.1 branch for almost a week now, I smell the 5.1 release coming this week ๐
Yes, I think so too.
that would be interesting only 2 previews
unfortunetly they cut some features like MVVM for UMG
I guess for the better, for average user MVVM editor bindings are hardly useable, you need to know exactly what to click to get it working and not crash
(it's not removed just postponed for next version)
Ah, was MVVM internally disabled? I thought it can be disabled just as plugin.
I've seen commit which added cvar which disables it on 5.1
but can still be normally enabled on main
Are branches like 5.1 intended for production use or should only be official releases be used for production?
the tags are generally what the launcher has on it
what is the 5.1 branch then there for? stabilizing the code short before release?
okay thanks
so is it common when using source builds to only merge tagged commits (like the preview versions and full releases)?
If you're close to release? Sure.
okay thanks!
Indeed. If you're near the start of dev you should probably try to keep up with the changes.
Has anyone tried building 5.1 with Iris enabled?
it's heavily macro based right now and I could barely get it to compile
I could not get it in a working state yet
that was months ago so it might be nicer now
Thats good news so I can install the Meta Human plugin.
Does word partition support baked lighting yet?
When trying to build the game editor with 5.1-preview-2 linking on the D3D12RHI and D3D11RHI dlls crashes. Tried building from a clean state, restarting the pc etc. Does anyone know how to solve this?
thanks, trying it right now
which build version should i use to build?
it's working
you need some configs to enable it
Oooh I'll check this out! If you set these config values, does that mean you don't need to use bUseIris=true inside UnrealEditor.Target.cs?
you probably still need that to get it to switch to those macros
That's what I figured. I'm waiting on my build to finish to try it out.
if (Target.bUseIris == true)
{
PublicDefinitions.Add("UE_WITH_IRIS=1");
}```
yep, lol
it's a bit like Chaos in the sense it's in a sort of mixed state between the two ๐จ
at least code wise
Yeah. I think it's actually intentional so that you can use the old and new replication systems at the same time so that it's easier to try out Iris and/or migrate to it.
Hard to say without real documentation though.
it seems to switch between the two in some cases
where Iris doesn't just add to it but replaces stuff
Needs more than just setting bUseIris=true in UnrealEditor.Target.cs to get it to build, it has a bunch of dll import errors. It must be missing a public dependency somewhere, although it seems like SetupIrisSupport() in ModuleRules.cs ought to take care of it. Hmmm.
Ah I figured it out! The MassCrowd and UIFramework modules have some Iris code in there but needed SetupIrisSupport() added to their Build.cs files.
I'm curious: did you put these in the BaseEngine.ini or in your project's DefaultEngine.ini?
in DeafultEngine
just for heads up
some things like Relevalency build in into actors
is throwed out of the window
is now hanlded by something called filters (;
which I have no idea how to use it, since there is some C++ pointer/index magic
Haha yeah I'm starting to investigate that stuff. I got it built and using Iris for the default third person template project. Now I can dig in and create some of my own actors and start messing with the API. ๐
Anyone try to build a UE5 or 5.1 project using VS 17.4 yet?
They promised to have some better C++ compiler / linking features pushed out with 17.4, so as much as I want to upgrade, I'm not going to until I see some others have success with it.
is there some easy way
to short plugins in content browser into sub folders ?
or categories
aside from changing friendly name -;-
For Iris or just in general?
Iris
when using iris the replication graph and standard relevelancy is all build in into various filters
I am not aware of anything but I will be happy if you PR it :D It can get quickly messy if you structure your systems into plugins. Would be really nice to have something like uplugin Category or CreatedBy to be used as some fake categorization folders. Or maybe just mimicking plugin folder structure would help.
hi, Is it possible to add a custom log for cooking ?
Anyone use the new vs2022 17.4.0 to build a ue project?
Anything is possible since you have access to all of the source code
hehe, I just came here to post it. The commit I posted some time ago about assets not loading automatically (#engine-source message) on right click had to be undone/reverted because of issues mentioned in this commit. So I assume this is a new WIP approach which will eventually allow not loading the asset on right clicking it.
it always felt a little silly to load an entire asset to get the context menu
our project is about to go into bug testing and it's a multiplayer title. can anyone point me in the right direction for decompilers, source rippers, and the like? I'm heavily against hacking and exploits and I want to dedicate an entire month to my team taking on the role of mock hackers to break the game and find exploits then fix them to block it off.
So you're asking for tools hackers would use?
Did you think that question through? ๐
anybody can make tools, I'm looking for debugging kits intended for this kind of thing
same concept as security companies that break through gaps in the defenses and then plug them
Yes, but the difference is, they don't go to the police and ask for hacking kits to do it.
My point is, this isn't really the place to ask such questions... because we don't know who you are and what your intentions are.
https://www.youtube.com/watch?v=Xr95tK2ceCw&ab_channel=DarkSigilEntertainmentยฎ
I'm the owner of Dark Sigil Entertainment working on our first multiplayer medieval title Tenebris: Rebirth ๐
Tenebris: Rebirth
A retro styled PSX inspired title set in a post apocalyptic dark fantasy medieval world.
Music By Matt Gibson
Tags-
#psx #playstation1 #games #trailer #teaser #survivalgame #horror #horrorgaming #occult #witchcraft #dark
And in my former life, I was Steve Jobs.
I think it's great if that's who you really are and you want to beef up your security a bit, it's just a bit of a dodgy question to ask.
aaaand you can stop being so rude now.
I refuse to let exploits destory my first title, so I'm putting a lot of money and energy into a future milestone block. it's very important to me.
if not here, where would I go to ask such questions?
I'll certainly be getting an anti-cheat software slapped on but those are easily bypassed or fooled
the whole point of why I started this game company was because I got sick of all these game makers doing a sloppy job, charging through the nose, and abandoning them when they make so much money they could have fixed the project before leaving.
I want to be different. my focus is making the title perfect before even thinking about profits.
If the professional anti-cheat companies can't do it, what makes you think you can? I'm not trying to demoralise you or anything, it's a serious question. I'm not saying not to try either. But instead of looking for decompilers, you're probably better suited to making sure your netcode and authorititiveness is up to scratch.
You could spend a year trying to make your game unhackable through defense in the client and have it all undone in a matter of days by a talented hacker.
you've answered your own question- if I can get my team to break into it, find exploits or sloppy code, fix it, we are making it harder and harder for them to do anything bad.
you can never fullproof something but you can make it as difficult as possible to reduce the amount of rampant hackers
well in a way you did, in regards to why I think I can do better
Well, no, the professional companies are literally paid to do what y ou want to do - and only that - and they do it constantly, year in and year out.
You can obviously find issues with your own game code and you can look at what security holes UE has (probably a lot about that on google.)
