#engine-source

1 messages · Page 4 of 1

heady sparrow
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and registry version info

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could even just be lacking setup.bat dependencies or something, dunno

hushed brook
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tried that out just now but it gives basically the same output with the same error so nothing seems to have changed?
heres the buildconfiguration i used

<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
    <ParallelExecutor>
        <ProcessorCountMultiplier>2</ProcessorCountMultiplier>
    </ParallelExecutor>
    <WindowsPlatform>
        <PCHMemoryAllocationFactor>500</PCHMemoryAllocationFactor>
    </WindowsPlatform>
</Configuration>```
hushed brook
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?

hushed brook
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it gave the same output with the older toolchain

coarse canyon
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FYI - If anyone is still having issues with Rider, UE 5.1 and what version of VS 2022 to install:
The latest Rider 2022.3 EAP supports building with .NET 7 and the latest 17.4.x versions of VS 2022.

hushed brook
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i pass my uproject with a couple parameters and flags into the built batch file in Engine\Build\BatchFiles\Build.bat

hearty glacier
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@coarse canyon Bless you, I was literally logging on this morning to ask about this

hushed brook
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I'm not actually sure on how to disable parallelexecutor...
im trying to build and compile from a standard epic games launcher ue5.1 install's build batch file

hushed brook
hushed brook
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It just gives the same output as before but with the extra warning that bAllowParallelExecutor isn't valid.

BuildConfiguration.xml(4): warning: The element 'BuildConfiguration' in namespace 'https://www.unrealengine.com/BuildConfiguration' has invalid child element 'bAllowParallelExecutor' in namespace 'https://www.unrealengine.com/BuildConfiguration'.```
iron dome
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There's a schema file that lists all the options

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It'll be in the same folder as one of the xml files (probably the one in the engine folder)

iron dome
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Why would that fix his build config issue?

lone scaffold
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Looks like we have the Verse release date

quiet knot
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It's nice to have official confirmation. Now if they would only have shown a demo or something, I'm pretty sure I'm not the only one that would benefit from it, for taking decisions and planning ahead and all. But well, It's only 2 more months™

idle vine
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I'll believe it when I see it.

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Just wonder when its going to make it to UE proper

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Don't get me too excited Laura

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I hope it isn't super disappointing, lol

quiet knot
idle vine
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I'm well aware

quiet knot
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I have used Skookumscript when it was alive so my opinion is biased. It solved problems related with compilation times without affecting performance (at least not as much as blueprints), it was easier to use and it only took me a few days to get used to the syntax and be more productive than in C++. Also, the built in coroutine features make a big difference when coding game logic, it simplified the game logic design when I used it. Some of the logic you can build in SK is not even 1:1 translatable to Blueprints, much less to C++.

dark spindle
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It takes a lot to degrade CPU performance to a level that impacts framerate

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Nah

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GC doesn't face more load on Blueprint projects

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And making it a main source of performance problems implies you did no work tuning it at all - defaults is once per minute, so if you have a looooot of objects to kill, sure, it might be visible

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Get it to run once per second, it might be a lot smoother

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IIRC it also has plenty of performance settings like max objects per frame, etc

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And of course you can always just stop destroying objects

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If your game is CPU limited on PC I just have questions really

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Implying it ever gets near 1ms on PC

idle vine
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I already have and will if verse turns out to be total ass. The reason I prefer an Epic solution over 3rd party is because of platform support and just less shit to have to deal with overall

iron dome
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Verse's syntax is total ass.

quiet knot
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For example try to replicate a similar logic like this in BP or C++ and you'll get what I mean:
It's obviously possible, but not with the same simplicity. For starters, you would need to implement each coroutine (methods starting with underscore _) in separate classes/object instances in order to have the same functionality (similarly to how GAS gameplay abilties work).

iron dome
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I mean, you almost have it right there.

quiet knot
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Yeah it kinda is, but it's more flexible. I predict many people will prefer to make their AI/animation logic in Verse if it gets widely adopted.

dark spindle
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This stuff has virtually no performance implications, too

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I mean, that's language-level GC where every random integer has to be considered, right? Unreal GC should normally have like 15 actors to delete every 10s or so

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If that's anywhere on your performance radar, just pool the fuck out of them, problem solved

quiet knot
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I think Epic is gonna bring coroutines to c++ as well, maybe to facilitate 1:1 porting of logic between verse and c++ who knows.

dark spindle
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Laura rn

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Oh good, we didn't have any of those yet

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People scream at me when I tell them an ECS is fifteen minutes of code

idle vine
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Really? I haven't heard of one

dark spindle
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I love the implication that people here do not work on sold-for-money games

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They can but probably they're focusing on Verse as some sort of future pathway to a nicer syntax

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For some definition of nice, anyway

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We're talking scripting languages - good engine integration is like 75% of the value (the rest being whether it runs on console)

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People still ship things with Lua despite Lua being the worst language in existence

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If the language exists and is well integrated, and it works everywhere and isn't blocking your designers, the rest is heavy nitpicking

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But being a fork means it's a non-starter for anyone not wanting such a risk

idle vine
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It also doesn't support interfaces or GAS

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It also doesn't have guaranteed support on ALL consoles

dark spindle
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I certainly wouldn't sign on for an engine fork, ever

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There's no feature in the world that would get me to ship a game with a fork of the engine

idle vine
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Yeah - I'm fully aware of AS and have actively used it

dark spindle
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Can you tell us how much it cost in internal support

idle vine
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Hazelight does not officially support consoles for you

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YOU need to handle that yourself

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The only platform support that they provide is desktop

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And even then Linux isn't guaranteed

dark spindle
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Linux is kinda a non-issue today with Proton tbh, chances are the Proton build is better than native

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Literally Proton is getting better than true ports because of the scale

idle vine
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I like the AS integration and I like the language itself. But it isn't the best solution.

dark spindle
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Of course Valve would want you to rely on their infrastructure

idle vine
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And this is where Verse has a massive advantage. Because Epic will support that.

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Which is less work for you.

dark spindle
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Verse is for Fortnite so you know it will ship rock solid, with 10 year support, on every single platfom

idle vine
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This is one of the absolute biggest advantages

dark spindle
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It's the only consideration for something as fundamental as the language you use

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"oh no, the language I made my AAA title with is obsolete now"

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"time to rewrite it"

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"oh no, it doesn't work on PS4, can we skip that one"

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lmao

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I literally work on one such title to this very day

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Ask me why I hate the fucking thing

iron dome
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Why do you hate it?

dark spindle
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But it's not unsupported at all.

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(notice how I didn't mention Unreal)

quiet knot
# dark spindle We're talking scripting languages - good engine integration is like 75% of the v...

This. One thing I didn't mention about Skookumscript is that the the integration was not perfect. It had problems with marketplace plugins, using it with c++ code required custom code in the c++ modules. It was incompatible with certain c++ classes so if you found errors you would need to tell SK to skip generating code for those problematic classes, etc. Meanwhile Angelscript just... works! But to be fair, the Skookumscript devs said that many problems they had with the integration was due to their intention to make the language standalone and not require a custom engine.

dark spindle
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Depends which one.

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I know of at least three serious Lua implementations, two of which I've seen in production

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One is a bit difficult

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Talking fully independent implementations of the entire language

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Even LuaJIT is basically two implementations of Lua in one package

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It's also fairly unrelated to luac, AFAIK

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And so on

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Anyway, just saying integration & support is the #1 feature for your language. If it's not your engine's main language, it's gonna get cut / not ported on next gen / badly optimised on last gen / have That Weird Bug on your top selling platform

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Being slow or having a shitty syntax can be serious problems, but they're usually not directly project-endangering in my experience

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IMHO.

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I don't think Epic is gonna do anything on C++'s level for the decade to come

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Like, C# or Rust or something in that range

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They have decided on C++ for game systems, that's not going away

twin hazel
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btw a confirmed fact: verse is being developed by exactly what Tim wants

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based on a talk with one of the Verse developers ^

dark spindle
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But that's C++ in Unreal and they're not replacing it

idle vine
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That's not a fault of Verse or BP. That's just UE not designing things to be that way

dark spindle
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That's C++'s role in Unreal and if you're waiting for an alternative, you're gonna be disappointed

lone scaffold
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in case you missed also other tweets. Here is also one stating it will support visual scripting https://twitter.com/ylsiew/status/1588454769924132865?s=46&t=yWHyngrEWqb7UeGLfoZRWQ

I very recently finished my first year here at Epic and can safely say that if you join this team, you'll be working on interesting and challenging problems on a daily basis. Don't be afraid if you don't have prior languages/compiler experience: just strong fundamentals!

dark spindle
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This is not a goal at Epic, not is it at many other large companies, because C++ is fine and C++ programmers are required at Epic anyway. Verse is designed for mods, IIRC, which means it needs to be very severely sandboxed

twin hazel
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verse also specifically will focus on async

twin hazel
lone scaffold
twin hazel
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I also remember at 2019 Epic said they are working on a new VM

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that will be faster than current one

lone scaffold
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Yep, Solaris VM is the name of it

twin hazel
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a VM is actually can run multiple languages

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so maaaybe solaris can interpret both BP and verse, who knows

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yep

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didnt shookumscript have

idle vine
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I imagine this year's UE in review will have a few questions about Verse in the Q&A

twin hazel
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iirc shookumscript's threads was easy as lua's

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anyway gotta sleep.. cya peepoBed

dark spindle
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I actually long suspected that it would be Fortnite only

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Apparently it's coming to the engine but it really was a Fortnite thing originally

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And as you mentioned there's been nada on it from the engine team

dark spindle
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I would be surprised if it comes to the engine in January but hey, I like surprises

golden schooner
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i have the same error today with UE source build and rider. Did you end up fixing it?

golden schooner
idle vine
golden schooner
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hmm could you point me in a direction for how to use a custom/direct command to build? Never heard of that before

nova sleet
golden schooner
nova sleet
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The easiest option might be to just get EAP

golden schooner
nova sleet
golden schooner
nova sleet
golden schooner
golden hamlet
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Whenever i try to make a new plugin in ue5.1 with vs2019 it states Failed to generate project files

hidden hedge
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and the rest of the error output?

golden hamlet
golden hamlet
hidden hedge
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"afaict"?

iron dome
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How are you trying to create it?

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As far as I can tell.

hidden hedge
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oh, I've always seen afaik for that

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can you show the window which says Failed to generate project files?

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typically it gives a reason

golden hamlet
iron dome
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And there's nothing in your output log at all?

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I'd suggest claering it before hitting Add.

hushed brook
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Ok that's weird. I've added those flags but -skipbuildeditor didn't change anything. However, specifying -Project= in front of my project parameter somehow changed it? The first run reduced it to 3 actions going down until 1 by seemingly random increments to me(made an edit and built again but the actions required went from 9->8->3->1) until the target was up to date. Each time I ran it it still gave the same 998 memory error though.
(previously I just threw in the project path in the same position as your suggestion but without -Project= to specify the parameter and it had worked before)

hushed brook
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My UE5.1 is downloaded and installed from Epic Launcher, but I'm building my stuff with the build batch provided in the engine through cmd.

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UE4.27 is also installed but on a different drive.

thick storm
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git sync died again -;-

small surge
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what are the plus branches for?

south vortex
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I'm totally stuck; running source of 5.1 - i'm still not getting a correct "crash" response. I simply get a fatal error with nothing in the editor.

I've literally formatted my computer, put on a clean copy of VS2022, cloned Unreal5.1 from Epic, built from source = compiled fine, create c++ third person project.

Modify the Jump() function to have a null pointer call to intentionally force a crash. Open third person project, run from IDE, and "jump" to cause the crash - and I just get the fatal error message with no clue what the cause is (obviously we know why on this example, but without it you would not know).

