#engine-source

1 messages ยท Page 3 of 1

lament oracle
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Nvm im dum, i accidently put a period in the Enum

sleek meadow
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Any idea why I cant compile the source ?

small isle
#

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?

pulsar kestrel
sleek meadow
nova sleet
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They just released a new driver that fixes this in case you need it

weary locust
jovial basalt
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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?

calm mason
jovial basalt
jovial basalt
#

Thanks!

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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?

calm mason
jovial basalt
#

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?

calm mason
jovial basalt
iron dome
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40m sounds like a reasonably good pc compiling the engine.

#

Have you tried packaging again?

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It shouldn't need to recompile the engine again.

calm mason
jovial basalt
#

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

calm mason
jovial basalt
calm mason
#

Definitely worth upgrading to nvme if possible, or at least ssd. You'll notice a big difference I suspect.

jovial basalt
#

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?

jovial basalt
#

Okay thank you very much for your help!

lethal leaf
#

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

calm mason
#

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.

thick storm
#

seems like something which can be used with Mass

onyx veldt
#

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?

jovial basalt
twin hazel
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how much space UE5 source build takes today?

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+200 gb?

dark spindle
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Depends what you build

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For a project-specific engine with just Windows, yeah

twin hazel
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roger, thanks

harsh lantern
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hey all, where was that bat file that fixes engine association for custom built versions?

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can't seem to find it

iron dome
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You can do into the binaries folder and find the 'unreal version selector' exe and then run it.

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It will register that install of the engine

iron dome
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With 5.x I guess so?

lone scaffold
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This looks cool

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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

zenith wren
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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?

haughty warren
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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?

thick storm
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yes

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welcome to c++

haughty warren
thick storm
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well

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for shaders

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it's even worse

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i mean once you modify some shader that is included everywhere

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it will need to regenerate every possible combination

haughty warren
#

aaaaaaaaaaaaaaaaaaaaaaaa

thick storm
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0o

hidden hedge
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waste of computational resources to do a full engine build if the project exists

haughty warren
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I need to modify UE's TAA shader

hidden hedge
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project and engine side-by-side, compile only the game inside UE5.sln

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depending on your CPU, you should see a pretty significant reduction in build time since you're only building what your game actually uses

haughty warren
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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?

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No wait, I think I misunderstood

hidden hedge
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if they're side by side then GenerateProjectFiles.bat creates a UE5.sln with your game in it

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if you build the game target from there then that's a good chunk off your build time

haughty warren
#

I'll try that, thanks a lot!!

haughty warren
hidden hedge
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the initial compilation will be the engine components + the game, after that'll just be like you're used to

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unless of course you make engine changes

haughty warren
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That's perfect then, thanks a lot!

haughty warren
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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

haughty warren
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There must be something wrong lol

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2h compiling already

hidden hedge
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Make sure the game is the startup project

haughty warren
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It had 3k things to compile, is it usually less when only compiling the game?

haughty warren
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Ok, to my surprise, after the initial compile, further changes to shaders are taking less than 10 seconds to rebuild. Pretty happy about it!

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Thanks for the help

hidden hedge
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or if you've disabled some default plugins you don't use

grand hull
iron dome
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Probably because SNumericRotatorInputBox isn't defined in SlateFwd.h

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The docs are wrong.

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It's Widgets\Input\SNumericRotatorInputBox.h

grand hull
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ye #include "Widgets/Input/SRotatorInputBox.h" works

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and in SlateFwd.h there is also SRotatorInputBox confusing

iron dome
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It's not meant to be really included.

languid kayak
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FEditor style stuff is a different module now if that helps

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at least it was for me in 5.2

twin hazel
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does this mean 5.1 will be released soon? thinkblob

robust token
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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

lime swallow
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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

coarse canyon
lime swallow
coarse canyon
lime swallow
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hmmm that could be a reason let me check

coarse canyon
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If you are building the engine inside a folder nested deep somewhere, move it to a root folder

lime swallow
# coarse canyon If you are building the engine inside a folder nested deep somewhere, move it to...

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

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I've used the engine but added a plugin to my project and tried to rebuild it and now I get this every time

languid kayak
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I would try deleting intermediate and regenerating the solution by right clicking the uproject

lime swallow
strange swift
lime swallow
lime swallow
odd tangle
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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)

vague peak
# odd tangle Guys, a thought came to my mind. Can anyone tell me if I can somehow change the ...

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 ๐Ÿ˜”

distant pivot
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is the 5.1 branch compiling yet?

whole spear
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[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?