I just think you'd need years to even understand the levels hackers go to to break games and combat those techniques - Again, I'm not saying don't try, but focus on the areas you can produce results in within a reasonable time frame.
I mean, I'd love for you to prove me wrong and come up with new techniques!
Your stuff will be cracked in less than a day most likely. That's just the reality.
Yup.
You also have to consider what effect anti-cheat systems have on legitimate users. If everyone loses 30% fps because you're doing heavy cheat protection in the background, nobody is going to want to play your game.
And then it's cracked in a day so people cheat anyway.
Unfortunately, the best method against cheaters is usually community reporting and replays.
But even that is fraught with issues of mistaken or malicious reports.
Interesting discussion, and it makes me ask the question.. why is anti-hacking important to your game? Is it a competitive shooter? Most games dont really need a ton of anti-exploit protections. You can go VERY deep down that rabbit hole and basically blow your whole development budget on chasing that, but just ask yourself if its worth it.
For games like CoD and Valorant, it makes sense for them to invest in that test ofc.
And you should always ask what is important for your game, not you personally ๐ just general advice
If you are really serious about this and have a competitive game, then dont look into obfuscation.. that is a dead end where you just play an arms race with the hackers. Look into server authority and how to best simulate things on client side to match the server. Things like input buffer playbacks and validation. There is a good GDC talk on this from the Blizzard team on what they did for Overwatch, and I think Valorant took this even further.
btw this is a bit beyond the topic of this channel ๐
hello source experts - I've been struggling for a week attempting to convert my UE4 project to UE5. I'm down to the very last launch error, and have gotten stuck on what to try next.
Ensure condition failed: DefaultStructInstance.IsValid() && DefaultStructInstance.GetStruct() == this [File:C:\Docu\UeCpy\UE\Engine\Source\Runtime\Engine\Private\UserDefinedStruct.cpp] [Line: 421]
I know which of my Ustructs is causing this, but I don't know why it's failing to pass this. It operates fine in 4.27, we've not had issues with the struct in the past. It is nested heavily throughout the game and data
nevermind, i needed to embarassingly rubberduck to a discord before it finally clicked.
Any news on Ue 5.1 leaving preview?
Well since no one answered me, I finally tried it myself and I can confirm that VS 17.4.0 works fine with the 5.0.3 source build.
I changed this dropdown to UnrealBuildTool by accident and I can't find the just regular option anymore to rebuild the engine, shouldn't it say LocalWindowsDebugger ?
The one to the right of that where it should say Local Windows Debugger
Tbh, I ahve no idea what that dropdown actually is. I don't have it.
As you can see, LWD is after the green start button.
Yeah super weird idk where it came from, it's definitely set to Development Editor
What you can do is just close VS and then regenerate the solution in your engine source folder.
It will unfuck any settings you've changed. ๐
true, ty!
I seem to recall there's a 5.1 commit that effects a fix for Android mic capture, anyone know what it is by any chance?
Everything is easily bypassed or fooled mate.
Quick question
Where should lyra be installed?
Unreal/Source/Here or Unreal/Source/Engine/Here
https://dev.epicgames.com/community/learning/tutorials/375e/using-epic-online-services-with-lyra-starter-game
Tried to read the documentations but it's literally looking like this, making me none the less smarter nor educated on the topic haha
neither of those
Projects/UnrealEngine
Projects/Lyra
for example
projects with a source build should be side-by-side with the root directory (the directory that contains GenerateProjectFiles.bat)
this is not quite right
because? You want one "root" directory for each project, have the engine installed in one dir, and the project in a different dir, they can even be on different drives if you prefer that
with a source build, you put them side-by-side, your directory structure is not a typical source engine deployment
and if you do the way I mentioned, the project shows in UE5.sln
I have a source engine and both are in different root folders without any issue
and when this happens, you don't need to compile the entire engine either
okay but it's not typical, UGS doesn't work with it, and it results in hours and hours of compiling
it doesn't
full engine rebuild takes around 30 minutes(Hardware is the bottleneck), and you do this once you upgrade your engine. And the project compiles depending on project size, for me a few minutes if it's a full rebuild
and It should also just build what you need, if you don't build the engine and just build the project, but I didn't test this yet
a full engine rebuild is not 30 minutes unless you're on a top end xeon or something. the side-by-side setup compiles just what is needed
and that way doesn't show the project in UE5.sln
yes, because it shows it in MyProject.sln that references UE5.sln, why should I want my gameproject being part of the engine
what
also this would mean, if you work on several projects, that either each needs its own engine or all projects need to be loaded if you open UE5, well no thx
for AAA, yes, but if you work on your own this is not needed
(And for bigger actual studios, they would not ask on this discord how to set it up, they would sync and are good to go^^)
Takes me approx 3-4 hours to build depending if i do other work or not
on what hardware?
if you only compile your project, it only compiles the engine components required
gtx 970
i7 4790k
32gb ddr4
that still sounds like you might be compiling everything
compiling only your project only builds the necessary engine components that your project actually uses. if you build solution or build "UE4/5" then it'll compile literally every engine module and plugin
which is a huge waste of time and computational resources
Only halfway on the build after a fresh installment, intend to start a new project ontop of lyra hence the question earlier ^^
well if you have a setup like described, you would open UE5.sln and then "Lyra" would be listed in solution explorer under "Games", you would then compile this target
which only compiles what it actually uses
I know how it should function, sadly just forgot how i gotten there befor, in terms of where to install the lyra project
@hidden hedge Thanks once again, finally back on track ^^
I've deleted and regenerated my solution file and I still have this weird drop down with no BaseTextureBuildWorker option or Local Windows Debugger on the build button at the top, anyone seen this issue before?
will we get a 5.1 release this week?
no one knows, but we certainly hope so! Been expecting it for the last 2 weeks tbh
yeah, if it won't be tomorrow or day after then I am not sure what is delaying it as it seems no more changes are happening for 5.1. But even then it will be probably very soonโข๏ธ :P
possibly the sample content is delaying
hi there
i have built UE 5.1 from source. I am getting an error while creating the project file tho
any help?
Running C:/Program Files/Unreal Engine/UnrealEngine-5.1/Engine/Build/BatchFiles/Build.bat -projectfiles -project="C:/Users/Sourav/Documents/Unreal Projects/MyProject/MyProject.uproject" -game -engine -progress
Using bundled DotNet SDK version: 6.0.302
Building UnrealBuildTool with dotnet...
Microsoft (R) Build Engine version 17.2.0+41abc5629 for .NET
Copyright (C) Microsoft Corporation. All rights reserved.
C:\Program Files\Unreal Engine\UnrealEngine-5.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\sdk\6.0.302\NuGet.targets(130,5): error : Access to the path 'C:\Program Files\Unreal Engine\UnrealEngine-5.1\Engine\Source\Programs\Shared\EpicGames.MsBuild\obj\9338cda0-36ce-4912-ae4a-0d8ec502da1e.tmp' is denied. [C:\Program Files\Unreal Engine\UnrealEngine-5.1\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
Build FAILED.