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I've formatted my computer and even with a 'base' clean install of everything - its just not working? I'm not sure what step I'm missing... I didnt have any of these issues with the 5.0 source... the only thing I can think of that is different is that VS2022 is now installing .NET7 stuff now instead of .NET6 - maybe its that?

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There are "crash logs" in the folder, but the call stack doesnt tell you what the problem is:

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no - i've selected development editor. I might try debuggame editor now and see what happens.

I'm just so confused why it looks like its missing the symbols etc if I built it myself. I dont have a "launcher" version on this PC - I formatted it, so there is nothing but the UE source code...

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my gut is telling me this is somehow related to running .NET7 which was only released 1-2 weeks ago, so most people are still probably running .NET6 and havent come across it yet? I dont know what else it could be on a totally clean basic install/project...

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ok - so I'll switch my branch to 4.23 and try and report back here when its done...

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Interesting - I DONT have that. I only have:

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dont know - I havent touched anything, and I havent "live coded" in this session. Just open up from IDE -> Editor -> Play

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I'll try and specifically disable live coding in the editor and start again.

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so disabling live coding in the editor entirely removes the second process. But no Crashreporter process still...

south vortex
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yeah - i have only installed the Rider EAP, although I've switched to just using VS2022 for this to rule out the EAP been a cause.

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with a debugger? it attaches fine and I see the exception thrown inside the VS debugger on the line as expected.

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i'm currently recompiling the framework again - so i'll have to wait for that for a few hours before moving onto trying some of the suggestions above. Thanks everyone for your time, it is appreciated.

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yeah i know - I'm just ruling out as many possible edge case causes as possible

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given i've formatted my pc and running "bare basic" and still having the issue - I'm just been more strict about removing as many variables as I can until I find the cause.

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swap computers with me - I've prepared one for you 🙂

south vortex
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OMG!!!!!!!!!!!!!!!

You are amazing. Thank you thank you thank you.

I ran the dependancy on the CrashReporter - and it said I was missing "winpixeventruntime.dll"

I downloaded that from a dodgy site https://www.dll-files.com, put it in my Windows\System32 folder - and it works!!!!!!!!!!!!!!!

iron dome
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That sounds super dodgy.

south vortex
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It does raise a question how/why that file would be missing in the first place on a clean install of UE on a freshly formatted PC

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but it works.

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i'm going to reformat anyway

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so I wasnt worried

iron dome
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Like this?

south vortex
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I've done too much damage to my PC installing and uninstalling stuff - so my OCD - its time for a format and fresh install

south vortex
# iron dome Like this?

yeah - will do that when I reformat my computer tomorrow and do a fresh install and start again

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Its such a strange silent error too - like there is nothing to indicate something failed this whole time.

I'm so happy - thanks everyone for your time - I really appreciate it - such a huge relief to get this sorted.

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And @stable hemlock was on the right path too - now that the DLL issue is fixed - the CrashReporter is in the running processes. But its further down the list as a background task

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"filter"?

I just do git clone -> setup.bat -> generatedfiles.bat

per the various docs I've read

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is there another step?

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its there...

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so not sure why it wasnt "using" it?

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i might try swapping the DLL from the one I downloaded to the one that came with the source, and see if its the DLL File maybe - 1 sec

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this is what I saw when the file was missing

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And then if I place the epic version of the DLL File (now that I know it ships with one) into Windows\System32 - I get this:

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This is one a fresh windows install -> clone github -> setup.bat -> generateprojectfiles -> build -> run

Like literally textbook basic install with nothing else.

I have no idea - must be something about my hardware/config or I'm just doing some small step different to everyone else....

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I'm running the new VS2022 which was released last week - and it includes all the new SDKs, which with the community version you are forced to use NET7 and all the "new" stuff - i.e. the new Win SDKs etc- it must be related to that somehow I guess? That's the only thing I can think of, which would explain why its affecting me and not other people yet if you havent upgraded?

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Anyway - its super late here, so I'm going to bed, so tomorrow I can do a fresh format of my PC and have a clean build ready to go. Thanks everyone!

mental harbor
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Anyone know if I'm missing anything.... I'm currently copying StaticMeshEditor piece by piece to create an editor for my needs instead of trying to find a tutorial to learn from, and currently now creating the EditorViewport...

Just to copy over what StaticMeshEditor.cpp has because I just modified the types

    TSharedRef< SDockTab > DockableTab =
        SNew(SDockTab);

    TWeakPtr<IStaticMeshEditor> WeakSharedThis(SharedThis(this));
    MakeViewportFunc = [WeakSharedThis](const FAssetEditorViewportConstructionArgs& InArgs)
    {
        return SNew(SStaticMeshEditorViewport)
            .StaticMeshEditor(WeakSharedThis);
    };

    // Create a new tab
    ViewportTabContent = MakeShareable(new FEditorViewportTabContent());
    ViewportTabContent->OnViewportTabContentLayoutChanged().AddRaw(this, &FStaticMeshEditor::OnEditorLayoutChanged);

    const FString LayoutId = FString("StaticMeshEditorViewport");
    ViewportTabContent->Initialize(MakeViewportFunc, DockableTab, LayoutId);

    return DockableTab;

On my version, I'm getting linker errors.... and somehow ViewportTabContent = MakeShareable(new FEditorViewportTabContent()); this line is what's causing it.... commenting it out removes the linker errors.... and the linker errors I'm getting are for the functions FViewportTabContent::OnViewportTabContentLayoutChanged(), and another event related function that both are defined inside "ViewportTabContent.h"

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So what I want to know.... if I'm missing anything in terms to making sure it compiles....
The above requires the UnrealEd module, and I have included that in my module's build dependencies

golden hamlet
hidden hedge
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ok then check the output log? how about running "generate project files" manually?

golden hamlet
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But sure, could give it a second go

mental harbor
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Ahhh I have narrowed it down to potentially the new call itself is giving me issues as constructing a FEditorViewportTabContent on the stack does not give me any linker errors

golden hamlet
hidden hedge
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and what did you CALL your plugin?

mental harbor
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Looks like the base, FViewportTabContent gives me similar issues, to FViewportTabContent itself is somehow not built or something

golden hamlet
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Literally

hidden hedge
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...you need to give it a name

golden hamlet
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I did...

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Nothing

hidden hedge
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and did you try something else?

golden hamlet
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Yeap, Inget aswell

hidden hedge
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unreal has weird reserved names for projects and plugins

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you can't call a project/plugin "Test" for example (it might let you, but won't package)

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and where did you put Lyra relative to your engine checkout?

golden hamlet
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Should be mentioned if not already given to your attention, running 5.1

golden hamlet
hidden hedge
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show a screenshot of the Lyra folder in explorer

hidden hedge
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The directory above it

golden hamlet
golden hamlet
hidden hedge
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and you didn't copy anything to the Engine source did you? I remember you asking where to put it

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you could also delete intermediate to be sure

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because your current file structure looks correct

golden hamlet
golden hamlet
hidden hedge
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yes clear intermediate and regen

agile lava
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Hello, may I please get help with a bunch of build errors

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I get CVT11107 error about file corruption

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the files are

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zlibstatic.lib
libcurl_a.lib

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oh and im building 5.0.3-release

heady sparrow
agile lava
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i actually have but i will do that again right nwo

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thank you

agile lava
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problem solved

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👍

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rebuilt the entire project from ground up

high epoch
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Is it legal to make a GitHub repo with the engine code public? The official UnrealEngine repo is private and accessible upon free registration, so it makes me wonder.

iron dome
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You can fork the engine into your own account.

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That still requires that bit of sign-uppery to view it on your account I think.

high epoch
iron dome
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I'm pretty sure that's definitely 100% not allowed.

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Even sharing more than 20 lines of engine code is against the licence.

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Just publicly hosting all of it is definitely against the rules.

high epoch
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Okay, thx… I’ll switch it back to private.

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In terms of source access it’s not much different to a fork, but… 🤷

iron dome
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It's just a bit different...

dark spindle
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That's the actual rule, if you can prove no one without access can get it, you're fine.

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In practice I believe you have to make it a fork, indeed.

high epoch
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Yeah, cause the fork inherits the permissions.

dark spindle
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You absolutely cannot

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Not editor builds, anyway

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Even game builds have strings attached

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Releasing the Unreal editor comes with the very same rule: only developers in the EpicGames organization

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In practice, only internally on your team or through the EGS

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For example it's very explicitly forbidden to ship your game editor on Steam

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Releasing binary builds of the editor to the public is a very big no

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The EULA

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Any public Distribution of Engine Tools (e.g., intended generally for third parties who are separately licensed by us to use the Engine Code) must take place through a marketplace operated by Epic such as the Unreal Engine Marketplace (e.g., for Distributing a Product’s modding tool or editor to end users) or through a fork of Epic’s GitHub UnrealEngine Network (e.g., for Distributing Source Code).

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“Engine Tools” means the (i) editors and other tools included in the Engine Code; (ii) any code and modules in either the Developer or Editor folders, including in object code format, whether statically or dynamically linked; and (iii) other software that may be used to develop standalone products based on the Licensed Technology.

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No, it does not

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"including in object code format"

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"whether statically or dynamically linked"

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And it does not mention changes

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The license has always been crystal clear since 4.0 that you cannot, ever, redistribute editor code or binaries

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Plugins can be shared

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If they do not contain editor code

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Defined as code "in either the Developer or Editor folders"

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Binary or not

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NO

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I literally copypasted the EULA here, this has been true for the past decade

heady sparrow
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Are you thinking of the editor mod thingies like that Ark mod editor?

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Those are specific deals iirc

dark spindle
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They're not - we shipped our own editor too

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Just has to go through an Epic store

heady sparrow
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Maybe that's what Kein is remembering

dark spindle
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EGS or marketplace

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Again per the EULA

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You're not indeed because this rule never changed

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Public redist of editor = EGS/Marketplace for binary, GitHub fork for sources

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Very literally written in the EULA you signed

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And yes this means you can't ship your editor on Steam or your website and yes this is a very well known limitation that Epic has time and time again addressed

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Just read the EULA. I'm not responsible for your legal compliance. I'm just telling you the facts here.

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A quick forum search will turn up some Epic answers

thick storm
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Feel free to try, but EULA clearly states that anything which touches editor cannot be distributed outside of Epic organization.

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regardless if it is binary or source form

dark spindle
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Here's Epic Game's Chance Ivey, who was community manager at the time, confirming my "interpretation": https://forums.unrealengine.com/t/got-general-modding-questions/34572

you can redistribute your customized version of the Unreal Editor, and (if you choose) UE4 source code, freely, to the Unreal Engine 4 community through Epic’s UE4 channels including GitHub and the Marketplace
Why does the Unreal Editor and source have to be released through Epic’s UE4 channels?
The intent here is to keep the entire Unreal Engine developer community together, so that everyone from pros to indies and modders shares the same documentation, forums, content marketplace, and collaboration resources.

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And again, for clarity, the EULA:

Any public Distribution of Engine Tools [..] must take place through a marketplace operated by Epic such as the Unreal Engine Marketplace
“Engine Tools” means the (i) editors and other tools included in the Engine Code; (ii) any code and modules in either the Developer or Editor folders, including in object code format
“Engine Code” means the Source Code (as defined below) and object code of Unreal Engine, including any future versions made available to you by us under this Agreement and any object code compiled from that Source Code.

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There really isn't a lot of interpreting required here.

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Confirm your product doesn’t contain the Unreal Engine editor or tools—or an editor or tools based on the Unreal Engine editor or tools—if shipped to the general public

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Though honestly I have no idea how the EULA quote above isn't clear cut enough, when every word is extremely well defined legalese

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Content is under a separate license, AFAIK, one that boils down to "free to use in any Unreal work"

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Code is under a very clear "anything in Developer or Editor folders can never be shared publicly in any shape or form unless through Epic" license

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Good thing these things are well defined

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“Source Code” means the human readable form of a software program, including all modules it contains, plus any associated interface definition files, scripts used to control compilation, and installation of an executable.