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ive come across "git config --system core.longpaths true" but im not sure if that is resulting in compilation problems

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also, is by filename the whole path length the issue or just the name of the file itself.

whole spear
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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"

whole spear
whole spear
#

Have no idea how but i managed to fixed it with some git stuff and moving it to a different folder

upper belfry
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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...

whole spear
heady sparrow
#

and it might be slower because your build config might not be using all threads

#

need to add a processorcountmultiplier

small isle
#

the more cores the better for full source builds

hidden hedge
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Then you build that and that compiles only the engine code your game actually uses

whole spear
#

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

whole spear
# heady sparrow setup.bat is just in the base folder

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?

whole spear
whole spear
# hidden hedge If you have a project already you should set it up side by side with the engine

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

whole spear
sleek meadow
#

How can I reduce CreateCommittedResource time and frequency ?

strange swift
quick crystal
#

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

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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

coarse canyon
misty compass
#

hi, can anyone here point me to a recent commit on ue5-main that builds on macOS (Apple Silicon)? Cheers

quick crystal
#

Hm... I've been avoiding 5.1 because it's not stable yet and probably doesn't have plugin support for red point oss

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If a full rebuild of the engine and project doesn't work, then I'll try that next I guess.

quick crystal
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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

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God damn it. I just don't have this kind of time anymore

#

1158 is an odd message

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Is 5.1 the right branch or should I use another branch to test 5.1?

quick crystal
#

5.1.0-preview-2 then?

coarse canyon
small surge
#

how is vulkan performance on 5.1?

quick crystal
#
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* ๐Ÿ˜ฆ

#

I can't call INitFromActor and pass in the .Target anymore

quick crystal
#

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.

quick crystal
#

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

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What is this all about?

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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.

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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.

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Development Editor was more promising, it actually launched, but then crashed with this

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No idea wth is going on. I just want to be able to work on my project again

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It is beginning to feel like it is going to be months before I can

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Never fucking updating windows again

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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

thick storm
#

new tracing buttons on main

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well at least it seems to connect now ๐Ÿ˜„

quick crystal
#

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?

iron dome
#

Just try compiling again.

quick crystal
#

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

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*though

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different modules seem to still be emitting that after re-trying

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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.

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it still seems to be moving along though, but I doubt that means that I will get a usable binary

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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
quick crystal
#

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.

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I want to make sure that I have the right C++ components installed

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which windows SDKs they have installed while running on windows 11 would be great

dark spindle
#

You need MSVC latest + win10 SDK latest

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I compiled the 5.1 branch with it about three days ago

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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

meager badge
#

It's been compile for 12 hours, what is the reason?

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and there are 3000 files left

quick mica
#

๐Ÿ”ฎ Well, what are your PC specs? Is the code on a SSD or HDD, what about RAM/CPU?

dark spindle
quick mica
# meager badge SSD RAM 8GB

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 ๐Ÿ˜„

dark spindle
#

Aim for 64GB, 32 is fine

#

With as many cores as you can buy

iron dome
quick mica
iron dome
#

Even so, for compiling the engine you want double that!

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At least.

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Or a lot of holiday time built up. ๐Ÿ˜›

quick mica
#

what you want and what you can effort are sometimes not the same

iron dome
#

True enough.

quick mica
#

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 ๐Ÿ˜›

iron dome
#

Hehe

cobalt nacelle
#

How can i solve this?

#

๐Ÿ˜ฆ

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Packaged game is good 0 error

#

but

storm turret
#

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.

worthy zinc
#

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?

quick crystal
#

so for 5.1, do I need to uninstall the win10 sdk I currently have installed and install the one after it?

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Looks like those are my C++ enabled components

iron dome
#

I've been using 10.0.19 or 18 for ages and it's working past 5.1

quick crystal
#

Ok

distant pivot
#

overnight my .git folder for my engine source build grew to almost 400GB. What is the solution?!

quick crystal
#

Well it didn't just do it without any action what so ever.

inner badge
#

I recently formatted my pc and now after installing vs and source engine, when I launch my project it freezes at 9%, any help?

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(other projects run smoothly so I believe must be something related to path, I deleted config but didn't worked tho)

ember zephyr
#
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?

lone scaffold
thick storm
#

it's also using something called Dataflow

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which is generic graph for something

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(related to physics)

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where you can script flow of actions (like something breaks, generates force, break something else, etc)

hybrid helm
#

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?

worthy zinc
#

is it simple to convert a project from non-source to source build? how would that be done?

heady sparrow
#

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

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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

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so you don't need to deal with backporting and can just roll it back if you find it isn't working

heady sparrow
#

Like so (excuse my massively overcrowded context menu)

coarse canyon
#

No actual commits to the 5.1 branch for almost a week now, I smell the 5.1 release coming this week ๐Ÿ˜‰

lone scaffold
#

Yes, I think so too.

thick storm
#

that would be interesting only 2 previews

#

unfortunetly they cut some features like MVVM for UMG

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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

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(it's not removed just postponed for next version)

lone scaffold
#

Ah, was MVVM internally disabled? I thought it can be disabled just as plugin.

thick storm
#

I've seen commit which added cvar which disables it on 5.1

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but can still be normally enabled on main

jovial basalt
#

Are branches like 5.1 intended for production use or should only be official releases be used for production?