C:\Program Files\Unreal Engine\UnrealEngine-5.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\sdk\6.0.302\NuGet.targets(130,5): error : Access to the path 'C:\Program Files\Unreal Engine\UnrealEngine-5.1\Engine\Source\Programs\Shared\EpicGames.MsBuild\obj\9338cda0-36ce-4912-ae4a-0d8ec502da1e.tmp' is denied. [C:\Program Files\Unreal Engine\UnrealEngine-5.1\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
0 Warning(s)
1 Error(s)
Time Elapsed 00:00:00.69
ERROR: Failed to build UnrealBuildTool.
Not only that, look at the length of those paths
@subtle lantern Move your source to a folder in the root of a drive, like D:\Unreal\ but if you are custom building the source, you usually couple it with a project you are working on.
Unreal 5.1 is out ๐
wohoo
Is dynamic resolution supported in PC platform ?
Nope
Why not ?
Probably because it's tied to specific RHI features that consoles provide
And more architectural constraints
Changing the resolution dynamically might cause more performance problems than it solves, essentially
SceneCapture does not support screenpercantage. As far as I understand from the video https://youtu.be/w-Z1Fx0LvDc?t=1585 SceneCapture supports dynamic resolution.
When Double Fine began Psychonauts 2, they set out to create an exciting sequel and chose to create portals to separate the mental worlds and provide fun moments for players. Join Double Fine to learn how they built portals in Unreal, the hurdles they faced, and the solutions that led them to success.
#Microsoft #MicrosoftGameDev
I am using SceneCapture and it takes a lot resources, dynamic resolution / upscaling would be great.
Scene capture is expensive as fuck, yes
More expensive than it should be.
They know about that and are going to fix it one day.
Any game shipping on PC in this day and age needs to have DLSS, FSR, TSR settings anyway
They're not magical silver bullets, but they're close
This is the problem
I mean, you can simply render your scene capture to a lower res render target
But the effect on rendering cost was smaller than I expected, last time I did that
The main cost is that you essentially render a second completely independent frame
Yes, but quality gets lower too
You're complaining that screen percentage doesn't work, changing the scene capture res is pretty much the same thing
If you're expecting a full blown TSR pass on the scene capture, okay, I feel you, but it's probably a bit early
yeah I want that. I want to render it 50% and upscale it to 100%
TSR is really good technology
but not supported atm and its shame
Gonna have to wait a few years for that if it happens
Like I said, you shouldn't expect a 50% scene capture to be 4x faster as you might expect
And hell, quality can be played wit, put a glitchy / wavy / glassy effect on your portal, camera, mirror, thing and hide the 256x256 scene capture
I think scene capture is designed for planar reflection. The problem begins from the foundtaion.
@sleek meadow Dynamic resolution isn't currently supported on PC because of DirectX limitations. It's impossible in D3D12 to measure how long a command buffer has been preempted. So there is no way to tell what application is using what % of the gpu. So there is a risk that your GPU timings end up including the GPU timing of other applications without you knowing it.
i.e. That's what this warning is talking about
(And changing the res at every frame on PC likely incurs costs too)
I am pretty interested on getting it working on PC though as it's definitely something that we should have support for
I think about a week or two ago I read main commit which was about dynamic resolution for PC and added some timing bias to compensate for other apps usage. I am not sure if it means it is going to be fully supported but chances are it is WIP.
This is the commit
what interested me then is that it mentions "desktop"
oooh very nice, thank you for linking ๐
where can I see all version of lyra project?
i tried installing UE5 if its not in the direct C drive that thing just crashes
UE4 on my D drive works just fine too so I don't understand.
Anyone else having trouble building the unreal header tool in 5.1?
what kind of errors? the C# UBT likely requires .NET 5 to be installed
Microsoft.NET.Sdk.DefaultItems.Shared.targets(80, 5): [MSB4062] The "CheckIfPackageReferenceShouldBeFrameworkReference" task could not be loaded from the assembly C:\Program Files\dotnet\sdk\7.0.100\Sdks\Microsoft.NET.Sdk\targets\..\tools\net7.0\Microsoft.NET.Build.Tasks.dll. Could not load file or assembly 'System.Runtime, Version=7.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified. Confirm that the <UsingTask> declaration is correct, that the assembly and all its dependencies are available, and that the task contains a public class that implements Microsoft.Build.Framework.ITask. [C:\...\Engine\Source\Programs\Shared\EpicGames.Build\EpicGames.Build.csproj]
7.0.100 [C:\Program Files\dotnet\sdk]
is that the only outputted line?
Yes
Whats weird is that VS Installer shows .Net 6.0 and .Net 5.0 installed
I'll remove an reinstall
you can install the standalone SDK
Yeah I'll remove then install standalone
actually the end of the release notes said .NET 5
might be .NET 6, which makes more sense seeing as that's an LTS release
Right
Release notes must be wrong
What's even weirder though is that \Engine\Source\Programs\Shared\EpicGames.Build\EpicGames.Build.csproj] doesn't exist on my machine
oh nvm I just misremembered, it says .NET 6.0 there too
There is no Shared folder at all
are you sure it doesn't exist? it's there in the 5.1 branch too, not just main
Oh nvm it's there, just not showing up in the VS file structure
yeah you might find better results if you close VS and install the .NET 6 SDK
Ok so I unstalled .net and reinstalled
Restarted
Still same error
Failed to generate project model definition files for "Configuration: Development Editor, Platform: Win64"
The command "G:\UE_5.1\Engine\Build\BatchFiles\Build.bat MyProjectEditor Win64 Development -Project="C:\...\MyProject.uproject" -WaitMutex -FromMsBuild" exited with code 6.
Wonder what code 6 is
Good day o/ I saw in the patch notes that we can compile the engine also with clang (for Windows), I'm curious if this means it can build the editor with it + but this means I'd still need a microsoft compiler to build the C# applications, right?
Ok, thx for the info^^ Then I'll don't do it for now ๐
Some new toys are coming from Mikko
https://twitter.com/Skylonxe/status/1592821930088108037
New World Conditions plugin was added to ue5-main today. It looks like a system to check the state of world from other systems in a modular way. Could be potentially used by AI or systems like objectives. https://t.co/wGMaBt2Y0u
Yeah, the whole AI team is. I am so glad things are finally moving forward with gameplay systems after all these years.
With the update of 5.1 i can't for the love of me get the build to not fail
Show the errors
Make sure you're using the proper tag
ue5.vxcproject Failed or something among that
Not helpful
Sorry to ask, but it seems you are having some fundamental issues there.. Have you compiled UE5 before? And do you have a need to compile from source? (and not just using the provided binaries)
(also I did ask if you used a tag)
Yeah gotta use the source version to work with both lyra & the eos properly.