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Per the EULA, again

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Anyway, I think I've provided enough sources for the contract you've signed when installing the engine

brittle spade
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Hey everyone,
I'm trying to build a custom version of the TextureShareSDK dll from the 5.1 source with some modifications that I did way back for the 4.26 version of it, but for the life of me can't remember what the macros/build settings were I needed to change.

First issue is that on loading the compiled dll changes the working directory. I vaguely remember there being a macro to change this behavior.

The second issue was if I remember correctly that the dll by default upon load installs a top level exception handler that catches some of the initial checks our app is doing (stuff like checking to see if we're running in a vm). I think I had to manually disable some code to fix this, but maybe there's also a macro for it.

Could anyone point me in the direction of these settings? Last time it took a week to find them :D

nova sleet
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Stranger is correct here, you are in no way allowed to freely redistribute editor source code or a binary build

late moss
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How do I enable HitProxies on certain objects in custom editor viewport? I tried setting bSelectable on primitive components (USkeletalMeshComponent), but mouse click handlers still get NULL for HitProxy wherever I click.

languid bridge
#

Hey, I was using vs code until this day and decided to switch to visual studio. I followed many suggested modified settings but I am getting some errors. Does anyone know how to solve it?

#

I am also having this. I already installed that plugin but still pops up.

copper vapor
#

Please help: I'm in dire need of a course/website/etc that explains the internals of how Unreal works.

I know how to -use- it, but I'm an engineer who now has to learn how to hack inside the source code. My experiences with doing so far have left me utterly confused by it's lack of coherent internal design.

dark spindle
#

Explaining how a project that massive works is a bit of a large undertaking

#

Might want to explain what your changes are

thick storm
#

from main

#

haven't clicked it yet

patent crypt
#

unreal engine 5 source code leaks! alert the presses! oh wait...they did it on purpose :-p

full jewel
#

wasn't add client already there?

hidden hedge
#

I thought that was a Lyra thing

full jewel
#

it was there in 4 to add another client to a running game, you may have needed settings for it be visible though

heady sparrow
#

weird, never noticed that

tacit yew
#

hello group! who could give me a help?
I have a problem trying to run my preview on Meta Quest 2 and I've been battling that problem for days, thank you very much!

iron dome
#

Does the file indicated exist?

rustic loom
#

Hi, can someone help me, how to stop generating .pdb file in shipping build?

smoky goblet
rustic loom
smoky goblet
#

That's not really an answer to the question. why is it a project task? You need those pdbs. You don't distribute them but you shouldn't suppress their creation.
No, I don't know how because it's nothing I would ever consider doing and wouldn't allow anyone on my projects to do either.

rustic loom
smoky goblet
#

Okay, I guess I could understand that on some level. But I find it hard to believe that the pdb generation (which should be happening at the same time as compilation & linking anyway) would be that much time comparatively.
We do multiple builds a day as well (14 yesterday) that all generated pdbs.
I guess it's hard to say how much of a speed up it is without actually turning them off.
Personally though, it doesn't matter how much faster it makes it (mostly because I'm not expecting much) if engineers can't debug issues/crashes from that build.

mossy wave
#

if i use a binary build from source, the engine association will be a random GUID and on every pc, it will change around and naturally source control will detect it as a change, are there anyways i can somehow prevent the changes?

dark spindle
mossy wave
#

yeah, i've made an installed build, looking around here tells me that i need to do a registry to let the system know where to find the 4.27Plus engine installation?

#

not really sure how to do that

mossy wave
#

found it, thanks many

torn stream
#

Im trying to figure out the shading technique used by UE5 for ray tracing. From what I understand, the camera ray tracing outputs in UE5 follow a hybrid raster+ray tracing approach. The entire unshaded scene is rendered into GBuffer textures and then ray tracing is used to do the lighting calculation (shadows, reflections, global illumination, etc). Can you point me to the source code of the ray tracing shaders being used for this purpose? The ones in RayTracingDebug.usf are for different RayTracing debug views in the Unreal Editor viewport. And there are many shader files that look like ray-tracing shaders but I don't know which one is used where.

minor cedar
#

Hello, i have a small problem in UE 5.1 after i Add the C++ class and compile i get this error

dark spindle
lone scaffold
thick storm
#
"Description": "A framework to control UMG from server.",
#

considering

#

it should called something like ServerUI

#

or ServerUMG

cloud chasm
#

Hello, we're investigating high memory usage issues on our game on a specific platform which has UE_USE_VERYLARGEPAGEALLOCATOR defined to 1: does anybody know what that macro does and what are the implications of defining it to 0?

lone scaffold
full jewel
#

my friend had that, no idea why but he could download the files in a browser. they end up in the .git\ue4-gitdeps folder and the first 2 characters of the file name is the folder, if it mattered

full jewel
#

that's what he did over 3? failures then it was fine

heady sparrow
#

I had this last night... I think their CDN is just dying

heady sparrow
#

Git hooks version of it works

#

At least I assume it does

#

My engine build seems alright

candid arch
#

Hi, I want to compile engine from source and this is my BuildConfiguration.xml but I can't get 100% of my cpu power and it only uses 40%. do you know how can I boost it to max?

dark spindle
#

The one on the elft doesn't have debug symbols

#

70-80GB is the normal size for the engine

#

You kinda need PDBs if you're ever going to release something

#

But sure, go ahead and remove them

#

Yeah, no way you have debug symbols with a 32GB build

#

Some of them still make it through anyway I guess

#

70-80GB would be the normal size

#

If you never intend to have C++ code or debug crashes, go ahead and strip them

#

You really don't want to write code without debug symbols

#

And debugging crashes without the engine context is absurd

#

You couldn't even debug unreal objects

#

🤷

#

Guess those 60Gbs are pointless

dark spindle
#

If you want the same result you can list all pdbs in the Epic list and whitelist those before removing all the others in a Pythoin script

#

Or you can look into options for PDB generation

#

Personally I'm just saying, I would never touch an engine build without PDBs

#

I'm sure there is

ivory light
#

Hey everyone,
anyone ever had this problem?

its happens on 5.1 source (setup.bat)

dark spindle
#

Someone earlier today had the same issue

ivory light
#

already tried:
Moved the source to the rood of the driver(there is no long path thing),
change baseurl http to https,
tried to -checkout a commite before the december 3(they change few things on the file of dependecies)

ivory light
dark spindle
#

Are you on the correct release tag?

ivory light
#

on 5.1 (not exactly -release)

#

we need few things there :/

dark spindle
#

Just saying that could be the issue if some dependency broke

#

Apparently that happens from time to time

ivory light
#

yeah, few people its download just fine on setup.bat and others nop :S

vast anchor
#

anyone know why this is?

dark spindle
#

Best to completely ignore the tool

#

The change is not needed of particularly useful

#

You can write new code with the TObjectPtr mechanism if you think it has benefits

vast anchor
#

I'm just now worried why I don't have any UHT logs

#

I can see one that was created like a month ago, but nothing since then

dark spindle
#

If you build from source they might be in the saved for directly

vast anchor
#

anywhere else I should check?

dark spindle
#

That's pretty weird

#

You've compiled already?

#

AppData\Roaming\Unreal Engine\AutomationTool\Logs is usually the one

#

IIRC

vast anchor
#

yeah, did it multiple times, let me check that one too

dark spindle
#

%LOCALAPPDATA%\UnrealHeaderTool\Saved\Logs has stuff for me too but olddd (5.0.2 apparently, discounting both 5.0 source and 5.1 I used fter that)

#

Maybe UHT simply doesn't log anymore

vast anchor
#

Development or DebugGame shouldn't make a difference right?

dark spindle
#

Don't believe so

vast anchor
#

I just found this https://forums.unrealengine.com/t/unreal-engine-5-issue-with-setting-up-project/236988

the output for build for their one says
Running UnrealHeaderTool “E:\UE\U E 5\MyProject3\MyProject3.uproject” “E:\UE\U E 5\MyProject3\Intermediate\Build\Win64\MyProject3Editor\Development\MyProject3Editor.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -WarningsAsErrors -abslog=“C:\Users\Admin\AppData\Local\UnrealBuildTool\Log_UHT.txt”

Epic Developer Community Forums

Hi, I have an issue on the stage of creating a new project in UE5. Although, everything works in UE4. I tried to turn off every security defenders and put the app to the exceptions in Windows Firewall. I get this message : Running E:/Epic_Cache/UE5/UE_5.0EA/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe Development Win64 -Project...

#

it has -abslog=“C:\Users\Admin\AppData\Local\UnrealBuildTool\Log_UHT.txt

but mine doesn't output that, just

Running Internal UnrealHeaderTool C:\p4\shooter-game\ShooterGame\ShooterGame.uproject C:\p4\shooter-game\ShooterGame\Intermediate\Build\Win64\ShooterGameEditor\DebugGame\ShooterGameEditor.uhtmanifest -WarningsAsErrors

#

I get log.txt, and Log_GPF.txt, so it just could be the missing abslog arg

languid kayak
#

if it's editor only and doesn't explode stuff I'm okay though

#

I must be missing something about Mass needing a world, it kind of does need a true outer for the processors I guess...

lone scaffold
#

yeah, I definitely don't know the background but the new world type just for this purpose is interesting solution

languid kayak
#

we already have an editor world so I'm kinda wondering if that one gets recreated for each different level viewport?

ornate rose
#

Any info on skeletal mesh nanite?

drifting turret
#

Anybody have any idea how feasible would it be to modify UE5 to not unload the map when ClientTravel is called? I'm only ever going to have a single map and I want to make server transitions as seamless as possible.

heady sparrow
ornate rose
#

Will bookmark and see how it goes. Thanks.

nova sleet
#

I would expect it to come eventually

#

it seems like a logical step for Nanite

heady sparrow
#

They definitely put it down as "future plans" during one of the livestreams

#

with WPO it feels like a matter of time, but I'm not really aware of the problem of bending an entire skeleton

#

certainly more than just one offset

ornate rose
#

If it happens for 5.2 that would be a huge game changer. Also likely we may get support for alembic files too. but I feel it would take longer. They are making progress and thats a very good thing.

lethal ember
#

It seems 5.1 latest has issues with TSoftClassPtr and TSubclassOf. I have some assets linked in a datatable and they are always null when reading them from the table. TSoftObjectPtr works fine. In 5.1 stable they worked. I needed to switch to latest because in stable there is an issue with anim link layers which is fixed in latest. 🥳

iron dome
#

They'll be null if they aren't loaded yet, right?

#

Don't you need to load them?

lethal ember
#

I do load them. Seems like the soft reference get lost somehow.

#

Hm, i don't use spatial loading or data layers, just referencing assets in data tables. Do you have a commit id?

#

thx

ivory light
#

i tried exactly what you told,

and still get the same message as you

#

Its after a few tries, it change :S(few like, more then 10 haha).

this new SS is what a stuck now :S

#

well, i gonna keep trying, ty by the way !!

warm rover
#

Hi, anyone known the solution for this UE 5.1 Issue?

Assertion failed: IsValid(Platform) [File:G:\UnrealEngine-5.1.0-release\Engine\Source\Runtime\RHI\Public\RHIDefinitions.h] [Line: 516]

narrow pine
#

Hello, I'm trying to build unreal from source (linux). When I run ./GenerateProjectFiles.sh I get a bunch of WARNING: Exception while generating include data for UE4Editor: Platform Linux is not a valid platform to build. Check that the SDK is installed properly.

I've tried to download the toolchain from: https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Linux/NativeToolchain/ but it didn't make much a difference.
Any idea?

thick storm
#

anyone tried main today ?