full jewel
#

the tags are generally what the launcher has on it

jovial basalt
#

what is the 5.1 branch then there for? stabilizing the code short before release?

iron dome
#

Yes

#

Epic're in "feature lockdown" for 5.1 for like a month now

jovial basalt
#

okay thanks

#

so is it common when using source builds to only merge tagged commits (like the preview versions and full releases)?

iron dome
#

If you're close to release? Sure.

jovial basalt
iron dome
#

Indeed. If you're near the start of dev you should probably try to keep up with the changes.

cursive heart
#

Has anyone tried building 5.1 with Iris enabled?

languid kayak
#

I could not get it in a working state yet

#

that was months ago so it might be nicer now

ornate rose
small surge
#

Does word partition support baked lighting yet?

jovial basalt
#

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?

jovial basalt
#

thanks, trying it right now

junior parrot
#

which build version should i use to build?

thick storm
#

you need some configs to enable it

cursive heart
# thick storm

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?

languid kayak
#

you probably still need that to get it to switch to those macros

cursive heart
#

That's what I figured. I'm waiting on my build to finish to try it out.

languid kayak
#

it's a bit like Chaos in the sense it's in a sort of mixed state between the two ๐Ÿ˜จ

#

at least code wise

cursive heart
#

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.

languid kayak
#

it seems to switch between the two in some cases

#

where Iris doesn't just add to it but replaces stuff

cursive heart
#

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.

cursive heart
# thick storm

I'm curious: did you put these in the BaseEngine.ini or in your project's DefaultEngine.ini?

thick storm
#

in DeafultEngine

thick storm
#

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

cursive heart
#

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. ๐Ÿ˜„

quick crystal
#

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.

thick storm
#

is there some easy way

#

to short plugins in content browser into sub folders ?

#

or categories

#

aside from changing friendly name -;-

idle vine
thick storm
#

Iris

#

when using iris the replication graph and standard relevelancy is all build in into various filters

lone scaffold
# thick storm is there some easy way

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.

stiff geyser
#

hi, Is it possible to add a custom log for cooking ?

quick crystal
#

Anyone use the new vs2022 17.4.0 to build a ue project?

quick crystal
#

Anything is possible since you have access to all of the source code

thick storm
#

no idea what is going on but it speed up editor it's good ;d

lone scaffold
# thick storm

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.

thick storm
#

heh finally I will able to delete 200+ assets without loading them

#

๐Ÿ˜„

full jewel
#

it always felt a little silly to load an entire asset to get the context menu

solar spire
#

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.

iron dome
#

So you're asking for tools hackers would use?

#

Did you think that question through? ๐Ÿ™‚

solar spire
#

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

iron dome
#

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.

solar spire
#

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 ๐Ÿ˜‰

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

โ–ถ Play video
iron dome
#

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.

solar spire
#

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?

iron dome
#

I don't know.

#

As for generic cheats, have you considered premade anti-cheat options?

solar spire
#

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.

iron dome
#

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.

solar spire
iron dome
#

I really haven't answered my own question.

#

But I digress.

solar spire
iron dome
#

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!

idle vine
#

Your stuff will be cracked in less than a day most likely. That's just the reality.

iron dome
#

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.

coarse canyon
#

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 ๐Ÿ˜‰ 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 ๐Ÿ˜‰

rigid acorn
#

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.

ornate rose
#

Any news on Ue 5.1 leaving preview?

quick crystal
#

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.

plucky spruce
#

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 ?

iron dome
#

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.

plucky spruce
#

Yeah super weird idk where it came from, it's definitely set to Development Editor

iron dome
#

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. ๐Ÿ˜›

plucky spruce
#

true, ty!

pulsar kestrel
#

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?

golden hamlet
golden hamlet
hidden hedge
#

neither of those

quick mica
hidden hedge
#

projects with a source build should be side-by-side with the root directory (the directory that contains GenerateProjectFiles.bat)

hidden hedge
quick mica
# hidden hedge 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

hidden hedge
#

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

quick mica
#

I have a source engine and both are in different root folders without any issue

hidden hedge
#

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

quick mica
#

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

hidden hedge
#

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

quick mica
#

yes, because it shows it in MyProject.sln that references UE5.sln, why should I want my gameproject being part of the engine

hidden hedge
#

what

quick mica
#

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

hidden hedge
#

yes which is typical in an actual studio

#

using UnrealGameSync

quick mica
#

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^^)

golden hamlet
hidden hedge
#

if you only compile your project, it only compiles the engine components required

golden hamlet
#

gtx 970
i7 4790k
32gb ddr4

hidden hedge
#

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

golden hamlet
#

Only halfway on the build after a fresh installment, intend to start a new project ontop of lyra hence the question earlier ^^

hidden hedge
#

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

golden hamlet
#

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
#

out of those 2 paths, the latter

#

the Lyra folder would go there

golden hamlet
#

@hidden hedge Thanks once again, finally back on track ^^

plucky spruce
#

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?

