#engine-source
1 messages · Page 4 of 1
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>```
?
it gave the same output with the older toolchain
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.
i pass my uproject with a couple parameters and flags into the built batch file in Engine\Build\BatchFiles\Build.bat
@coarse canyon Bless you, I was literally logging on this morning to ask about this
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
In the 4.27 docs they have the option for bAllowParallelExecutor in build config, but in https://docs.unrealengine.com/5.1/en-US/build-configuration-for-unreal-engine/ it seems to be removed so I'm not too sure what to do.
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'.```
There's a schema file that lists all the options
It'll be in the same folder as one of the xml files (probably the one in the engine folder)
Why would that fix his build config issue?
Looks like we have the Verse release date
@hmans Yes, it’s launching with Unreal Editor for Fortnite in late January.
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™
I'll believe it when I see it.
Just wonder when its going to make it to UE proper
Don't get me too excited Laura
I hope it isn't super disappointing, lol
Verse is supposed to be a standalone language, so all the glue code needed for it to work may already be in 5.1
I'm well aware
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++.
It takes a lot to degrade CPU performance to a level that impacts framerate
Nah
GC doesn't face more load on Blueprint projects
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
Get it to run once per second, it might be a lot smoother
IIRC it also has plenty of performance settings like max objects per frame, etc
And of course you can always just stop destroying objects
If your game is CPU limited on PC I just have questions really
Implying it ever gets near 1ms on PC
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
Verse's syntax is total ass.
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).
I mean, you almost have it right there.
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.
This stuff has virtually no performance implications, too
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
If that's anywhere on your performance radar, just pool the fuck out of them, problem solved
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.
Laura rn
Oh good, we didn't have any of those yet
People scream at me when I tell them an ECS is fifteen minutes of code
Really? I haven't heard of one
I love the implication that people here do not work on sold-for-money games
They can but probably they're focusing on Verse as some sort of future pathway to a nicer syntax
For some definition of nice, anyway
We're talking scripting languages - good engine integration is like 75% of the value (the rest being whether it runs on console)
People still ship things with Lua despite Lua being the worst language in existence
If the language exists and is well integrated, and it works everywhere and isn't blocking your designers, the rest is heavy nitpicking
But being a fork means it's a non-starter for anyone not wanting such a risk
It also doesn't support interfaces or GAS
It also doesn't have guaranteed support on ALL consoles
I certainly wouldn't sign on for an engine fork, ever
There's no feature in the world that would get me to ship a game with a fork of the engine
Yeah - I'm fully aware of AS and have actively used it
Can you tell us how much it cost in internal support
Hazelight does not officially support consoles for you
YOU need to handle that yourself
The only platform support that they provide is desktop
And even then Linux isn't guaranteed
Linux is kinda a non-issue today with Proton tbh, chances are the Proton build is better than native
Literally Proton is getting better than true ports because of the scale
I like the AS integration and I like the language itself. But it isn't the best solution.
Of course Valve would want you to rely on their infrastructure
And this is where Verse has a massive advantage. Because Epic will support that.
Which is less work for you.
Verse is for Fortnite so you know it will ship rock solid, with 10 year support, on every single platfom
Which is a major deal.
This is one of the absolute biggest advantages
It's the only consideration for something as fundamental as the language you use
"oh no, the language I made my AAA title with is obsolete now"
"time to rewrite it"
"oh no, it doesn't work on PS4, can we skip that one"
lmao
I literally work on one such title to this very day
Ask me why I hate the fucking thing
Why do you hate it?
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.
Depends which one.
I know of at least three serious Lua implementations, two of which I've seen in production
One is a bit difficult
Talking fully independent implementations of the entire language
Even LuaJIT is basically two implementations of Lua in one package
It's also fairly unrelated to luac, AFAIK
And so on
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
Being slow or having a shitty syntax can be serious problems, but they're usually not directly project-endangering in my experience
IMHO.
I don't think Epic is gonna do anything on C++'s level for the decade to come
Like, C# or Rust or something in that range
They have decided on C++ for game systems, that's not going away
btw a confirmed fact: verse is being developed by exactly what Tim wants
based on a talk with one of the Verse developers ^
But that's C++ in Unreal and they're not replacing it
That's not a fault of Verse or BP. That's just UE not designing things to be that way
That's C++'s role in Unreal and if you're waiting for an alternative, you're gonna be disappointed
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!
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
verse also specifically will focus on async
btw.. mercurylang looks terrible and explains absurd syntax
https://www.epicgames.com/site/en-US/careers/jobs/4159069004
I assume it could be eventually “BP v2” which will be under the hood just verse text script. Would explain the strong async focus as it is what BPs use a lot.
I also remember at 2019 Epic said they are working on a new VM
that will be faster than current one
Yep, Solaris VM is the name of it
a VM is actually can run multiple languages
so maaaybe solaris can interpret both BP and verse, who knows
yep
didnt shookumscript have
I imagine this year's UE in review will have a few questions about Verse in the Q&A
I actually long suspected that it would be Fortnite only
Apparently it's coming to the engine but it really was a Fortnite thing originally
And as you mentioned there's been nada on it from the engine team
I would be surprised if it comes to the engine in January but hey, I like surprises
i have the same error today with UE source build and rider. Did you end up fixing it?
do i just need to update to .NET 7.0?