#

It broken on some Verse Path thing

#

and trying to verify if it is just me..

marble rune
#

How do we disable HoloLens in an InstalledBuild. I built using Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="Engine/Build/InstalledEngineBuild.xml" -clean -set:HostPlatformOnly=true -set:WithDDC=false but when trying to Package a game I get the following error now: Unhandled exception: One or more errors occurred. (Script module "E:\UE_5.1_Source\Engine\Platforms\Hololens\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\HoloLens\HoloLens.Automation.dll" not found for record "E:\UE_5.1_Source\Engine\Intermediate\ScriptModules\HoloLens.Automation.json") I thought HostPlatformOnly was supposed to prevent Hololens coming in. This didn't happen on 5.0.3 but since 5.1.0

marble rune
heady sparrow
#

although that might be a different issue

light pewter
#
Checking dependencies...
Updating dependencies:   0% (0/3)...
Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-18642449/b645fcb8d128dfacf83e05c83d05cc377a1db7f8': One or more errors occurred. (A task was canceled.) (AggregateException)

Anyone ever had this happen before lol, Setup.bat is failing me

ivory light
#

Have same problem, i tried to use the solution from b2soft
`Solution was:

  1. Download file by the direct link
  2. Place downloaded file under [root]/.git/ue-gitdeps/[two chars from file name = folder name you need]/place here
  3. rerun setup.bat`

But every time i run the setup.bat, it deleted the files, but tried, -maybe its gonna work there 😄

last swallow
#

I wonder if anyone in here has seen an error like this before [2022.12.07-11.46.41:826][ 0]LogWindows: Failed to load 'D:/src/arok/Avalon/Binaries/Win64/UnrealEditor-Avalon.dll' (GetLastError=126)
[2022.12.07-11.46.41:826][ 0]LogWindows: Missing import: UnrealEditor-GameplayAbilities.dll

thick storm
#
IsInParallelGameThread()
#

0o

#

is that new ?

lone scaffold
#

did not notice it before but it seems it is used for some stuff even in 5.1

tame rover
#

Hi maybe anyone have this error "C:/UnrealEngine/Engine/Source/Runtime/CoreUObject/Public/AssetRegistry/AssetDataTagMap.h(36,32): error: use of bitwise '&' with boolean operands [-Werror,-Wbitwise-instead-of-logical]
bool IsEmpty() const { return Class.IsNone() & Package.IsNone() & Object.IsNone(); } //-V792"im building the top down template with UE5.0.3 source code version. i'm trying to change the bitwise operator to && but the error happens in every line that check with bitwise , and in source code versions still using & or |, maybe is my 2022 VS version, any help is appreciated 😄

light pewter
#

quite frustrating

#

whenever it resyncs I think it matches the directory with what it expects or something

#

are you adding the file after the error or before you run the batch?

#

huh yeah weird, it just deletes the file for me when I do that

#

you're extracting it right?

#

Not just putting the .gz itself there?

#

I'm also on windows

#

the cdn link from the error gives me a .gz download

#

ah ok i'l give that a go then maybe

#

huh weird

#

ya mine is giving a .gz

#

and then if extracted I get the actual file

#

so odd lol

#

you using chrome?

#

ah interesting

#

that's the same size as the .gz for me lol

#

wth

#

yep same link I download from

#

ima try summin

#

yeh

#

that's what I just tried aha

#

Lol I think that worked

#

🤔

#

yeah

#

Fix for 5.1 source build setup batch failure.```
Checking dependencies...
Updating dependencies: 0% (0/3)...
Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-18642449/b645fcb8d128dfacf83e05c83d05cc377a1db7f8': One or more errors occurred. (A task was canceled.) (AggregateException)

Download the blob url mentioned in the error manually in a browser, in this case:
http://cdn.unrealengine.com/dependencies/UnrealEngine-18642449/b645fcb8d128dfacf83e05c83d05cc377a1db7f8

If the file has the `.gz` extension, rename the file and remove the `.gz` extension so that it shows as just `File`.
If the file has no `.gz` extension, you can skip this step.

Copy the file to `[EngineDirectory]\.git\ue-gitdeps\b6` or whichever subdirectory in `ue-gitdeps` that the blob file is prefixed with, aka in this case it's `b6`

Run `Setup.bat`
#

Deffo worked for me

#

@nova sleet Might wanna pin this one perhaps? ^

#

Cheers @torn cypress <3

full jewel
#

that was an observation i made of it them all being the same

light pewter
#

There we go I updated the pin incase it fails for people with other blobs breaking

heady sparrow
#

Thankfully for me it just... started working after a few tries

#

I really wonder what happened

#

I could be missing some random dll still for all I know

narrow pine
#

Hello, I've compiled unreal from source and it assign a random GUID as engine name. I would like to set 4.27 how can I do that?

narrow pine
narrow pine
#

@torn cypress I'm on Linux, can you explain the procedure on Windows? I'll try to figure out the Linux procedure from that

crystal swan
#

Anyone have issues with building 5.1 from the github? I have a problem with PixelCapture plugin which I don't need btw...

1>[1/8] Compile Module.PixelCapture.cpp 1>D:\UnrealEngine-5.1\Engine\Plugins\Media\PixelCapture\Source\PixelCapture\Private\PixelCaptureUtils.h(139): error C2512: "FViewInfo": niedostępny odpowiedni konstruktor domyślny 1>D:\UnrealEngine-5.1\Engine\Source\Runtime\Renderer\Private\SceneRendering.h(1159): note: zobacz deklarację "FViewInfo" 1>D:\UnrealEngine-5.1\Engine\Plugins\Media\PixelCapture\Source\PixelCapture\Private\PixelCaptureUtils.h(140): error C2280: "FViewInfo &FViewInfo::operator =(const FViewInfo &)": próba odwania do usuniętej funkcji 1>D:\UnrealEngine-5.1\Engine\Source\Runtime\Renderer\Private\SceneRendering.h(1758): note: w tym miejscu kompilator wygenerował "FViewInfo::operator =" 1>D:\UnrealEngine-5.1\Engine\Source\Runtime\Renderer\Private\SceneRendering.h(1758): note: "FViewInfo &FViewInfo::operator =(const FViewInfo &)": Funkcja została niejawnie usunięta, ponieważ element klasa bazowa wywołuje usuniętą lub niedostępną funkcję "FSceneView &FSceneView::operator =(const FSceneView &)"

narrow pine
#

@torn cypress Do you know the exact script .bat that generates those registries?

#

Ok, I'll try to investigate more using these new info. Thanks a lot 🙂

unreal quiver
#

i want to get a normal from a impact point on the Skeletal mesh but Line trace with Visibility channel is not Detecting a hit Any suggestion Other than using Physics Assets?

ivory light
#

oh thank you everyone, i extract the gz -_-, understood now!, thank you all!

wise hazel
#

Hello y'all. Don't know if I'm asking this on the right place, but here it goes:
I'm trying to make an Installed Build for use here in the studio, and it works, albeit build sizes are incredible large (87.5 gb). Mostly due to the plugins folder (around 58 gb) and mostly for the python foundation packages (10.7 gb). Are there any build options to reduce the size of this? Downloaded builds take around 35 gb if stripped down to the minimun.
This is my current build command:
RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="Engine/Build/InstalledEngineBuild.xml" -set:HostPlatformOnly=true -set:HostPlatformEditorOnly=true -set:WithDDC=false -set:HostPlatformDDCOnly=false -set:WithFullDebugInfo=false -set:AllowParallelExecutor=true -clean

wise hazel
#

thanks a lot, guys

wise hazel
#

a true point

tepid star
#

just built from source last night ( 5.1.0-release tag ), opened a project I had made with downloadedable release 5.1. Everything builds perfectly fine and runs -- but in the game I get this? I literally just cleaned/rebuilt that particular like 3 times and still get this message?

#

going to try it with few different configuration profiles, see if it resolves

#

fixed. went to Debug --> built --> then back to "Development" built

fading dagger
#

Hey guys, I recently pulled the Engine Source from Git for 5.1, I ran Setup and the Generate Batch scripts. I compiled the engine in VS using Debug Editor. It Compiled successfully but for some reason when I start with debugger I see the windows terminal flash and the Engine doesn't boot up?

tepid star
#

what config you have selected?

fading dagger
#

I tried Development Editor and DebugGame Editor.

#

both seem to behave the same

tepid star
#

how about Ctrl F5 to not attach debugger? just to see if it runs?

fading dagger
#

I run the debugger and it starts but I just seen the Windows terminal flash and then nothing happens

#

Tried both

tepid star
#

oh ok, not sure buddy

fading dagger
#

yea it's really weird

#

I am recompiling

#

to see

fading dagger
#

I got it working

#

super weird

#

thanks @tepid star

drifting zephyr
#

quick question, how can i use incredibuild to build UE4.27?

iron dome
#

The real question is, do you want to?

#

Do you have a license?

drifting zephyr
#

yep

iron dome
#

If you've installed it as a component in VS, it should just work?

#

At least, when I inastlled it by mistake it kept trying to use it until I specifically disabled it.

drifting zephyr
#

just keeps giving me this through VS: 1> Creating makefile for UE4Editor (no existing makefile) 1> Distributing 49 actions to XGE 1> EXEC : Fatal error : An Incredibuild distributed job cannot be started from within another distributed job.

#

ill try looking at the build config .xml and see if i could fix it

iron dome
#

Have you tried googling the error message or whatnot?

drifting zephyr
iron dome
#

Ah lol

hidden hedge
heady sparrow
#

with a nice ryzen the entire default win64 engine builds in 20 minutes

south vortex
iron dome
#

The ThreadRipper will do it in 10

heady sparrow
#

7950x

#

mind you, this is only default plugins and win64 platform only

#

but that's good enough for me

haughty warren
#

Does anyone know how to fix this?

#

I have problems in certain files, but "All Solution Files" shows "No Problems Found"

iron dome
#

Do you want problems?

haughty warren
#

This makes Rider so unusable, and I can't find a way to fix it

iron dome
#

🆚

haughty warren
#

Rider is so much better though D:

iron dome
#

Apparently not...

tepid star
#

Are there architecture documents / flow charts around the networking guts of the engine?

#

mostly interested in attempting to offload as much of the math to the GPU on a dedicated server

iron dome
#

I'm not sure that'll be entirely possible if you mean to offload networking...

#

But check the pinned messages in #multiplayer for a networking compendium.

crude light
#

I fixed many issues in the IK Retargeting toolchain for UE5.1. Now it is way more smooth for complex systems like ALS
https://youtu.be/uDtcb484DDI

I am currently moving slowly to UE5.1 and thought to give retargeting a try there as well. But I am still stepping into the same issues like in UE5.0. Within this video I will talk a little bit about those issues and show you a first preview of the fixes.

Stay tuned for the next videos, I will show you as well how you can get IK Retargeting wor...

▶ Play video
agile plover
#

Morning, I've been trying to import some files (got it to work once, then deleted it like an idiot), now it gives me this error ANYTIME I try to import it ANYWHERE. It's a building.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000003e3

UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
It's an fbx file btw
The datasmith doesn't work because it looks for the MISSING static meshes

haughty warren
#

I'm wondering if I screwed something up when I set up my custom engine... it takes like 1.5 minutes to even get to the actual "compiling". And then it compiles the code almost immediately. Is this normal?

#

It spends a lot of time, everytime, creating makefiles, excluding unity files and building some internal stuff I don't understand

crude light
#

Exactly what I will publish soon and builds for windows

dark spindle
#

Reading the EULA is indeed worthwhile before releasing anything

#

Well, getting your lawyer to read it

full jewel
#

takes a while even with a project, in which case its usually faster to just delete it (intermediate folder). for the engine it would be a full rebuild again. solid state makes it a lot faster i think

agile plover
#

I have no idea what those acronyms are for dawg.

iron dome
#

it's a lot of Ghost Beavers.

heady sparrow
#

I'm guessing class redirectors to deprecate/rename plugin classes are not a thing?