distant pivot
#

will we get a 5.1 release this week?

coarse canyon
lone scaffold
#

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 soonโ„ข๏ธ :P

thick storm
#

possibly the sample content is delaying

subtle lantern
#

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.

hidden hedge
#

you really shouldn't put it in program files

#

that's a permissions headache

coarse canyon
#

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.

subtle lantern
#

Alrighty

#

Will try installing outside

coarse canyon
#

Unreal 5.1 is out ๐Ÿ™‚

lone scaffold
#

wohoo

sleek meadow
#

Is dynamic resolution supported in PC platform ?

dark spindle
#

Nope

sleek meadow
#

Why not ?

dark spindle
#

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

sleek meadow
#

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

โ–ถ Play video
#

I am using SceneCapture and it takes a lot resources, dynamic resolution / upscaling would be great.

dark spindle
#

Scene capture is expensive as fuck, yes

iron dome
#

More expensive than it should be.

#

They know about that and are going to fix it one day.

dark spindle
#

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

sleek meadow
#

This is the problem

dark spindle
#

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

sleek meadow
#

Yes, but quality gets lower too

dark spindle
#

If you're expecting a full blown TSR pass on the scene capture, okay, I feel you, but it's probably a bit early

sleek meadow
#

TSR is really good technology

#

but not supported atm and its shame

dark spindle
#

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

sleek meadow
#

I think scene capture is designed for planar reflection. The problem begins from the foundtaion.

elfin badge
#

@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

dark spindle
#

(And changing the res at every frame on PC likely incurs costs too)

elfin badge
#

I am pretty interested on getting it working on PC though as it's definitely something that we should have support for

lone scaffold
#

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"

elfin badge
#

oooh very nice, thank you for linking ๐Ÿ™‚

strange oracle
#

where can I see all version of lyra project?

half delta
#

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.

opal gorge
#

Anyone else having trouble building the unreal header tool in 5.1?

hidden hedge
opal gorge
#

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]

hidden hedge
#

and .NET 5 is installed?

#

dotnet --list-sdks will confirm

opal gorge
#

7.0.100 [C:\Program Files\dotnet\sdk]

hidden hedge
#

is that the only outputted line?

opal gorge
#

Yes

hidden hedge
#

try installing the .NET 5 SDK

opal gorge
#

Whats weird is that VS Installer shows .Net 6.0 and .Net 5.0 installed

#

I'll remove an reinstall

hidden hedge
#

you can install the standalone SDK

opal gorge
#

Yeah I'll remove then install standalone

hidden hedge
#

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

opal gorge
#

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

hidden hedge
#

oh nvm I just misremembered, it says .NET 6.0 there too

opal gorge
#

There is no Shared folder at all

hidden hedge
#

are you sure it doesn't exist? it's there in the 5.1 branch too, not just main

opal gorge
#

Oh nvm it's there, just not showing up in the VS file structure

hidden hedge
#

yeah you might find better results if you close VS and install the .NET 6 SDK

opal gorge
#

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

opal gorge
#

Hmm

#

Did 3rd party include path behavior change in 5.1?

quick mica
#

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?

quick mica
#

Ok, thx for the info^^ Then I'll don't do it for now ๐Ÿ™‚

lone scaffold
thick storm
#

Mikko

#

is MVP

#

for all the gameplay stuff

lone scaffold
#

Yeah, the whole AI team is. I am so glad things are finally moving forward with gameplay systems after all these years.

golden hamlet
#

With the update of 5.1 i can't for the love of me get the build to not fail

dark spindle
#

Make sure you're using the proper tag

golden hamlet
#

ue5.vxcproject Failed or something among that

dark spindle
#

Not helpful

golden hamlet
dark spindle
#

Try the actual C++ error from the compiler output

#

No C++ error in sight

coarse canyon
#

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)

dark spindle
#

(also I did ask if you used a tag)

golden hamlet
#

Have compiled & used the source version befor but went for an update today and after that, just been issues

golden hamlet
golden hamlet
coarse canyon
golden hamlet
#

Would explain why it worked yesterday and not today

dark spindle
#

You need to be on a tag if you hope for sources to compile

#

Read the compilation instructions

golden hamlet
#

Aint making me smarter since i dont get your question

coarse canyon
#

What question?

golden hamlet
#

About what tag im using

golden hamlet
golden hamlet
coarse canyon
#

He was telling you exactly what he meant ๐Ÿ™‚ 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

golden hamlet
#

I've done that

#

Forked from the main earlier today

coarse canyon
#

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.

dark spindle
#

Because cloning doesn't do that

#

Generally speaking there is no reason for a tag to not build

#

(from the doc)

dark spindle
#

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

wanton tartan
#

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?