Have compiled & used the source version befor but went for an update today and after that, just been issues
Define tag.
Can't find the compiler output
Did you go through the requirements in the patch notes and install .NET 6.0 as instructed? Could be one of the things failing
Actually nope, will give it a shot
Would explain why it worked yesterday and not today
Git tag, Google it
You need to be on a tag if you hope for sources to compile
Read the compilation instructions
Aint making me smarter since i dont get your question
What question?
About what tag im using
This
He was telling you exactly what he meant ๐ Git source code releases are stamped with a "tag" like the one I just linked you. Using that you can fetch the exact version from Git that Epic released as 5.1
that tag 100% compiles fine, many here including myself have compiled it. So the problem is either with your environment setup or how you are trying to compile it.
Again check the requirements in the release notes and make sure you have all the required SDKs and correct version of Visual Studio.
So you're on the correct release tag?
Because cloning doesn't do that
Generally speaking there is no reason for a tag to not build
(from the doc)
Shouldn't happen if you have the proper VS, .NET, Windows SDK and a release tag
Or it simply wouldn't compile at Epic in the first place
Check the release notes
You wouldn't be the first to use VS2022 and expect it to work
Trying to build 5.1 from source. Generateprojectfiles error unrealbuildtool was unable to generate 14.22.27905.
14.22.27905 is installed, and #2 in the list. Any hints?
FWIW, as of 5.1.0 tag
This is the auto-generated xml. Nothing specified. Still not working
How do I get 14.29.30146? VS installer installed 14.29.30147
Apparently you need VS2022 here because of the .NET version used
Thanks. Any documentation on how to do this? VS2022 is installed
Probably easier to delete 2019 from your machine but IIRC there's a switch to specify 2022 in Setup.bat
How do I get 14.29.30146? VS installer installed 14.29.30147
Hmm/ Thanks for the hints, but it's still not working. I'll try vs2022 on a totally fresh box.
GenerateProjectFiles.bat -2022
Is there any reason for 13.0 when there's 15.0
https://releases.llvm.org/download.html
Only part i can't seem to understand is how to set this thingy up
**LLVM clang 13.0.1 **
Sidenote, quite new to the whole github/source
you shouldn't need clang unless you're compiling with clang or using its static analyser
Assuming cross-compiling for Linux here, you get it from that doc page
Managed to find the .exe installer ^^
To be clear you do not need it to compile the engine normally
You don't need it to compile for Windows
ah ok
Thanks for all the help. I got it working on a fresh vs2022 machine.
What's the best way to build 5.1 from source via command line instead of vs2022? Up until now C:\BuildTools\2022\MSBuild\Current\Bin\msbuild.exe ./UE5.sln /p:Configuration="Development Editor" /p:Platform=Win64 /m has worked well on 5.0. Only now this results in multiple The process cannot access the file 'E:\UE_5.1_Source\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll' because it is being used by another process errors across all of the Intermediate\ProjectFiles projects in the solution.
did you try building JUST UE5? seems like you might have done Build Solution instead
Is this in rider? It might be stealing uht
I tried using the -target to specify just UE5 but it complains the target doesn't exist. -target:UE5 and -target:Engine\UE5 I've not had success with, unless these are wrong
so you should probably invoke the automation tool to build this for you instead of invoking the compiler
Nope, just in Powershell, but would be nice to avoid VS2022 being installed as I use Rider. I think it's doing the whole solution instead of the project as @crimson crane suggests.
Happen to know the command line for that @crimson crane?
call "E:\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat" -ScriptsForProject="E:\UnrealEngine\MyProject\MyProject.uproject" BuildCookRun -nocompileeditor -nop4 -project="E:\UnrealEngine\MyProject\MyProject.uproject" -cook -stage -archive -archivedirectory="E:\UnrealEngine\MyProject\Saved\StagedBuilds" -package -ue4exe=E:\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Cmd.exe -compressed -ddc=DerivedDataBackendGraph -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -target=MyProject -clientconfig=Development -utf8output -compile -2022
substitute MyProject for whatever your project name is
this is a standalone Development build though so you will have to change that too
What about the Editor itself without a project yet
what
you want to build JUST the editor?
apparently its Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean -set:HostPlatformOnly=true -set:WithDDC=false
I'll give that a shot, yeah the Editor + MultiUserServer etc.
not sure about the multi user stuff but you are basically looking at an installed build if you wanted to do any more reading
This look's familiar, I recall having plugin issues with an InstalledBuild back in 4.2x , but we'll get to that later ๐ Thanks dude, time to clean and redo
How do you exclude all Datasmith stuff from a source build? I.e. prevent git dependencies from downloading it during Setup?
It's not a platform so the "EXCLUDES" argument doesn't do anything really
Maybe .getdepsignore should specify it too?
These are my current excludes:
set EXCLUDES= -exclude=Linux -exclude=Mac -exclude=Android -exclude=Dingo -exclude=WinRT -exclude=Switch -exclude=Linux32 -exclude=osx32 -exclude=osx64 -exclude=Lumin -exclude=IOS -exclude=TVOS -exclude=LeapMotion
DMX too, and all that other stuff that isn't neccesary
Hello, someone said to me once I'm able to link my project folder to the engine source in some file so that if I pull/update the engine to a newer commit, I can just rebuild my project and it will only rebuild necessary/updated engine code or something like that instead of rebuilding the whole 5000 or 6000 or whatever. Sorry if I'm too vague here it was awhile ago and I'm not knowledgeable on this topic.
If you know what I'm on about, to do this I would just need to know which file I add this too and how it would be formatted in said file?
yeah giving that a trial now
This worked perfect on both 5.0.3 and 5.1.0, need that .net 4.5 nuget tweak from the article though, nice find. And even plugins work (I think I must've built wrong last time I tried an InstalledBuild)
Does anyone here have some resources that would be useful for adding a custom scene colour texture that could be read from the material editor in a similar way to how the scene colour works node with translucents already? (within the context of UE4.27)
I want to generate a blurred version of the scene colour before translucents are rendered, which I can then use for stuff like rain particles or frosted glass etc without having to use the radial blur function with a lot of samples (which also kinda breaks in the editor because it fails to clamp the uvs to the viewport it seems, but thats not very relevant to me) or refraction which just seems to behave very inconsistent and weirdly to me.
If I have to guess you got it to work with a custom engine source? Because I'm trying to get it to build with 5.1 binary and to no avail. UE_WITH_IRIS is always 0 
Yeah I used Github and built from source. I don't think it's possible to get it to work with a binary build because you need to set that variable in the editor's target file, and then build the editor.
I see, yeah makes sense, thanks!