#

for engine PRs

meager badge
#

source code compiled but how do i start it

iron dome
#

f5

meager badge
# iron dome f5

There is no icon to start ue4 just ue4.sln is this what should exist?

iron dome
#

Open the sln, compile it, run it.

#

Make sure you run setup.bat before doing that.

meager badge
#

it didn't give any errors but it doesn't work

iron dome
#

Define "doesn't work"

meager badge
iron dome
#

What cmd? How are you running it?

meager badge
#

f5

#

shuts down after running

iron dome
#

Right click on the UE4 project on the left and do 'set as startup project'

meager badge
#

it gave an error like this

iron dome
#

That I can't help with.

storm turret
#

Hey, I'm trying to build a package in UE5 and I'm getting LINK : fatal error LNK1181: cannot open input file 'delayimp.lib'

I know how to fix this issue in Visual Studio, but I have no idea how to fix this from the Unreal Editor

storm turret
# heady sparrow run setup.bat

This is a version from the launcher, I don't have a setup.bat, but I have regenerated the project files. I don't have this issue building from Visual Studio, but when I try to build anything in the editor I get the library editor

heady sparrow
#

but you probably just need something from the Visual Studio Installer

#

check for VS updates and make sure you have the right build tools/sdk stuff

iron dome
heady sparrow
#

googling says it's an older build tool version

#

which I would suggest doing next time to save some time

storm turret
#

Oh, gotcha. My bad. Um...How would I determine what I need? I've tried a bunch of different versions of Windows SDK and MSVC, none of them seem to address the issue in the editor...but it's working fine in VS. If I can narrow it down I can install whatever I need

heady sparrow
#

the "C++ game development" preset should have what you need... let me see

#

just try checking for updates to start

storm turret
#

Yea I've run back a few versions already. Not sure how far back I need to go to get this to work. I didnt have this issue until reformatting my machine last week. I'll keep running through versions to see if I can't find one that works

#

I appreciate the assist

heady sparrow
#

another fun issue: check your env paths

#

it might be a dead msbuild path

#

your project wants an msbuild version that isn't there is my guess

storm turret
#

I'll take a look, thanks for the tip

heady sparrow
#

if you see an env path to an msbuild version that isn't actually there, delete it

storm turret
heady sparrow
#

we had someone else with a similar issue after a reinstall

#

it's kind of hard to track down all the little paths is likes to try

storm turret
#

Yea no joke. I must have fat fingered an arm install somehow. I really don't remember doing it, and it's a fresh install. Oh well, another thing I know to look out for now!

heady sparrow
#

glad it worked out

thick storm
#

okay

#

im going on rant

#

based on speculation

#

that variable with type declaration

#

wtf

#

you try to make languague to script, which should be easier and you make it harder for parser

#

to emmit meangful errors

#

there is reason why modern languages define variables like this:

var a:int;

Because it makes for parse explicit that this variable a of type,

#

without need to know context of

#

C++ is ridden if context sensitive parts, where parsers need full context to guess that is going on

#
int a

can be just as well start of function declaration

south vortex
#

probably a discussion better suited to #lounge - there's some discussions going on there already IRC

iron dome
#

You don't need to say var when the very use of the colon and semi colon do the work for it.

high epoch
#

Did anyone experience this situation where BP won't open with the error below?
LogStall: Stall detector 'UAssetEditorSubsystem::OpenEditorForAsset' exceeded budget of 2.000000s, reporting...

It's not happening if I run with the debugger.

coarse canyon
#

Ive seen this happen yes, and took me awhile to track it down. Its because when you are loading a BP when opening it, it will go and load every single asset being hard references from the one you are opening. In the situation I had, some other BPs being referenced had errors which caused this hang.

high epoch
#

I see, so even though it affects all or most BPs it's actually because of an error in a specific one?

coarse canyon
wooden flame
#

hi, why some day randomly when working with source build, i open the vsproj and have to rebuild the engine

#

and sometimes this breaks some things

quick mica
crystal parcel
#

Hi!
We recently switched from UE4.27 to 5.0.3 source.
But since then, when I modify a simple source file from any of my game modules.
It does not only recompile this module like it uses to (Building 6 actions ...) but also wants to recompile way many more modules that it is not supposed to need (Building 1227 actions ...).
It make iterating on the project very slow.
Any idea where it can come from? Did someone encounter a similar behavior?

#

One of the change I saw on the visual studio build output logs:
Before

1>Target Build:
1>  Task "VCMessage" skipped, due to false condition; ('$(NMakeBuildCommandLine)'=='') was evaluated as ('C:\projects\workspace\Muffin\UnrealEngine\Engine\Build\BatchFiles\Build.bat -Target="MuffinEditor Win64 Development -Project=\"C:\projects\workspace\Muffin\Game\Muffin.uproject\"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -2019'=='').
1>  Using "Exec" task from assembly "Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=aaaaaaa".
1>  Task "Exec"
1>    C:\projects\workspace\Muffin\UnrealEngine\Engine\Build\BatchFiles\Build.bat -Target="MuffinEditor Win64 Development -Project=\"C:\projects\workspace\Muffin\Game\Muffin.uproject\"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -2019
1>    Parsing headers for MuffinEditor
1>      Running UnrealHeaderTool "C:\projects\workspace\Muffin\Game\Muffin.uproject" "C:\projects\workspace\Muffin\Game\Intermediate\Build\Win64\MuffinEditor\Development\MuffinEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\projects\workspace\Muffin\UnrealEngine\Engine\Programs\UnrealBuildTool\Log_UHT.txt"
1>    LogInit: Display: Loading text-based GConfig....
1>    Reflection code generated for MuffinEditor in 5.6863081 seconds
1>    Building MuffinEditor and ShaderCompileWorker...
1>    Using Visual Studio 2019 14.29.30147 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>    Building 9 actions with 16 processes...
1>      [1/9] Module.Muffin.gen.6_of_34.cpp
#

After:

1>Target Build:
1>  Task "VCMessage" skipped, due to false condition; ('$(NMakeBuildCommandLine)'=='') was evaluated as ('C:\project\UnrealEngine\Engine\Build\BatchFiles\Build.bat -Target="MuffinEditor Win64 Development -Project=\"C:\project\Game\Muffin.uproject\"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -2019'=='').
1>  Using "Exec" task from assembly "Microsoft.Build.Tasks.Core, Version=15.1.0.0, Culture=neutral, PublicKeyToken=aaaaaaa".
1>  Task "Exec"
1>    C:\project\UnrealEngine\Engine\Build\BatchFiles\Build.bat -Target="MuffinEditor Win64 Development -Project=\"C:\project\Game\Muffin.uproject\"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -2019
1>    Using bundled DotNet SDK
1>    Log file: C:\project\UnrealEngine\Engine\Programs\UnrealBuildTool\Log.txt
1>    Creating makefile for MuffinEditor (UnrealBuildTool assembly is newer)
1>    Muffin.Build.cs: MuffinEditor Editor Development Win64
1>    MuffinEditor.Build.cs: MuffinEditor Editor Development Win64
1>    Creating makefile for UnrealHeaderTool (UnrealBuildTool assembly is newer)
1>    Parsing headers for MuffinEditor
#
1>      Running UnrealHeaderTool "C:\project\Game\Muffin.uproject" "C:\project\Game\Intermediate\Build\Win64\MuffinEditor\Development\MuffinEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\project\UnrealEngine\Engine\Programs\UnrealBuildTool\Log_UHT.txt"
1>    Reflection code generated for MuffinEditor in 7.3818629 seconds
1>    Creating makefile for ShaderCompileWorker (UnrealBuildTool assembly is newer)
1>    Building MuffinEditor and ShaderCompileWorker...
1>    Using Visual Studio 2019 14.29.30147 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>    [Adaptive Build] Excluded from Muffin unity file: SocialChannel.cpp
1>    [Adaptive Build] Excluded from ProjectLauncher unity file: SProjectLauncherBuildPage.cpp, SProjectLauncherBuildTaskSettings.cpp
1>    Determining max actions to execute in parallel (8 physical cores, 16 logical cores)
1>      Executing up to 8 processes, one per physical core
1>    Building 1227 actions with 8 processes...
1>    [1/1227] Compile Module.Engine.gen.45_of_81.cpp
tired bolt
#

Mmm, I didn't check with 5.0.3 sources recently, but I don't have this issue now days on 5.1 or ue5-main
your issue here is

1> Creating makefile for MuffinEditor (UnrealBuildTool assembly is newer)
1> Creating makefile for UnrealHeaderTool (UnrealBuildTool assembly is newer)

#

I remember something now @crystal parcel I think it's the way you generate the project files, let me grab my own scripts 🙂

crystal parcel
#

Yes I'm using:
UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe -projectfiles -project="%PROJECT_PATH%/Muffin.uproject" -game -engine -2019 -Automated
But maybe it's a deprecated way of generating the solution, I'll dig into the UE doc to see what they recommend nowadays.

tired bolt
crystal parcel
#

I also have this Using bundled DotNet SDK in the logs that I didn't have before, so maybe it's not using the right dotnet version and that is causing issues 🤔

tired bolt
#

I am personally using this one atm (but I'll check and report against the source engine build)

"C:\Program Files\Epic Games\UE_5.1"\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe C:\Workspace\UE5PlasticPluginDev\UE5PlasticPluginDev.uproject -ProjectFiles -Game -Engine

tired bolt
tired bolt
#

Doing a full clean build to test the thing locally

PS C:\Workspace\UnrealEngine> git clean -fdx
PS C:\Workspace\UnrealEngine> .\Setup.bat
Checking dependencies...
Updating dependencies: 100% (88498/88498), 21041.2/21041.2 MiB | 15.41 MiB/s, done.
Registering git hooks...
Installing prerequisites...
PS C:\Workspace\UnrealEngine> .\GenerateProjectFiles.bat
Setting up Unreal Engine 5 project files...
Using bundled DotNet SDK
Building UnrealBuildTool...
Log file: C:\Workspace\UnrealEngine\Engine\Programs\UnrealBuildTool\Log_GPF.txt

Some Platforms were skipped due to invalid SDK setup: Mac, IOS, Android, Linux, LinuxArm64, TVOS.
See the log file for detailed information

Binding IntelliSense data... 100%
Writing project files... 100%

then

C:\Workspace\UE5Dev>"C:\Workspace\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe" C:\Workspace\UE5Dev\UE5Dev.uproject -ProjectFiles -Game -Engine

mossy bough
#

I am trying to build unreal engine 4 from source using a zip tagged "'versionnumber' -release". here are there errors I am getting. Does anyone understand what I need to do to fix this mess?

Could firewall cause these issues? 32gb ram, i tried turning on paging file, does not seem to do anything.

Lmk if I should be posting elsewhere

crystal parcel
#

@mossy bough can you look inside your Engine\Programs\UnrealBuildTool\Log_UHT.txt log and search for LogMemory ?

#

It can also be a disk space issue.

mossy bough
#

Tried adding another w10 sdk, and going 24 threads to 1.

#

Tried putting additional options value to /Zm90 /Zm2000 /Zm200 /Zm75 if anything seemed to crash the process with lower values. (In project pages under NMake there is intellisense->additional options and it says /std:c++14 I tried removing that and putting /Zm20000 and also /Zm200 or /zm75)

crystal parcel
#

How big is your Windows page file?

mossy bough
#

I put it to let the OS manage it.

#

Should I delete the .vs folder after each failed build attempt?

#

What I do is I right click UE4 in the solution explorer and click set as startup project and then right click ue4 again -> build.

full jewel
#

it makes fairly heavy use of the temp folder and i needed a 30gb page file to not get heap errors even with 64gb of ram. sometimes it will get past it if you keep trying. you may also need to actually restart the system if its really stuck, that helped one time for some reason

thick storm
#

we are officialy saved

mossy bough
wooden flame
quick mica
wooden flame
quick mica
#

Not PC(Windows) update, Visual Studio Updates

wooden flame
#

ams

thick storm
#

remember Skein ?