dark spindle
#

FWIW, as of 5.1.0 tag

wanton tartan
#

This is the auto-generated xml. Nothing specified. Still not working

#

How do I get 14.29.30146? VS installer installed 14.29.30147

dark spindle
wanton tartan
#

Thanks. Any documentation on how to do this? VS2022 is installed

dark spindle
#

Probably easier to delete 2019 from your machine but IIRC there's a switch to specify 2022 in Setup.bat

wanton tartan
#

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.

dark spindle
golden hamlet
#

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

hidden hedge
#

you shouldn't need clang unless you're compiling with clang or using its static analyser

dark spindle
golden hamlet
dark spindle
#

To be clear you do not need it to compile the engine normally

golden hamlet
#

Define normally lol

#

I compile it thru vs atm

dark spindle
#

You don't need it to compile for Windows

golden hamlet
#

ah ok

wanton tartan
#

Thanks for all the help. I got it working on a fresh vs2022 machine.

marble rune
#

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.

crimson crane
heady sparrow
marble rune
crimson crane
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so you should probably invoke the automation tool to build this for you instead of invoking the compiler

marble rune
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Happen to know the command line for that @crimson crane?

crimson crane
# marble rune Happen to know the command line for that <@102286643368558592>?

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

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substitute MyProject for whatever your project name is

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this is a standalone Development build though so you will have to change that too

marble rune
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What about the Editor itself without a project yet

crimson crane
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what

crimson crane
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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

marble rune
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I'll give that a shot, yeah the Editor + MultiUserServer etc.

crimson crane
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not sure about the multi user stuff but you are basically looking at an installed build if you wanted to do any more reading

marble rune
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This look's familiar, I recall having plugin issues with an InstalledBuild back in 4.2x , but we'll get to that later ๐Ÿ™‚ Thanks dude, time to clean and redo

long wave
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How do you exclude all Datasmith stuff from a source build? I.e. prevent git dependencies from downloading it during Setup?

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It's not a platform so the "EXCLUDES" argument doesn't do anything really

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Maybe .getdepsignore should specify it too?

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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

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DMX too, and all that other stuff that isn't neccesary

feral bane
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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.

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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?

long wave
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yeah giving that a trial now

marble rune
winter hinge
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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.

quiet geyser
cursive heart
quiet geyser
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I see, yeah makes sense, thanks!

plush schooner
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"it should take 10 - 40 minutes to compile, depending on your system"

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me, 2 hours in with a 10 core i9 and m.2: ๐Ÿ˜ถ

nova sleet
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It takes me about 40m on a 5950x

heady sparrow
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Also to be fair older versions of the engine were smaller

nova sleet
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Yeah ue4 took me about 13-15m

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Ue5 is a chonky boy

hidden hedge
quick mica
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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

plush schooner
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I have 32 GB ram windows 10

hidden hedge
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And is it for your project?

plush schooner
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but it's really not a big deal

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yes

hidden hedge
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Yes but are you compiling that or 'UE5" or just build solution

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Because if you set it up and just build your game, it only builds components that are in use

plush schooner
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I only built ue5

hidden hedge
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"only"

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Well that ain't the way to do it if you have an existing project

quick mica
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which gen is your i9? What is the CPU load during compilation, are all cores at 100% (despite linking phase)

plush schooner
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so you think it's more efficient to compile the editor with an existing project

plush schooner
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also when it says 10-40 minutes keep in mind that's from following the intructions on the github

quick mica
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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

plush schooner
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I'll probably need the full editor

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because I'm contributing back

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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

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also I slightly exagerated

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I said 2 hours but it was really more like an hour 30 minutes

hidden hedge
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When you compile only the project with a source build, it only builds stuff you're using

plush schooner
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like, at the module level?

hidden hedge
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Yes it only builds modules your project needs to run

golden hamlet
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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 -.-

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Had no issues what so ever with 5.0

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Sadly only f'ing option when you wanna work with the lyra project and have it function online ontop of that.

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But it's beyond me that a fresh download & install aint even working -.-

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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

dark spindle
golden hamlet
dark spindle
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The actual error

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Make sure you Git branch is also based of hat specific tag

golden hamlet
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Can tell you in 4-5 hours when i've rebuilt it if it fails again ...

dark spindle
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Okay, come back in 4-5 hours when we can help you track down the error

golden hamlet
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Will do ๐Ÿ™‚

dark spindle
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Nothing relevant to see here

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git describe would be more useful

golden hamlet
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Located?

dark spindle
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You should see the 5.1.0 tag that you checked out from the release branch

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The console

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Or whatever Git client used to check out the release

golden hamlet
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using Desktop

dark spindle
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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

dark spindle
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Completely irrelevant really

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Clone the repo, check out appropriate tag

golden hamlet
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I've cloned the repo, there's no tags from what i can see

dark spindle
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Of course there are

golden hamlet
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says 0 tags

dark spindle
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That's a fork you made of the repo

golden hamlet
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ye

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Currently cloning it with github desktop

dark spindle
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If you're forking Unreal yourself it's kinda on you to ensure