"it should take 10 - 40 minutes to compile, depending on your system"
me, 2 hours in with a 10 core i9 and m.2: ๐ถ
It takes me about 40m on a 5950x
Also to be fair older versions of the engine were smaller
well do you compile the entire engine or only what your project needs
my first question on this would be, how much ram do you have, and do you run Win10 or Win11 as IIRC newer Intel CPUs require Win11 to properly be used due to the budget cores
I'm just building development editor
I have 32 GB ram windows 10
And is it for your project?
Yes but are you compiling that or 'UE5" or just build solution
Because if you set it up and just build your game, it only builds components that are in use
I only built ue5
which gen is your i9? What is the CPU load during compilation, are all cores at 100% (despite linking phase)
so you think it's more efficient to compile the editor with an existing project
should be 10th gen, and yes all 100%
also when it says 10-40 minutes keep in mind that's from following the intructions on the github
if you need a full editor, to for example create new projects, you need to compile the full editor. But if you just upgrade the engine to be used with an existing project, build the project as then it will just build that parts of the engine that you need to start your editor
I'll probably need the full editor
because I'm contributing back
and also I'd like to start up a new project because I'm trying to see whether a certain bug in the 5.1 release was fixed yet
also I slightly exagerated
I said 2 hours but it was really more like an hour 30 minutes
I don't just think it is
When you compile only the project with a source build, it only builds stuff you're using
like, at the module level?
Yes it only builds modules your project needs to run
Here for the third day trying to get this shit solved.
Can't for the love of me get the 5.1 to build and launch, at all.
Tried everything i can think off, and getting kinda tideous to build for 3-5 hours just to get a build failed at exit -.-
Had no issues what so ever with 5.0
Sadly only f'ing option when you wanna work with the lyra project and have it function online ontop of that.
But it's beyond me that a fresh download & install aint even working -.-
Only shit i've done is
Git the source.
Branched it for personal purpose.
Downloaded it
Ran both .bats in correct
Built the ue5
Installed the lyra sample project.
Then trying whatever i can think of to get it to launch the project without success
Okay, so what's the build log when compiling the 5.1.0 release tag?
That ue5vxn.project - failed
Can tell you in 4-5 hours when i've rebuilt it if it fails again ...
Okay, come back in 4-5 hours when we can help you track down the error
Will do ๐
Located?
You should see the 5.1.0 tag that you checked out from the release branch
The console
Or whatever Git client used to check out the release
using Desktop
You had to check out the release branch specifically (default is not release) so I'm trusting you used some Git client - that client should be able to give you the current Git hash or tag
Wait a sec, you telling me that i should use https://github.com/EpicGames/UnrealEngine/tree/5.1 and not https://github.com/EpicGames/UnrealEngine ?
I've cloned the repo, there's no tags from what i can see
Of course there are
says 0 tags
That's a fork you made of the repo
If you're forking Unreal yourself it's kinda on you to ensure
that you have the proper base branch for your own work
Suspecting that your entire issue is that you're not working from the correct branch or tag here
Well plan is to make a new project based on lyra so
So there can't really be a wrong branch nor tag for it can it?
Why do you need the engine source for in the first place?
Not sure you even need a source engine for that
I'm sure
But you don't, though
To use EOS in Lyra, you will need to set up accounts for both EOS and engine source code access:
On that part, im sure atleast ๐
Pretty sure all of this works with a binary engine build but hey
Would've used it if it did.
Anyway, you don't need to fork anything, just follow the instructions: clone, checkout the release
As the doc says
The doc says to fork a build for personal purposes tho
or well, the readme to be precise.
You need to build the game with eos implemented, that's altering, isn't it?
You absolutely don't need a source engine build to compile a game or a plugin
Let alone changing the engine
Did you read the stuff i sent you?
It's quite clear all over the place that source is required with lyra & eos there.
A source build is NOT required for Lyra, that's a fact
It's also not required for EOS
It MIGHT be required for Lyra+EOS but even the doc doesn't explicitly claim that
In any case, no changes to the engine are suggested
So there's no need to fork
What so ever, source is required forked or not.
The doc simply explains Epic's traditional process where you check out your game source as part of a dedicated engine source
Whether it's needed to do that is not explicitly said, and I don't believe it is
But at least you know you can simply check out the release branch from the official repo
That should help clarifying which commit ID you're currently on
Should be 5.1.0-release (cdaec5b33ea5d332e51eee4e4866495c90442122)
Assuming you don't want 5.0, since it is what the doc suggests, too...
Forked it from the release so should be cdaec5b....
Just confirm that you're actually on that commit
Someone told me this, I think it might have been you, back in August.
However I never got to the bottom of how to "set it up". Whoever it was mentioned I can "link" my existing project to the engine source in a way, so that when I build the project it builds the required engine stuff but I wasn't sure how to do that. I might be misremembering exactly the info but basically how can I set this up so I'm not rebuilding the entire engine every time I pull a new commit on ue5-main?
something like putting the path to the uproject in a file somewhere or something?
I think this means that in visual studio, when you go to build your game, just right click on the game project and build that - this will be faster than say using Build/Build Solution
One thing I've noticed is that if you have multiple projects, they share the same engine dlls. So a broken build in one project can cause a rebuild in a separate project. I'm mentioning this here in case someone else wants to confirm this.
Gotten into the issue where the setup.bat won't even build it closes instantly on installing prereq
What's the output in console?
Gonna let it build over the night and hope that it aint giving errors once i wake up
If you checked out the release branch with the proper Windows SDK, VS version, it won't
From my comment 2 days ago
Yea done that except the LLVM wich aint needed if i got you or someone else right ^^
What's the xcode xcode 13 tho?
only needed to compile for ios i assume?
Just VS + WinSDK
Do anything then to be more precise, aint an issue anymore rho
Problem with deleting the message that says it worked means other people then try to help
So, our team has noticed that Set Timer By Event and Delay nodes dont work with custom time dilation, only global time dilations, is there a way to override FTimerManager to add support for them
so if i git pull i can just build my game project and it will actually update the engine too? neat.
i guess ill try it on sunday.
So, im back what errors you guys need from vs?
cause as i suspected
Find the compile error
Scrolling thru atm hoping to find it
Ctrl+f, error
Also VS2022 isn't used by Epic to compile releases but I already explained that twice
8>LINK : fatal error LNK1104: cannot open file '..\Binaries\Win64\ShaderCompileWorker.exe'
and this i guess?
8>D:\Program\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(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.
Says vs2022 or vs 2019 in their logs tho?
The version used to compile on the build farm is clearly labeled
And you never said what git describe outputs
Open terminal in repo, git describe
can't for some odd reason redirect it to the source
CD:ing gives no result at all
And don't have a RMB for terminal
Didnt even have git installed lol
Might have found the issue
The file D:\Unreal\Source\Engine\Binaries\Win64\ShaderCompileWorker.exe is infected with Gen:Variant.Lazy.262528 and was moved to quarantine.