#

It seems it is well and alive

#

and is developed on Fortnite/Valkyrie stream

vital hawk
lone scaffold
# thick storm remember Skein ?

There was recently a commit modifying default check out behavior of assets because of UEFN. Because of it, I assume Skein might be VCS for Fortnite Creative 2.0.

thick storm
#

yeah my thoughts, I hope just like Verse it is going to eventualy be in mainline

lone scaffold
#

As I doubt they would require modders and gamers use Perforce or similar VCS 😅

languid kayak
#

It's definitely scary to use a new VCS

#

I don't think anyone will touch it for a year or two

#

(outside of epic)

thick storm
#

im going to touch as soon as it is released

#

count on me to get you info how quickly in breaks

languid kayak
#

By anyone I mean serious big projects

#

Of course we will all jump on it 😄

quick flax
#

does anyone know how to fix this error

C:\Users\billg\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Build\EpicGames.Build.csproj : error NU1102: Unable
 to find package Microsoft.CSharp with version (>= 4.7.0) [C:\Users\billg\UnrealEngine\Engine\Source\Programs\UnrealBui
ldTool\UnrealBuildTool.csproj]
C:\Users\billg\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Build\EpicGames.Build.csproj : error NU1102:   - Fo
und 1 version(s) in Microsoft Visual Studio Offline Packages [ Nearest version: 4.0.1 ] [C:\Users\billg\UnrealEngine\En
gine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
C:\Users\billg\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.MsBuild\EpicGames.MsBuild.csproj : error NU1101: Un
able to find package Microsoft.Build. No packages exist with this id in source(s): Microsoft Visual Studio Offline Pack
ages [C:\Users\billg\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
C:\Users\billg\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Build\EpicGames.Build.csproj : error NU1102: Unable
 to find package Microsoft.Win32.Registry with version (>= 5.0.0) [C:\Users\billg\UnrealEngine\Engine\Source\Programs\U
nrealBuildTool\UnrealBuildTool.csproj]
C:\Users\billg\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Build\EpicGames.Build.csproj : error NU1102:   - Fo
und 1 version(s) in Microsoft Visual Studio Offline Packages [ Nearest version: 4.0.0 ] [C:\Users\billg\UnrealEngine\En
gine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
C:\Users\billg\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.UHT\EpicGames.UHT.csproj : error NU1102: Unable to
find package Microsoft.CSharp with version (>= 4.7.0) [C:\Users\billg\UnrealEngine\Engine\Source\Programs\UnrealBuildTo
ol\UnrealBuildTool.csproj]
solid saffron
#

Hey, anyone aware of the input backend unreal uses for the editor? I'm trying to track down why the cursor events are offset upwards by the height of my titlebar with (at least) my window manager

#

But I can't figure out where it actually gets its mouse positions from

solid saffron
#

Nevermind, seems it does. Didn't find exactly what was causing the issues though. Seems like Unreal expects a mouse position from the top left of the titlebar rather than the top left of its inner window

finite urchin
#

Hey I am unable to build source file because I don't have vs2019 installed but I cannot find a valid download link for vs2019. Is it possible to build ue4 using vs2022?

iron dome
#

Your google fu is bad.

thick storm
#

possible

#

doing for past year

#

i'd say it's pretty safe to ditch 2019

south vortex
#

5.1 is now for vs2022

#

(although its not default)

heady sparrow
#

Aren't build tools are the real issue, you could just downgrade those afaik

#

I've been on 2022 for a while even on 4.26

leaden birch
# mossy wave found it, thanks many

Hey there, I was wondering if assigning a custom identifier like this made your installed build have a consistent id, or if every user that you distributed the installed build to needed to do the registry edit?

mossy wave
#

so by assigning the custom identifier to the registry, it will treat it as if it already assigned an id to it

leaden birch
#

Ah, I see. Do you get around it and make it easier for your installing users by including a .reg or .bat to do it for them?

mossy wave
#

i made a wiki for them to follow 😅

leaden birch
#

Oh all good, thanks for the info!
At the very least I know it's something I'll need to consider once I get this damn thing working

mossy wave
#

DesktopWindowsPlatform.cpp: line 313
if you are wondering where it assigns the random guid, for windows platform atleast

#

i figured since we also have mac users, i ended up reverting to the binary 4.27, and have my custom stuff made 'optional'

leaden birch
#

Oh, that could be useful. I may find a workaround there ^^

#

If anyone has happened to come across this and has a solve for it, help would be much appreciated.

My installed build keeps failing during its linux target platform generation, with this error:

UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError
UnrealBuildTool.Main:    at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in D:\Unreal Source D\Oculus 4.27\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 234
UnrealBuildTool.Main:    at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in D:\Unreal Source D\Oculus 4.27\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 486
UnrealBuildTool.Main:    at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Unreal Source D\Oculus 4.27\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 226
UnrealBuildTool.Main:    at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Unreal Source D\Oculus 4.27\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 557
Timeline.Print: 

Haven't really come across any mention of it specifically, but I'm still combing this discord and googling.

#

Worst part being that I only run into this failure after all modules have been built, so I basically have to wait over an hour to know if each attempt was successful. If anyone happens to know a way to check this faster, that would also be super nice. Perhaps there's a way to compile Installed Builds incrementally that I haven't come across?

leaden birch
#

Apologies if I'm spamming too many questions or topics at once.
Also on the topic of installed builds, Would anyone happen to know if there is any alternative way where we can send like, the Engine or Binaries folder of our source build (or some combination of files that we've already generated) instead?
I'm treating the Installed Build generation process as a black box that just makes it more distributable, but a more senior dev in my team had brought up the question.

I have read in here about how it is also good for preventing accidental full source recompiles, but if I can't get an installed build working in a timely manner, it'd be nice to also have the option of distributing my source build instead of making each member of my team compile their own.

mossy wave
leaden birch
#

I'm actually not getting as far as the LocalBuild folder being generated, since the UAT build keeps failing.
UnrealBinaryBuilder is actually my next course of action if my current build fails, glad to know it is still relevant! ^^

mossy wave
#

i suppose you can always try to make a Win64 only installed build and verify the processes works first, then you can add other platform and try again

#

UnrealBinaryBuilder also have an UI for making installed build

leaden birch
#

It does only fail once I get to Linux build target, so I'm fairly sure the Win64 build would work.
Adding build targets after would cause my existing Win64 target to rebuild as well though, wouldn't it?
I am going to need the Linux build target for dedicated servers, since my main motivation is to enable other members of my team to build those out.

#

Unless UnrealBinaryBuilder has options to prevent that. I should just go and download it and see.

mossy wave
#

when UAT is building UEGame for the target platform, those will always need to rebuild

#

UHT, UEEditor will only need to compile once

leaden birch
#

That's unfortunate, I guess this process really is mostly trial and error xP

Here's to hoping that the builds were just failing because I didn't install the proper workloads for VS 2017. I did get an error before that asked specifically for 2017 (I've been developing with 2022), but I wasn't sure which workloads to install, so I just installed 2017. That did lead to builds getting much further along, but maybe it wasn't enough.
In old UE Source docs I found that the recommended workloads for 2017 were "Game Development with C++" workload, and the "Unreal Engine Installer" and "Nuget Package Manager" optional components.

#

I've actually been taking the opposite approach, and instead of building a Win64 to see if it works, I've been building one that only targets Linux so I can see if it fails faster xP

midnight plume
#

how to use/update .net sdk version ? right now its using default 6.0.x i want to change it to net 7

heady sparrow
midnight plume
heady sparrow
#

(of course this assumes you actually have .net 7 etc)

midnight plume
#

i try to add global.json and use .net 7 but no luck

#

it wont detect my .netsdk

proper sentinel
#

Hello, Does anybody know what's causing this and to solve this? or is there any way to make it show which blueprint causing this? im using V5.1.0. my only idea is to add debug msg to tell the bp name in UBlueprintGeneratedClass::NeedsLoadForClient(), but do i need to compile the whole engine after this?

leaden birch
#

Guess I missed it amidst the other build options

south vortex
#

I personally always use clean for my automated nightly scripts. I just feel that its seems less risky of some issue creeping in and going undetected for a while. This way the issue is known to be in the code from the day before no matter what...

leaden birch
#

I probably will once I am actually able to put out successful Installed Builds. Troubleshooting has been an extremely slow process so far since I have been cleaning every time, while all I've been changing is aspects of my build environment rather than the source code itself.

#

I also am running this on my own PC, no build server yet

brazen barn
#

hey so i was working on my game, but then it crashed but now i cant load into my project

#

plz help

iron dome
#

Look at the errors at the bottom.

brazen barn
#

in the log

#

?

iron dome
#

Yes?

brazen barn
#

Item = Texture2D /Game/Miniature_cat.Miniature_cat

#

is that it

#

?

iron dome
#

Maybe?

#

We have the same info you do. There are errors with your assets.

proper sentinel
#

ty for your answer, I managed to solve this by adding UE_Log to print out the problematic class and recompiled the whole engine 😩 It was about cyclic dependency

heady sparrow
#

Insights is getting much nicer on main

#

also.... :0

#

this is kind of evil... not everyone really needs these

pale storm
#

How can I get my hands on 5.2?

iron dome
pale storm
#

getting a 404

iron dome
#

You have to have 1) signed up to github and 2) registered to get access

#

I forget how to do part 2

#

If you don't know what github, git or source control are, you should probably google those first.

pale storm
#

I do

#

Thanks!

iron dome
#

Awesome. Good luck!

pale storm
#

Which release is 5.2 tho?

iron dome
#

There's no "5.2" afaik. Just the ue5-main branch, which has commits in it that contribute to 5.2

#

5.2 isn't actually out yet.

pale storm
#

alright gotya

#

thanks again

iron dome
#

Np

heady sparrow
#

so be warned it may not always compile

iron dome
#

And if it does, it may be broken.

heady sparrow
#

if you have trouble you can bug people in here to find a compiling commit :U

#

I'm on, uuuh hold on

#

87b0026c25c4222edbb75cdb4443b0bc2a33d5a7

#

4 days old

pale storm
#

I built ue5 main and it's ok

lean rain
#

Can I move a project built with the engine source code to a computer without Visual Studio and open it?

queen ridge
iron dome
nocturne horizon
#

does anyone know what is exactly Definitions.h? every time i reopen rider, and recompile UE without any source code changes, it says "Invalidated makefile (Definitions.h)" and proceeds to recompile THE ENTIRETY of the engine

lean rain
#

I should join to a dedicated server in different 5 computers here.

so i had to move the exe file to 5 computers.

but Anchor is not loaded in the client..i don't know why..

so I decided to join to server on the editor by vr veiw play

so i should move the entire project folder to other 5 computers

and when i opened the project there, they say "Would you like to rebuild them now?"

i think they want me to install visual studio and build source code..

I wanted to open the project only with engine in epich launcher.