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that you have the proper base branch for your own work

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Suspecting that your entire issue is that you're not working from the correct branch or tag here

golden hamlet
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Well plan is to make a new project based on lyra so

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So there can't really be a wrong branch nor tag for it can it?

dark spindle
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Why do you need the engine source for in the first place?

golden hamlet
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EOS

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Doesnt build without the source and lyra

dark spindle
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Not sure you even need a source engine for that

golden hamlet
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I'm sure

dark spindle
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But you don't, though

golden hamlet
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To use EOS in Lyra, you will need to set up accounts for both EOS and engine source code access:

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On that part, im sure atleast ๐Ÿ˜‚

dark spindle
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Pretty sure all of this works with a binary engine build but hey

golden hamlet
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Would've used it if it did.

dark spindle
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Anyway, you don't need to fork anything, just follow the instructions: clone, checkout the release

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As the doc says

golden hamlet
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The doc says to fork a build for personal purposes tho

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or well, the readme to be precise.

dark spindle
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You only need a fork if you're doing changes to the engine

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Which you're not

golden hamlet
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You need to build the game with eos implemented, that's altering, isn't it?

dark spindle
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You absolutely don't need a source engine build to compile a game or a plugin

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Let alone changing the engine

golden hamlet
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Did you read the stuff i sent you?

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It's quite clear all over the place that source is required with lyra & eos there.

dark spindle
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A source build is NOT required for Lyra, that's a fact

golden hamlet
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Not lyra

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EOS

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with lyra

dark spindle
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It's also not required for EOS

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It MIGHT be required for Lyra+EOS but even the doc doesn't explicitly claim that

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In any case, no changes to the engine are suggested

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So there's no need to fork

golden hamlet
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What so ever, source is required forked or not.

dark spindle
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The doc simply explains Epic's traditional process where you check out your game source as part of a dedicated engine source

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Whether it's needed to do that is not explicitly said, and I don't believe it is

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But at least you know you can simply check out the release branch from the official repo

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That should help clarifying which commit ID you're currently on

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Should be 5.1.0-release (cdaec5b33ea5d332e51eee4e4866495c90442122)

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Assuming you don't want 5.0, since it is what the doc suggests, too...

golden hamlet
dark spindle
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Just confirm that you're actually on that commit

feral bane
# hidden hedge Because if you set it up and just build your game, it only builds components tha...

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?

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something like putting the path to the uproject in a file somewhere or something?

static pawn
static pawn
golden hamlet
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Gotten into the issue where the setup.bat won't even build it closes instantly on installing prereq

dark spindle
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What's the output in console?

golden hamlet
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none

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Showing this, asking for admin rights, gets it, closes.

dark spindle
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Start it from a terminal to check for errors

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Guess it worked

golden hamlet
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Gonna let it build over the night and hope that it aint giving errors once i wake up

dark spindle
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If you checked out the release branch with the proper Windows SDK, VS version, it won't

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From my comment 2 days ago

golden hamlet
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Yea done that except the LLVM wich aint needed if i got you or someone else right ^^
What's the xcode xcode 13 tho?

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only needed to compile for ios i assume?

dark spindle
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Just VS + WinSDK

golden hamlet
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Do anything then to be more precise, aint an issue anymore rho

dark spindle
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Problem with deleting the message that says it worked means other people then try to help

robust trench
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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

feral bane
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i guess ill try it on sunday.

golden hamlet
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cause as i suspected

dark spindle
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Find the compile error

golden hamlet
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Scrolling thru atm hoping to find it

dark spindle
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Ctrl+f, error

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Also VS2022 isn't used by Epic to compile releases but I already explained that twice

golden hamlet
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8>LINK : fatal error LNK1104: cannot open file '..\Binaries\Win64\ShaderCompileWorker.exe'

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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.

golden hamlet
dark spindle
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And you never said what git describe outputs

golden hamlet
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how do i check that?

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as from all i can find is that it's matching the branch

dark spindle
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Open terminal in repo, git describe

golden hamlet
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CD:ing gives no result at all

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And don't have a RMB for terminal

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Didnt even have git installed lol

dark spindle
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So that's one thing that goes well

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Try opening the editor

golden hamlet
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Might have found the issue

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The file D:\Unreal\Source\Engine\Binaries\Win64\ShaderCompileWorker.exe is infected with Gen:Variant.Lazy.262528 and was moved to quarantine.