False-Positive from AV
Time to build again and hope for the best
Nope, still gettng build errors
It can't for some odd reason open the shadercompileworker
Remove the AV, run Setup.bat, build solution
Might be already changed. You want to set the build to UE5 instead of BaseTextureBuildWorker
Rebuild or just build?
Already done, ty tho
Still errors =/
Still the same error with the ShaderCompileWorker? Or new ones?
Still the same 2 listed above
Just taking it step by step just to make sure no step got omitted.
You got an up to date VS2022 (17.4.1) and .Net desktop development, Desktop Development with C++, Universal Windows Platform development and Game Development with C++? (Or the VS2019, but your log states 2022)
You ran setup.bat and then GenerateProjectFiles.bat and both completed without errors?
Started VS->Selected UE5 then build which causes the shader compiler error.
DId you rerun setup.bat and GenProjFiles after you disabled the AV to make sure the removed files are back where they belong?
Yeah, disabled the av for an hour while both trying to build, and rerun both of em.
Atm rebuilding the whole solution and hoping for the best
8>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(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. - Well looks like we have the same error now. I compiled from the 5.1 release just now. Worked when using Rider to compile yesterday.
Welcome to the club.๐๐ผ
Now lets try to fix it
Apparently from some googling error code 6 means that the file is locked
This is not an error
The error is above
aka either the shader compiler worker failed to link, or it's not supposed t obe compiled at all
Try reverting any change in source control, then re-start the full process
I've restarted the full process by even reinstalling it all
exited with code 6.?
That just means there IS an error
Scroll up to find it
Are you running VS2022 17.4 with .NET 7.0?
Might be that 17.4 of VS2022 is the culprit, it comes with 7.0 in the box it seems. I rolled back to an older version of VS2022 17.3.6, hopefully that fixes things.
Lemme know if that fixes it
Going to rebuild/redownload completly just to make sure no old files stick around. Might take a bit
Should be able to just disable the 7 on runtime?
I tried. If you use VisualStudio Installer to take out 7 it also disables a whole bunch of stuff that you need (the whole c++ development packages)
Is there somewhere a list of available commands for UnrealEditor-Cmd.exe?
I wanna read about the command ResavePackages.
I did. compiler still spew a lot of errors regarding sdk 7 even if in the .json you specify 6. It worked in the older version of vs2022. So I'm hoping it's just some weird VS thing of the new version. The old version + rider worked flawlessly before.
Works. Roll back to VS2022 17.3.6, remove any and all traces of net 7.0. And done
Mind explaining how?
Can't manage to find a community version of 17.3.6 anywhere
Planning to, just been using 2022 for the whole year without issues, updated it, got fuck'd & can't reroll so was hoping to stay with it but apparently not lol
How can I deal with it? I'm using VS2022, win 11, and I try to compile UE4.27
Is skeletal mesh with Nanite planned for 5.2?
Switch to VS2019. VS2022 has on newer version net7 which is not playing nice with UE. Also check the last 2 days of Banned and mine discussion above you, where we hads the same issue with VS2022.
And read the release notes for your engine
They literally spell out a version of MSVC+WindowsSDK that will work
If you don't want to waste hours of build time, it's much easier to pick those in the VS installer
If you really need to use VS 2022 with UE 5.1, then you need specifically VS 17.3.6 !! The latest versions are 17.4+ and include .NET 7 which is not compatible with compiling UE 5.1 at the moment.
Also if you install any other version than 17.3.6 you will have lots of warnings and other minor issues, you need to have exactly the same .NET 6.0 SDK as is bundled with the engine.
This has been said multiple times above, but seems to have been ignored ๐
Safe option = VS 2019
If you NEED 2022 = VS 17.3.6 ONLY
Good luck finding 17.3.6 tho.
To get a proper installment of Lyra, should it be installed right into the Source or into the Source/Engine folder?
i don't know about .net 6/7 with the newer vs2022 but most of the incompatibilities come from the build tools that you can just use an older version
its available on a public MS page?
Ain't seeing a download link there bruh.
... scroll down, its there under "Fixed version bootstrappers"
Community version no?
just search for "17.3.6"
afaics only prof and enterprise
Ah if you need community version, then you can try just the Build Tools link
I actually used that when I fixed this, since I use Rider
Also you could try this version, seems like you can get the Community 17.3.6 here
https://learn.microsoft.com/en-us/visualstudio/releases/2022/release-notes-v17.3
Afaik .NET SDK does not include the MSVC compilers...
If you install Rider I know they bootstrap along a minimum installer with the required compilers and MSBuild.
Unreal 5.1 requires .NET 6 to build the new Unreal HeaderTool.
yeah you definitely need .NET 6
if you had the .NET 7 preview installed you do need to uninstall that because that causes issues loading the .NET projects in VS
but the .NET 7 RTM should be fine. it was one of the known issues with the VS release
Quick Question
When you want to install a new project, should it be put straight into Source or does the project go into Source/Engine
Cause can't find it wherever i install it
"install a new project"?
put it in <project dir>/Plugins or <engine dir>/Plugins
Lyra aint really a plugin tho is it?
you can create subdirectories under Plugins too, but don't call it Marketplace because that has special treatment, even in source builds
More of a whole game sample
place it in the root directory of where the engine source is
Lyra then should show under "Games" in solution explorer
That really doesnt help honestly, cause there's both a source and a engine folder
what?
I know where it should show, it just doesnt for some odd reason.
it goes in the same directory level as GenerateProjectFiles.bat
when you've moved it, run GenerateProjectFiles.bat
Anyone knows why this happens?
Ah missed that part.
Look at your output there, you are actually using net6.0 paths ๐
is this a basic notice or an issue?
Visual Studio 2019 does not support .NET 6.0 C# projects, these projects will not be added to the generated solution.
why are you not using 2022
unless you run .NET 6.0 C# Projects with vs2019 iot aint
funny guy.
Couldnt find the 17.3.6 when i searched for it.
So said, fuck it and decided to downgrade.
Unreal should compile fine in 17.4.1
it doesnt
Well it doesnt.