Can you give me some advice?

nocturne horizon
# nocturne horizon does anyone know what is exactly `Definitions.h`? every time i reopen rider, and...

it seems that UBT recreates Definition.Thing.h files everytime i'm compiling:

Writing project files...
14:44:17.157: Re-writing a file that was previously written: "C:\UE5_Source\Engine\Intermediate\Build\Win64\UnrealEditor\Development\Launch\Definitions.h"
14:44:17.162: Re-writing a file that was previously written: "C:\UE5_Source\Engine\Intermediate\Build\Win64\UnrealEditor\Development\UnrealEd\SharedPCH.UnrealEd.ShadowErrors.h"
14:44:17.167: Re-writing a file that was previously written: "C:\UE5_Source\Engine\Plugins\2D\Paper2D\Intermediate\Build\Win64\UnrealEditor\Development\Paper2D\Definitions.Paper2D.h"
14:44:17.175: Re-writing a file that was previously written: "C:\UE5_Source\Engine\Plugins\2D\Paper2D\Intermediate\Build\Win64\UnrealEditor\Development\Paper2DEditor\Definitions.Paper2DEditor.h"
#

is there a reason for that?

median kayak
#

trying to convert my project from 5.0.3 to 5.1
couldnt rebuild so it told me to rebuild from source, so I went into visual studio and rebuilt the project and boom errors
contemplating just moving the files over manually

dapper needle
#

What is the UE5.1 Framework that is used? I am trying to generate the VS project files for the source build and it says I do not have a compatible Framework but I literally have every Framework all the way to 4.8 and there are no Frameworks that I do not have. I can package 4.27 source fine and I even updated the Framework for 4.27 but 5.0 is not working.

nocturne horizon
# nocturne horizon is there a reason for that?

found the issue: for some stupid reason, Rider decides to always run GenerateProjectFiles.bat every time you open the project, even if there's already project files there. This causes absolutely all files to be recompiled. The workaround was to just edit that GenerateProjectFiles.bat to skip the execution if it has the -Rider parameter.

if [%1]==[-Rider] (
    echo Skipping Rider's automatic execution of GenerateProjectFiles.bat to avoid recompiling the ENTIRE ENGINE everytime you open Rider.
    exit /B 0
)
#

obviously, 2nd workaround: using visual studio

iron dome
#

The only workaround ™️

smoky goblet
nocturne horizon
hidden hedge
#

running GenerateProjectFiles.bat absolutely does not cause an engine recompilation

smoky goblet
#

Weird, I've never seen that batch file write any code. headers or otherwise

nocturne horizon
#

is UBT doing whack stuff because of the parameters given?

low edge
#

just built 5.2

#

anything interesting i should check out?

half mantle
#

hi not sure where to ask this but anyone know where in the source I can find data on how to manipulate and change skeletal mesh skinning data? I kinda wanna make a skinning weight editor

slim laurel
#

Is there a way to generate an Installed Build without having to rebuild literally every header again? UAT is ignoring my 200gb Intermediate folder

iron dome
#

If you're compiling in a different configuration? No.

queen ridge
glacial hedge
#

I have not pulled since 5.1 came out. Should I be in a different branch than release to compile the new 5.1?

glacial hedge
#

Severity Code Description Project File Line Suppression State
Error NU1201 Project UnrealBuildTool is not compatible with netcoreapp3.1 (.NETCoreApp,Version=v3.1). Project UnrealBuildTool supports: net6.0 (.NETCoreApp,Version=v6.0) UE5ProgramRules C:\UnrealEngine\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\UE5ProgramRules.csproj 1

#

now I am getting this error, even though i have the netcore 6.0 sdk installed

glacial hedge
#

trying to compile the engine 😛

#

i just deleted the folder

#

going to do it from scratch

#

it is installing dep. now then I will retry and go from there ❤️

glacial hedge
#

got it to start compiling now, lets hope it doesnt error out 🙂 fingers crossed

glacial hedge
#

seems Christmas came early, compiled firs time.. woot!

acoustic folio
#

I had built a project in a source 5.0 version but now want to make it compatible with the standard binary-from-the-launcher version of unreal, I've already deleted the source folder and the project wont compile when starting. Anything else to do?

#

I think i got it - just created a blank project with the launcher version, copied files over (I knew they were compatible) and seems fine

worthy zinc
#

has anyone ever converted a binary build of ue5 to a source build of ue5? how simple is it?

worthy zinc
#

ahh ok. i know about the "switch engine version" button. was making sure that's all i had to do. thnx!

thorn smelt
#

Iirc this is the result of a mathematical phenomenon called gymbal lock

indigo oyster
#

I need access to the vertex id (SV_VertexID), but this dose not seem to be exposed to the material graph. It it possible to make a module that appends a materiale expression with such behaviour.

#

Ideally without changing other modules.

minor karma
#

how can i force Visual Studio to build UE 4.27 project on 14.16.27023 toolchain instead of 14.34.31937
NMake Additional Options /std:c++14 /p:PlatformToolset=v141 doesnt help

For example output of "Building BenchmarkTool" In Visual Studio 2017

3>Using Visual Studio 2022 14.34.31937 toolchain (B:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.34.31933) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
3>Building 25 actions with 8 processes...
dense kraken
#

Hi, I would like to make an pull request with a feature improvement. I forked and cloned the engine repo and build it from the main branch, as mentioned here:
https://docs.unrealengine.com/5.1/en-US/downloading-unreal-engine-source-code/
Most of our active development is in the master branch, so we prefer to take pull requests there
However when I built it I got the version 4.28. Just to clarify: If I want to make a commit that will have a chance of being merged to next version of UE5 I'm supposed to work on branch ue5-main, right?

dense kraken
#

Ok, thanks. And I'm guessing I'll just make the pull request once I'm done, I don't have to notify anybody, right?

sage sandal
#

Anyone gotten errors like this from trying to GenerateProjectFiles.bat of 5.1 tag in git?

D:\dev\UnrealEngine\UnrealEngine\Engine\Source\Editor\SceneDepthPickerMode\SceneDepthPickerMode.Build.cs(12,28): error CS0103: The name 'GetModuleDirectory' does not exist in the current context
#

heh so I was right the first time. :p I'll try checking out that tag and see if it changes anything

#

Same error, sadly. Are you building with VS2022?

#

okay I'll give that a whirl. I always seem to have strange problems building from git

upbeat karma
#

if I make a change in a .cpp file on the engine source, will I have to recompile the whole engine? I just wanted to change a function body to add some additional null checks

#

(I'm working with a source build btw)

upbeat karma
#

ok seems like it worked without recompiling everything

south vortex
#

depends what you change. if you change a core header, then that'll result in most things recompiling.

upbeat karma
#

nah it was just a function body on a .cpp file

#

landscape dynamic material instance seems to be broken on dedicated servers

upbeat karma
#

yea, apparently

#

I dont see why it'd be needed on servers but yea the landscape material I'm using was calling ALandscapeProxy::SetLandscapeMaterialTextureParameterValue

#

I just added a null check there to see if the landscape component was null and that fixed the crash 🤷‍♂️

mighty wren
#

this is my first time building from source following a udemy course, I'm beginner to intermediate in C++ but this is not covered in the course so I'm wondering where I start to try and fix these issues?

#

i've got entire output log if that's useful

south vortex
#

its complaining about the directory length. Where do you have it installed? Perhaps try having the source in the root - i.e. C:\Unreal\

Rather than whatever you currently have it in?

mighty wren
#

so I just closed visual studio

#

opened it again

#

hit build

#

and it succeeded so....

#

i dunno

#

but i think its fixed

cobalt herald
#

If I edit the engine source code, how do I re-compile that file so I can see the changes reflected when I launch my project?

#

Just trying to experiment with editing some of the engine's slate styling

#

Cool thanks Laura!

#

Yeah need to set up a source build :p cheers

hot idol
#

is this the right way to add the client target as it always says cant build for target. but i did same for server and it worked

hot idol
#

actually looking like i can build them from inside the editor like this. just seems vs is pissy about it

plucky ivy
#

what would be the quickest way to find a specific functionality inside the source code?

#

Im searching for implementations of mesh space, local space additives amongst other things, and wondering whats the fastest way to find that kinda stuff in the source

heady sparrow
#

search 🙂

#

generally you want to find something related and try to see if it has a codepath in there

lapis whale
#

hi guys. i'm not very familiar with engine source but i need one thing
when i package the game as shipping it is deleting (ShowFlag.Tonemapper 0) command
and this is the only command i need. my question how do i make this command as main thing for all the project in source code?

drifting zephyr
#

quick question, how can i add a *code based plugin(from the market place, preferably) * into a custom/source built version on unreal engine 4?

#

thanks!

umbral plover
#

(Although this a question regarding Blueprints, I feel like the answer comes from the engine's source code)

Using Floats
When I increase 10 to the power of 22 (and print it) it shows 1 with 22 zeros afterwards
But when I Increase it to the power of 23, there are numbers which aren't zero in the number, which shouldn't be possible because multiplying 10 with itself will only give a number with 1 at the left and zeros everywhere else

Why is that?

And also, is there a plugin or a way to add a very big number type into the blueprints?

vital hawk
umbral plover
#

I found this online "A Double is a floating point data type that has double the precision of a regular float. This precision is roughly typical at 16 significant digits.

Notice
As of Unreal Engine 5, this is the default option when creating a Float variable."

And now I'm even more confused

#

also, I forgot to mention I'm using unreal engine 5

vital hawk
#

Check your BP pins to see if they're single or double precision (just hover on it should give you the answer).

vital hawk
#

Actually it might be a double limitation. It just checked in python and got the same result. So you've not hit the single limit, but the double lmit. You can ask for quad precision float, but considering we just had double in 5.0, you'll probably have to wait a while 😛
I'm not sure what you're trying to do, but you probably don't want to do it with Blueprint's floats. Either fall back to ints, or go to C++ with custom types (there are libs with any type of float accuracy you can imagine).

umbral plover
#

alright, thanks, I'll consider the available options

nova sleet
#

If double is not enough you are most likely doing something you shouldn't and I wouldn't expect anything more than double to be supported by UE, on msvc 64bit is max you can have, some compilers will allow 80bit floating point but it is much slower to compute, and 128bit on x86 is always software implemented and any custom floating point implementations will always be software and much slower than natively supported

10^23 is way outside the effective precision range of both float and double, with 22 you basically got lucky that it can represent that exact number, doesn't mean it can represent any number around it

umbral plover
#

so I made a struct and a custom function library able to calculate those struct together so that greater numbers can be simulated thanks to that struct

#

it was very complex to do, so now I'm looking for how to put images in the blueprint editor because commenting the math I did to make it work is much harder than coming up with the math itself

#

I couldn't find any plugins that does that though, anyone know a way to put images in the same way that comments exists in the blueprint editor?

hot idol
#
'D:\Microsoft\Xamarin\NuGet\' doesn't exist. [E:\unrealsrc\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cspro
j]``` i have no d:/ unreals gone mad again. fresh src files is there something i may need to delete? as on my other pc i just extracted and away.
#

just a nugetconf.xml pointing to a url @stable hemlock

#

tbh the src i copied over pre built should work just wont build the src on this pc. as i get 68 errs like that when i generate proj file.bat. possibly something with my visual studio or even path settings as its an abused dev pc iv seriously fudged a lot i guess

hot idol
#

remove the config?