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False-Positive from AV

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Time to build again and hope for the best

golden hamlet
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Nope, still gettng build errors

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It can't for some odd reason open the shadercompileworker

dark spindle
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Remove the AV, run Setup.bat, build solution

digital jetty
golden hamlet
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Rebuild or just build?

golden hamlet
digital jetty
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Still the same error with the ShaderCompileWorker? Or new ones?

golden hamlet
digital jetty
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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?

golden hamlet
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Atm rebuilding the whole solution and hoping for the best

digital jetty
# golden hamlet 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.

golden hamlet
golden hamlet
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Apparently from some googling error code 6 means that the file is locked

dark spindle
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The error is above

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aka either the shader compiler worker failed to link, or it's not supposed t obe compiled at all

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Try reverting any change in source control, then re-start the full process

golden hamlet
golden hamlet
dark spindle
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Scroll up to find it

digital jetty
golden hamlet
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?

digital jetty
# golden hamlet 7.0? no but 6.0

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.

digital jetty
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Going to rebuild/redownload completly just to make sure no old files stick around. Might take a bit

golden hamlet
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Should be able to just disable the 7 on runtime?

digital jetty
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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)

short pike
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Is there somewhere a list of available commands for UnrealEditor-Cmd.exe?
I wanna read about the command ResavePackages.

digital jetty
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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.

digital jetty
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Works. Roll back to VS2022 17.3.6, remove any and all traces of net 7.0. And done

golden hamlet
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Can't manage to find a community version of 17.3.6 anywhere

dark spindle
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Just use VS2019

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For like, the 4th time

golden hamlet
# dark spindle Just use VS2019

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

pulsar cloud
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How can I deal with it? I'm using VS2022, win 11, and I try to compile UE4.27

ornate rose
#

Is skeletal mesh with Nanite planned for 5.2?

digital jetty
dark spindle
#

And read the release notes for your engine

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They literally spell out a version of MSVC+WindowsSDK that will work

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If you don't want to waste hours of build time, it's much easier to pick those in the VS installer

coarse canyon
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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.

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This has been said multiple times above, but seems to have been ignored ๐Ÿ˜‰

Safe option = VS 2019
If you NEED 2022 = VS 17.3.6 ONLY

golden hamlet
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Good luck finding 17.3.6 tho.

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To get a proper installment of Lyra, should it be installed right into the Source or into the Source/Engine folder?

full jewel
#

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

coarse canyon
golden hamlet
coarse canyon
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... scroll down, its there under "Fixed version bootstrappers"

golden hamlet
coarse canyon
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just search for "17.3.6"

golden hamlet
#

afaics only prof and enterprise

coarse canyon
#

Ah if you need community version, then you can try just the Build Tools link

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I actually used that when I fixed this, since I use Rider

coarse canyon
#

Afaik .NET SDK does not include the MSVC compilers...

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If you install Rider I know they bootstrap along a minimum installer with the required compilers and MSBuild.

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Unreal 5.1 requires .NET 6 to build the new Unreal HeaderTool.

hidden hedge
#

yeah you definitely need .NET 6

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if you had the .NET 7 preview installed you do need to uninstall that because that causes issues loading the .NET projects in VS

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but the .NET 7 RTM should be fine. it was one of the known issues with the VS release

golden hamlet
#

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

hidden hedge
#

"install a new project"?

golden hamlet
#

Plugin

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Whatever you wanna call it

hidden hedge
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put it in <project dir>/Plugins or <engine dir>/Plugins

golden hamlet
#

Lyra aint really a plugin tho is it?

hidden hedge
#

you can create subdirectories under Plugins too, but don't call it Marketplace because that has special treatment, even in source builds

golden hamlet
#

More of a whole game sample

hidden hedge
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place it in the root directory of where the engine source is

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Lyra then should show under "Games" in solution explorer

golden hamlet
#

That really doesnt help honestly, cause there's both a source and a engine folder

hidden hedge
#

what?

golden hamlet
#

I know where it should show, it just doesnt for some odd reason.

hidden hedge
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it goes in the same directory level as GenerateProjectFiles.bat

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when you've moved it, run GenerateProjectFiles.bat

vagrant radish
#

Anyone knows why this happens?

golden hamlet
coarse canyon
#

Look at your output there, you are actually using net6.0 paths ๐Ÿ˜›

golden hamlet
#

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.

hidden hedge
#

why are you not using 2022

golden hamlet
#

unless you run .NET 6.0 C# Projects with vs2019 iot aint

golden hamlet
hidden hedge
#

I missed the joke

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why are you not using 2022

golden hamlet
#

Couldnt find the 17.3.6 when i searched for it.