5.0 compiles with 17.4.1 and I'm doing the upgrade soon
ok when I (and others) tried it gives errors, thats why we've all downgraded from VS 17.4+
I have the older toolchain installed
I had issues loading the .NET projects in UE5.0 until I uninstalled the .NET 7.0 preview SDK
works fine with the RTM 7.0 SDK
but that was a known issue in the release
yes, you have to uninstall the preview. it couldn't even load the .NET Core 3.1 projects from UE5.0 after updating the IDE
but was fine after the preview SDK was uninstalled from add/remove programs
I was using the .NET provided by latest VS 2022 17.4+, thats not a preview ๐
I'd rather downgrade VS 2022 than having to manually retarget a bunch of projects
what is your output for dotnet --list-sdks
I already uninstalled .NET 7 and the latest 2022 update ๐
3.1.400 [C:\Program Files\dotnet\sdk]
5.0.414 [C:\Program Files\dotnet\sdk]
6.0.100 [C:\Program Files\dotnet\sdk]
6.0.200 [C:\Program Files\dotnet\sdk]
2.2.207 [C:\Program Files\dotnet\sdk]
3.1.425 [C:\Program Files\dotnet\sdk]
5.0.214 [C:\Program Files\dotnet\sdk]
5.0.408 [C:\Program Files\dotnet\sdk]
5.0.414 [C:\Program Files\dotnet\sdk]
6.0.111 [C:\Program Files\dotnet\sdk]
6.0.203 [C:\Program Files\dotnet\sdk]
7.0.100 [C:\Program Files\dotnet\sdk]```
and that seemed to be fine
How long have u done engine for?
What do you mean exactly
Like how long have u been coding?
With Unreal? Since 2015
Uh I think so? Where is this going?
Dms lol
uh oh, run away ๐
ok maybe the difference then lies in installing the 7.0 bundled with VS vs a standalone release
I was using VS release that is a week old, 17.4.1 released November 15th. Not sure what exact runtime version is distributed with that though.
Yes there are workarounds, but you cant expect a whole team to retarget a bunch of project just so they can use the absolutely latest version of VS and .NET 7 :/ If you are solo then sure, go ahead ๐
This just feels like some fallout that Epic needs to better address, I know the .NET 6.0 requirement was added quite late in the 5.1 release.
yeah you should have your own version of the engine version controlled
at my current and previous studio, we had a p4 workflow for upgrading the engine
it was upgraded way before epic branched 5.1
Core 3.1 is out of support now, and 5 is the current LTS release
Yeah I'm seeing the same issue with some 5.1.0 C# automation projects.
Like a fool I updated VS2022 to 17.4.1 to see if it fixed some warnings I had. Instead it broke a bunch of things due to .NET 7.0.
We're using Community version and I cannot find out how to downgrade / install 17.3.X
So I'm using VS2019 to build the editor/game which works fine except for some automation projects require .NET 6.0 and they spit out that warning. Even though I have .NET 6.0 installed. Quite perplexing.
I suppose I could try installing the 17.3.6 build tools and use it with the latest version of VS2022 Community...
In 5.1 Is there any way of getting GenerateProjectFiles.bat to target a specific MSVC version? I tried passing -vs2019 but it still produces a vs2022 sln since I installed VS2022 as well...
Might just have to bite the bullet and license VS Professional...
VS Pro is (almost?) identical to the community featureset
and what issues specifically with the automation projects? are they specific to your project? because you'd have to migrate those to .NET 6
I was using preview 2 and it was not required there, only after preview 2->final 5.1 release.
but yeah according to commits the majority of the work was done back in April and over the summer
I take it back, after installing the additional components VS suggested, everything seems to be building ok now
The reason I am considering Pro is because with a pro subscription you can download specific older versions (https://learn.microsoft.com/en-us/visualstudio/releases/2019/history). Doesn't seem to be the same option for Community version.
Hey there, I'm back again but with building from source this time!
I did all of what you mentioned (also added bOverrideBuildEnvironment = true;), and I also added the configs. Everything is compiling fine but I'm still getting UE_WITH_IRIS=0
Did you do something that you didn't mention? For example do I need to add IrisCore or some other module to a dependency module list?
I also used the config settings that iniside posted just above the post you're replying to, though that didn't have anything to do with UE_WITH_IRIS.
I never set bOverrideBuildEnvironment.
You set bUseIris=true inside UnrealEditor.target.cs?
Yeah I added the config settings. So you're saying you had Iris working before adding those config settings?
Well, I had it compiling. It doesn't work without the config settings.
I had to, because I couldn't otherwise compile ๐ฆ
Then you've done something wrong.
I did.
What were your compile errors?
I see, but I'm not sure what you mean then by "though that didn't have anything to do with UE_WITH_IRIS"
Because I keep getting that macro value as 0
In rider nothing useful, just "ShadowCompiler somthing exited with code 6", so I used visual studio and it told me I had to set this bOverrideBuildEnvironment to true
I see, it's really weird then.
If you look at Core.Build.cs you'll see this code:
// Setup definitions to include / exclude Iris modifications to UObject Note: Only the definition is required as we do not depend on Iris in any way.
if (Target.bUseIris == true)
{
PublicDefinitions.Add("UE_WITH_IRIS=1");
}
else
{
PublicDefinitions.Add("UE_WITH_IRIS=0");
}
Yeah which made me believe I don't need to add any module to the dependency module list, right?
Right.
I'll keep investigating then, thanks for your time!
I did do this in 5.1 master/preview branch, so maybe they changed something in the full 5.1.0 release? I can't test it right at this moment.
I doubt it but it's possible.
I don't think I have the guts to download that one, but I'll report back what I find ๐
hey, im having some trouble with unreal. trying to make a multiplayer game and followed the dedicated server tutorial which said I needed to build/install it from source. i did so, but the editor is extremely laggy and live coding console builds are taking upwards of 10m which makes this essentially unworkable. I have a rtx 2060, 16gb ram, i7 9th gen, (though the editor and project are on a HDD not SSD). do i really need a source build? is there anything i can do to speed up compilation and editor speed?
Two things: low amount of RAM and HDD rather than SSD
Major speed up is not compiling the entire engine and only compiling your project
You will have a laggy editor while it's compiling shaders
Anyone knows, what is the current official way to install Windows toolchain for UE 5.1? VS2019 doesn't include .NET Core 6 while VS2022 doesn't include .NET 4.5 (still required for some engine tools). Is one supposed to install both VS2019+VS2022?
custom install VS2022
But that's not the way epics compile editor themselves. From release notes: https://docs.unrealengine.com/5.1/en-US/unreal-engine-5.1-release-notes/
IDE Version the Build farm compiles against
Visual Studio - Visual Studio 2019 14.29.30146 toolchain and Windows 10 SDK (10.0.18362.0)
How can I use precompiled binaries with UGS when having multiple game projects in one stream?
Well, they have a build farm and you have one PC that should probably be running VS 2022
has anyone been playing with 5.2's targeting system plugin?
Upgrading project from 5.03 to 5.1 results in out of gpu memory, crashing on map load. Map was fine in cinematic now it crashes in low scalablity.
Can I have multiple linux toolchains for different engine versions?
Can we add key frame option in Lighting Channel
Hi! I'd like to remove the viewport's acceleration and make it so that RMB + E moves the viewport forward and not up. Viewport-relative movement instead of world relative.
Which class is responsible for the Viewport movement?