#

thing is on my other pc i also dont have d:/microsoft/xamarin/nuget as a file lol.

last swallow
#

hello, i am not sure what has happened, but i can't build my level, it complains i haven't built lightmass and i should go back to vs a compile it

last swallow
#

level design deals with compiling UE5 in VS?

coarse canyon
#

this channel is about compiling engine C++ code

last swallow
#

i've recompiled

coarse canyon
#

are you running a custom built engine from Git? or through the launcher?

last swallow
#

custom build

coarse canyon
#

ah ok, then you are in correct channel 🙂 apologies, your original post was a little confusing

#

what happens when you open your solution in VS or Rider and build the project? does it not do anything?

last swallow
#

it all compiles no errors

#

i think i need to find lightmass and rebuild

coarse canyon
#

have you tried opening up the Applications folder and right clicking on Lightmass there and build it directly?

last swallow
#

oh i am dumb, i've found it now, just hitting rebuild

coarse canyon
#

Programs/UnrealLightmass yeah

last swallow
#

I was looking for Lightmass but UnrealLightmass was the answer

coarse canyon
#

happy to be your rubber duck today 🙂 I'll send the invoice in the mail!

last swallow
#

i pay in breadcrumbs

coarse canyon
#

ooohhh nomnom

last swallow
#

😉

thick storm
#

is another attempt at creating new character movement ? ;

lone scaffold
#

yes, I heard the new character movement based on network prediction plugin is WIP

#

interesting that they are doing character specific stuff at Chaos level

#

Probably means the gravity won't be scripted but will be coming from physics

manic forum
#

Is there a way to ship game with enabled logging without compiling engine ?
I tried to change flags in constructor for Game.Target.cs file but it doesn't work for me
engine version: Unreal 5.1
bOverrideBuildEnvironment = true; bUseLoggingInShipping = true;

upper orchid
#

does 5.1 require vs 2022 or it works with 2019?

manic forum
upper orchid
#

i guess i'll get 2022, i got a warning about .net 6.0 when generating project files, it might work but just to be sure ..

icy matrix
#

I keep getting an Error when building, any advice would be appreciated. "Error: C1083 Cannot Open include file "Windows/WindowsPlatform.h": no such file or directory"

#

I installed VS Studio to my S: drive with custom path for all 3 folder things, but not sure if that has any impact

heady sparrow
#

try running that

#

also yeah just... just have vs on c

#

this path leads to suffering

#

if setup.bat doesn't help

#

you could symlink it I guess if space is the issue

manic forum
#

@stable hemlock nope:
1>E:\Epic\Projekty\game\Source\Game\Game.Build.cs(10,3): error CS0103: The name 'bOverrideBuildEnvironment' does not exist in the current context 1>E:\Epic\Projekty\game\Source\Game\Game.Build.cs(12,9): error CS0103: The name 'bUseLoggingInShipping' does not exist in the current context

south vortex
#

isnt there some compiler directives for logging? if so, it wont work without a compile

#

you need a source build, that I am sure of. And then when you add the value, I'm 95% sure you need to compile, because it is a compiler level directive about stripping the log commands out

upbeat karma
#

I'm using bUseLoggingInShipping for my dedicated server and its working

#

in 5.0.2 atleast

upper orchid
#
8>  Executing up to 16 processes, one per physical core
8>  Requested 1.5 GB free memory per action, 2.85 GB available: limiting max parallel actions to 1
8>Building 5677 actions with 1 process...``` is there a way to use virtual memory for compiling? i tried to add 32gb to paging but it seams it does not matter?
#

i have 16gb and around 10 free before opening the vs studio, it usually gets to 4-5 cores but i think i can build it faster if i could use less ram per core or use virtual ram somehow ...

#

strange, sometimes it detects the right memory available

icy matrix
fallen root
#

can Engine Defines be overriden in the Build Target?

queen ridge
#

Anyone on ue5-main and able to build & package? If so please let me know which git commit you're using, thanks.

velvet anvil
#

How would I change the specular of all materials to be 0.25 by default instead of having to change it manually each time i create a new material?

#

I found this text in the ColorCorrectRegionsShader.usf file but it didnt seem to do much

solid saffron
#

Anyone know how to generate a CMake file from the unreal source?

#

I'm trying to use CLion but the Unreal make file seems to be non standard

solid saffron
#

I think it might've been on clang, unsure now. I got it working fine from Rider instead.

#

Now I'm lost trying to figure out where HasOSWindowBorder is set, because it's always false and it looks like that's the source of the cursor offset.

daring crow
#

How to download the dependencies for Main branch?

#

tried changing the URL to HTTPS and didn't help.

coarse canyon
#

Run setup.bat

opal gorge
#

Uhhhh should this engine code really be getting called every frame?

#if !UE_BUILD_SHIPPING
  float TargetFPS = 30.0f;
  static IConsoleVariable* MaxFPSCVar = IConsoleManager::Get().FindConsoleVariable(TEXT("t.MaxFPS"));
  if (MaxFPSCVar && MaxFPSCVar->GetFloat() > 0)
  {
    TargetFPS = MaxFPSCVar->GetFloat();
  }
  CSV_CUSTOM_STAT_GLOBAL(MaxFrameTime, 1000.0f / TargetFPS, ECsvCustomStatOp::Set);
#endif
daring crow
#

I been trying for the past 3 days 😦

daring crow
#

So Much for open source 🥺 when you need to download from privates country restricted servers

heady sparrow
#

I think Snaps had the same issue recently

#

I did as well and I live in NA

daring crow
#

🥹 how to fix it

heady sparrow
#

For me it just went away after a while

#

the pins have a wacky workaround

#

could be dns routing for all I know

daring crow
#

so I wait

#

what if i use a VPN?

daring crow
daring crow
full jewel
#

if it's the same failed to download issue, the solution isn't any different currently

daring crow
#

ok i think i know how to fix it so blob is the first two digit of the path like this

full jewel
#

yeah that's the folder it gets put in

daring crow
#

🙂

daring valve
#

I mentioned this in #cpp, but I feel like this channel is more appropriate.

In a previous project I used the GenericPlatformFile api for crawling a directory, but it seems to have changed dramatically in UE5.1

I'm trying to get all the subdirectories in a path, but the previously used functions of FindFiles no longer has the parameters for it, and IterateDirectory is gone as well as the visitor I used to use.

IterateDirectoryRecursively looked promising but I'm unsure of how to use this api as I used to feed my own TArray into a function to emplace the directories found.

Any help would be greatly appreciated

small surge
#

any info on whats in store for 5.2 and when 5.1.1 is releasing?

trim zenith
#

Hi, just want to compare my experience to other people's.

I've built the engine from source, then my project and then my project in the development server configuration because i'm making a dedicated server game. It takes around 2-3 seconds per file, so with around 5000 files to compile the engine it took around 5 hours, way less for the project and server... but now i wanted to compile my project again and it's compiling 2500-ish files. It's been compiling 3 hours already O.o

#

I have a resonable PC , 5800X amd cpu, 32 GB ram and m.2 drives... I've added both unreal and my project folder to excludes in the windows defender and disabled indexing...

Does this sound similar? Or is something wrong?

#

CPU is at around 15% usage across all cores, ram is 50% in use, drives are basically at 0

light pewter
#

check my pin, the fix should work

daring valve
#

Is there an easier way that I'm missing just to get a list of directories? I feel like I'm taking the long way around

thick storm
#

dynamic tessllation is coming to nanite

#

(should be in few hours on github)

daring valve
thick storm
#

for static assets yes

#

but as people complain

#

sometimes you really want to just generate that snow

daring crow
south vortex
trim zenith
# south vortex did you make any changes to the engine source code? even a single line config ch...

Thanks for the input! It's a great idea to have clean builds over night but i'm not too happy to have my pc on overnight at home with the current electricity prices. Hobby project 🙂

What i infer from your message tho is that my compile times aren't abnormal and there's nothing obvious i can do to improve them.
I don't have a single change to the engine source code, only 2-3 files in my project.

trim zenith
#

And speaking of scripts i'd love to set up a command line script for builds. I google and know i should be able to do it with msbuild -t but haven't yet managed to

trim zenith
#

That is amazing, thank you very much @south vortex ❤️

shadow pasture
#

Does anyone know how to enable automated PSO gathering for Shipping builds in 5.1?

solid saffron
#

So I've compiled UE5 in Development configuration but the Engine/ folder is significantly larger than the release. Seems like the build process is dumping a bunch of unnecessary stuff into the same folders it puts the necessary stuff. Is there any way to clean out the garbage to make an install of comparable size to the release binaries?

solid saffron
#

The wiki doesn't say development has debug symbols and it seems to indicate that Development is the build that UE releases with the launcher?
Could you elaborate on the LocalInstall and BuildGraph? I have zero clue what either of these things are

solid saffron
#

Oh it's doing a full clean rebuild huh, well okay then. Think I got it though, thanks for your help!

nova sleet
solid saffron
#

Thanks

fallen root
#

It seems that when using Project Launcher in a Source Build, the CrashReporter is not included in the packaged game even if checking the "Include Crash Reporter" check box. Anyone know how to include it?

south vortex
#

I had this issue. There is a DLL that seems to be missing from the source build.

#

For whatever reason the DDL was not been added. Laura and a few others in this channel helped me track it down

#

its very vague - and I still dont know why it randomly occurs

#

but your not the first to ask - so might be a bigger issue...

fallen root
#

Thanks, I'll check it out. Also there is no build target for CrashReporter in Test config. There is Shipping and Development but no Test

south vortex
#

Not sure about that - I only build Debug Game + Shipping

velvet anvil
#

How would I change the specular of all materials to be 0.25 by default instead of having to change it manually each time i create a new material?
I found this text in the ColorCorrectRegionsShader.usf file but it didnt seem to do anything

fallen root
#

technically Test is Shipping, but scratching my head here trying to find out why I cannot get crashreportclient in my packaged game

cloud chasm
#

Hello, i'm trying to render some geometry i have loaded in a single interleaved buffer using a LocalVertexFactory, but the problem i get is that only the position is passed correctly: all the other data arrives "corrupted" on the gpu.
This is my vertex data's definition:

#

And this is how i initialize my vertex buffer:

#

I think my problem is with how i setup the various SRVs for the texture coordinates + tangent bases, but i'm not really sure where to look

#

Doing a renderdoc capture, it can be noticed that only the first texcoord arrives correctly, all the other ones are set to 0

solid saffron
# cloud chasm Hello, i'm trying to render some geometry i have loaded in a single interleaved ...

Disclaimer, I only have shader knowledge, not Unreal specifically.
GPU buffers tend to have pretty strict data alignment requirements, and for that reason it is inadvisable to use 3 component vectors, as they're 12 bytes long while alignment is typically 8 or 16 bytes.
Materially this means that in cpp:

struct someData
{
  Vec3 a;
  Vec3 b;
}

will not align with the same structure on the GPU.

Whether Unreal accounts for this or not I have no clue, but you should change position (and others) to a 4 component vector anyway

#
The rules for std140 layout are covered quite well in the OpenGL specification (OpenGL 4.5, Section 7.6.2.2, page 137). Among the most important is the fact that arrays of types are not necessarily tightly packed. An array of floats in such a block will not be the equivalent to an array of floats in C/C++. The array stride (the bytes between array elements) is always rounded up to the size of a vec4 (ie: 16-bytes). So arrays will only match their C/C++ definitions if the type is a multiple of 16 bytes 
#

To visualise the issue... Your CPU data looks like this:
p_x p_y p_z u_x u_y n_x n_y n_z t_x t_y t_z
while your gpu structure may look like this:
p_x p_y p_z --- u_x u_y --- --- n_x n_y n_z --- t_x t_y t_z ---
So when you send the data to the gpu, your normal probably ends up with the data of your tangent, your tangent is just garbage, and your uvs are a mix of uv and normal.

cloud chasm
#

argh, okay, i'm will try padding the data in my vertices and see if that fixes

#

I updated my struct as such
But that didn't fix it

#

At this point i'm starting to think that unreal's LocalVertexFactory doesn't like interleaved buffers, and to use one i might have to make my vertex factory

solid saffron
#

Er wait, wrong end. Disregard

solid saffron
cloud chasm
#

nope, not at all-

#

I'm pretty sure that's where my problem resides

solid saffron
#

Any reason you used G32R32F for UV but used R32F for others

#

Unfortunately I have zero clue what half of these macros in there actually do. Always with the macros, Unreal

cloud chasm
#

Then i get an assertion:
Assertion failed: InStartOffsetBytes % RHIGetMinimumAlignmentForBufferBackedSRV(InFormat) == 0 [File:E:\Projects\UnrealEngine\Engine\Source\Runtime\RHI\Private\DynamicRHI.cpp] [Line: 760]

solid saffron
#

What did you change it to?

cloud chasm
#

PF_R32G32B32F for the Vector3f things

solid saffron
#

I would strongly recommend just changing them to Vec4 and using A32R32G32B32F

#

It's the simplest alignment