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So said, fuck it and decided to downgrade.

hidden hedge
#

Unreal should compile fine in 17.4.1

coarse canyon
#

it doesnt

golden hamlet
#

Well it doesnt.

hidden hedge
#

5.0 compiles with 17.4.1 and I'm doing the upgrade soon

coarse canyon
#

ok when I (and others) tried it gives errors, thats why we've all downgraded from VS 17.4+

hidden hedge
#

I have the older toolchain installed

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I had issues loading the .NET projects in UE5.0 until I uninstalled the .NET 7.0 preview SDK

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works fine with the RTM 7.0 SDK

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but that was a known issue in the release

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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

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but was fine after the preview SDK was uninstalled from add/remove programs

coarse canyon
#

I was using the .NET provided by latest VS 2022 17.4+, thats not a preview ๐Ÿ™‚

I'd rather downgrade VS 2022 than having to manually retarget a bunch of projects

hidden hedge
#

what is your output for dotnet --list-sdks

coarse canyon
#

I already uninstalled .NET 7 and the latest 2022 update ๐Ÿ™‚

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]

hidden hedge
#
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
velvet wren
hidden hedge
#

What do you mean exactly

velvet wren
hidden hedge
#

With Unreal? Since 2015

velvet wren
#

Oh wow

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So your good at it?

hidden hedge
#

Uh I think so? Where is this going?

velvet wren
coarse canyon
#

uh oh, run away ๐Ÿ˜„

coarse canyon
#

ok maybe the difference then lies in installing the 7.0 bundled with VS vs a standalone release

coarse canyon
#

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.

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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 ๐Ÿ™‚

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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.

hidden hedge
#

yeah you should have your own version of the engine version controlled

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at my current and previous studio, we had a p4 workflow for upgrading the engine

hidden hedge
#

Core 3.1 is out of support now, and 5 is the current LTS release

golden hamlet
calm mason
#

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.

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I suppose I could try installing the 17.3.6 build tools and use it with the latest version of VS2022 Community...

calm mason
#

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...

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Might just have to bite the bullet and license VS Professional...

hidden hedge
#

VS Pro is (almost?) identical to the community featureset

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and what issues specifically with the automation projects? are they specific to your project? because you'd have to migrate those to .NET 6

coarse canyon
#

but yeah according to commits the majority of the work was done back in April and over the summer

hidden hedge
#

and yeah April

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and that was with core stuff like UBT

calm mason
#

I take it back, after installing the additional components VS suggested, everything seems to be building ok now

calm mason
quiet geyser
cursive heart
#

I never set bOverrideBuildEnvironment.

#

You set bUseIris=true inside UnrealEditor.target.cs?

quiet geyser
#

Yeah I added the config settings. So you're saying you had Iris working before adding those config settings?

cursive heart
#

Well, I had it compiling. It doesn't work without the config settings.

quiet geyser
cursive heart
cursive heart
#

What were your compile errors?

quiet geyser
#

Because I keep getting that macro value as 0

cursive heart
#

bUseIris=true sets that to 1.

#

That's all you need to do.

quiet geyser
quiet geyser
cursive heart
#

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");
        }
quiet geyser
#

Yeah which made me believe I don't need to add any module to the dependency module list, right?

cursive heart
#

Right.

quiet geyser
#

I'll keep investigating then, thanks for your time!

cursive heart
#

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.

quiet geyser
#

Oh wait, might that be it?

#

I'm on release

cursive heart
#

I doubt it but it's possible.

quiet geyser
#

I don't think I have the guts to download that one, but I'll report back what I find ๐Ÿ˜„

shell mortar
#

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?

hidden hedge
#

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

proper hull
#

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?

thick storm
#

custom install VS2022

proper hull
jovial basalt
#

How can I use precompiled binaries with UGS when having multiple game projects in one stream?

languid kayak
distant pivot
#

has anyone been playing with 5.2's targeting system plugin?

timid oracle
#

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.

pulsar cloud
#

Can I have multiple linux toolchains for different engine versions?

wary vapor
#

Can we add key frame option in Lighting Channel

tranquil swift
#

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?

languid kayak
#

it's probably FLevelEditorViewportClient::ProcessClick, woops

languid kayak
#

and whenever "Up" gets used

tranquil swift
#

Cheers! Will check em out.

tranquil swift
#

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!

south vortex
#

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

heady sparrow
#
    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

south vortex
heady sparrow
#

I will see if I can find the crash reporter call

hidden hedge
#

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

heady sparrow
#

yeah it will try to output the stack at best

#

and... the log already does that

torn stream
#

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?

calm mason
#

Is there a recommended NVIDIA Driver version for 5.1.0 ?

hushed brook
#

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

tranquil swift
#

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?

tranquil swift
#

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

thick sandal
#

Is there ans tutorials on how to install engine source for only dedicated server ?

hushed brook
#

26.6gb free, page is 4975mb

south vortex
#

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)...?

south vortex
#

Ok - works on Rider EAP - might be related to NET7 support apparently

hushed brook
#

no changes

south vortex
#

Iโ€™m not sure what you mean by โ€œmonitorโ€ during compile. It errors out basically instantly with the above on the current Rider. EAP Rider goes through fine.

hushed brook
south vortex
#

Oh right. Thanks, that makes more sense.

south vortex
# heady sparrow the code is pretty clear here, try running without any commands from your ide to...

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

south vortex
heady sparrow
#

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

south vortex
#

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

hidden hedge
south vortex
#

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...

heady sparrow
#

also, even if it's a fresh clone it might still be calling your buildconfiguration.xml