LevelViewportClickHandlers perhaps
it's probably FLevelEditorViewportClient::ProcessClick, woops
you want to see FViewportNavigationCommands::RegisterCommands
and whenever "Up" gets used
Cheers! Will check em out.
Found it! It's in FEditorCameraController::UpdatePosition
Thank you so much for your help! You got me on the right track
I've also removed the viewport acceleration
Time to compile!
With a source build - what step(s) do I need to do if I want to swap branches? For example - if I am using release and I want to swtich to ue5-main, after I do the git checkout, do I need to run setup.bat or GenerateProjectFiles.bat again? Do I need to delete any pre-compiled folders etc? Or am I safe to just swap between them?
just git stash before I swap or something?
5.0 - Source build, blank new project, console debug crash - I get Crash Reporter.
5.0 - Binary build from installer, console debug crash - I get Crash Reporter.
For 5.1
5.1 - Binary build from installer, console debug crash - I get Crash Reporter.
5.1 - Source build, blank new project, console debug crash and I'm getting just a white dialog error
So I'm just trying to get my head around that
you literally told it to crash in the startup arguments
else if (FParse::Command(&Cmd, TEXT("CRASH")))
{
UE_LOG(LogEngine, Warning, TEXT("Printed warning to log."));
FGenericCrashContext::SetCrashTrigger(ECrashTrigger::Debug);
UE_LOG(LogEngine, Fatal, TEXT("%s"), TEXT("Crashing the gamethread at your request"));
return true;
}```
use an actual debugger and run your project in debuggame editor
after setting its engine version to your source build
Yes, but itโs not crashing to the Crash Reporter. Itโs crashing to the white dialog box. In 5.0 that command gives you a crash reporter.
To be clear; Iโm getting the white box on all 5.1 source crashes, that was my minimum reproducing steps.
the code is pretty clear here, try running without any commands from your ide to see the actual issue
I will see if I can find the crash reporter call
My guess if this is a packaged build then building the crash reporter is not enabled in the packaging settings
If it's the editor then maybe build the crash reporter
Not like the crash reporter dialog is that useful for the editor in a source build
Hi all. I'm running into an issue where I get the following warning when the scene has instanced static meshes when using the debug build of unreal 5.0.3 or 5.1.0.
LogRenderer: Warning: One or more Cached Mesh Draw commands use loose parameters. This causes overhead and will break dynamic instancing, potentially reducing performance further. Use Uniform Buffers instead.
Easily reproducible by creating a blank level and adding a few instanced static meshes in it. Has anyone seen this before?
More details in this forum question: https://forums.unrealengine.com/t/cached-mesh-draw-commands-use-loose-parameters-for-instanced-static-meshes-how-to-fix-it/696522
Is there a recommended NVIDIA Driver version for 5.1.0 ?
im not sure which channel this should quite go into but i think this is the most related to my issue
ive been trying to build a project on 5.1 but all the actions get cancelled after this memory bug occurs and i cant seem to figure out why this happens. can anyone help me with this?
i used the build bat file(in BatchFiles) with parameters Win64, Development, -waitMutex and NoHotReload.
the project only has a cube and a blank custom actor class.
not sure if related but my computer has 32gb of memory
Hiya!
I've built UE5.1 from source, the build was successful but here's the thing: whenever I open/create a new project, nothing happens. Visual studio opens and nothing after that. Even the log window closes.
Like, Unreal Editor's in the task manager, the process is up and running but no CPU usage at all and no visible UE windows.
Any ideas?
take a video
eh, it works fine now- i've just replaced one of live UE 5.1's dlls with a dll from my built UE5 and my changes work fine lol
Is there ans tutorials on how to install engine source for only dedicated server ?
26.6gb free, page is 4975mb
Anyone else here tried compiling 5.1 from Source using Rider?
When I do a build using Visual Studio 2022 - it works.
When I do the build using Rider - I get:
Microsoft.NET.Sdk.DefaultItems.Shared.targets(80, 5): [MSB4062] The "CheckIfPackageReferenceShouldBeFrameworkReference" task could not be loaded from the assembly C:\Program Files\dotnet\sdk\7.0.100\Sdks\Microsoft.NET.Sdk\targets\..\tools\net7.0\Microsoft.NET.Build.Tasks.dll. Could not load file or assembly 'System.Runtime, Version=7.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified. Confirm that the <UsingTask> declaration is correct, that the assembly and all its dependencies are available, and that the task contains a public class that implements Microsoft.Build.Framework.ITask. [D:\EpicGames\UESource_51\Engine\Source\Programs\Shared\EpicGames.Build\EpicGames.Build.csproj]
Google gives nothing about this... not sure how to solve (apart from just using VS2022)...?
Ok - works on Rider EAP - might be related to NET7 support apparently
no changes
The EAP rider does net7: https://rider-support.jetbrains.com/hc/en-us/articles/4407783950098-Support-for-the-Upcoming-NET-SDK-7
The latest Rider 2022.3 EAP builds support .NET 7 SDK. Please download them from https://www.jetbrains.com/rider/nextversion/.
Iโm not sure what you mean by โmonitorโ during compile. It errors out basically instantly with the above on the current Rider. EAP Rider goes through fine.
the monitor thing was about my issue(they were answering both of us in 1 message)
Oh right. Thanks, that makes more sense.
So I've tried a few things - still no luck:
-
Fresh clone of a clean 5.1 source from Epic (no changes)
-
Compile source build - no problems
-
Run and create a c++ third person project from the source build - no problems
-
Run the third person project from IDE (no debugger)
-
Crash = white text box with no stack
-
Change that same project to point to the 5.1 binary version of Unreal
-
Run the third person project from IDE (no debugger)
-
Crash = Crash reporter with stack
This is an editor build, launched via Visual studio 2022 with no debugger attached
did you build the crash reporter or not? I can't understand why the crash reporter is such a dealbreaker here
things like Insights etc are separate projects that don't get built by default
I'm not even certain how one sets up the crash reporter
on a 5.0 source build I never had to build it specifically - it works out of the box
The problem here is when my 5.1 "crashes" - I get nothing in the IDE or the game unless the debugger was specifically attached. Unlike the normal way.
i.e. on a 5.0 source build - following the steps above - I would get the crash reporter on both (I tested to make sure)
I'll try and build the crash reporter directly - i'll see if I can find the steps for that now
so nothing gets saved to Saved/Crashes?
it gets saved there, yes. I have a "crash" for both source and binary from the screenshots above.
and I'm building as "Development Editor" config - so that has CrashReporter as part of the build
So in the crash logs for both, <CrashReportClientVersion>1.0</CrashReportClientVersion> is only in the build version of CrashContext.runtime-xml.
But the CrashReporter is listed as part of the build config, so i'm a bit confused - so I'll keep looking around rebuilding the crashreporter directly as Megafunk said...
also, even if it's a fresh clone it might still be calling your buildconfiguration.xml