It was never meant to be Fortnite only. Tim literally said, back in the first Q&A about it, that it will come to Fortnite first and then UE proper.
hmm could you point me in a direction for how to use a custom/direct command to build? Never heard of that before
Either get Rider EAP (the newest one is stable) or downgrade to .net 6
I'm using .NET 6. But I might've updated VS 2022
The easiest option might be to just get EAP
if I have a one year subscription with rider, will that affect it?
It won't
EAPs are free and you can either upgrade your current version or install it alongside the one you are using (which is what I would probably do)
oh okay ty and do you think rider will fix the current issue with our current project? like this is a temporary fix and we're waiting for a patch or something?
Rider EAP supports .Net 7 so this is a permanent fix, once it goes out of EAP and becomes the final release version it will continue to work
thanks, I updated to EAP and download .NET 7 it instantly fixed the issue, appreciate the help!
Glad it worked 👌
Whenever i try to make a new plugin in ue5.1 with vs2019 it states Failed to generate project files
and the rest of the error output?
You have to do the thing.
Oh yeah, the thing.
None afaict
"afaict"?
oh, I've always seen afaik for that
can you show the window which says Failed to generate project files?
typically it gives a reason
Thru the Add button in Plugins
And there's nothing in your output log at all?
I'd suggest claering it before hitting Add.
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)
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.
UE4.27 is also installed but on a different drive.
git sync died again -;-
what are the plus branches for?
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).
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?
There are "crash logs" in the folder, but the call stack doesnt tell you what the problem is:
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...
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...
ok - so I'll switch my branch to 4.23 and try and report back here when its done...
Interesting - I DONT have that. I only have:
dont know - I havent touched anything, and I havent "live coded" in this session. Just open up from IDE -> Editor -> Play
I'll try and specifically disable live coding in the editor and start again.
so disabling live coding in the editor entirely removes the second process. But no Crashreporter process still...
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.
with a debugger? it attaches fine and I see the exception thrown inside the VS debugger on the line as expected.
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.
yeah i know - I'm just ruling out as many possible edge case causes as possible
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.
swap computers with me - I've prepared one for you 🙂
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!!!!!!!!!!!!!!!
That sounds super dodgy.
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
but it works.
i'm going to reformat anyway
so I wasnt worried
PIX events are used to instrument your game, labeling regions of CPU or GPU work and marking important occurrences. Including this instrumentation while developing the game can make PIX captures far nicer to work with. An “event” represents a region of time –
Like this?
I've done too much damage to my PC installing and uninstalling stuff - so my OCD - its time for a format and fresh install
yeah - will do that when I reformat my computer tomorrow and do a fresh install and start again
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.
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
"filter"?
I just do git clone -> setup.bat -> generatedfiles.bat
per the various docs I've read
is there another step?
its there...
so not sure why it wasnt "using" it?
yep
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
this is what I saw when the file was missing
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:
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....
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?
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!
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"
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
as i said befor, nothing afaict
ok then check the output log? how about running "generate project files" manually?
Haven't touched anything since last time i ran it, once i managed to get it to launch i tried to create a plugin without success
But sure, could give it a second go
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
ONly getting this when i attempt to .bat for a second time
Not expecting project D:\Unreal\Source\Engine\Intermediate\ProjectFiles\LyraGameEOS.vcxproj to already have a target rules of with configuration name Game (LyraGameEOSTarget) while trying to add: LyraGameEOSTarget
and what did you CALL your plugin?
Looks like the base, FViewportTabContent gives me similar issues, to FViewportTabContent itself is somehow not built or something
...you need to give it a name
and did you try something else?
Yeap, Inget aswell
unreal has weird reserved names for projects and plugins
you can't call a project/plugin "Test" for example (it might let you, but won't package)
and where did you put Lyra relative to your engine checkout?
Should be mentioned if not already given to your attention, running 5.1
D:\Unreal\Source\Here
show a screenshot of the Lyra folder in explorer
The directory above it
^
and you didn't copy anything to the Engine source did you? I remember you asking where to put it
you could also delete intermediate to be sure
because your current file structure looks correct
Nope, went for a fresh setup
And regenerate or?
yes clear intermediate and regen
Hello, may I please get help with a bunch of build errors
I get CVT11107 error about file corruption
the files are
zlibstatic.lib
libcurl_a.lib
oh and im building 5.0.3-release
Try running setup.bat
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.
You can fork the engine into your own account.
That still requires that bit of sign-uppery to view it on your account I think.
I had it forked initially but at this stage I don’t even have the connection to the original repo/history anymore, so it’s just a regular public repo.
I'm pretty sure that's definitely 100% not allowed.
Even sharing more than 20 lines of engine code is against the licence.
Just publicly hosting all of it is definitely against the rules.
Okay, thx… I’ll switch it back to private.
In terms of source access it’s not much different to a fork, but… 🤷
It's just a bit different...
You have to ensure that no one outside the EpicGames organization on GitHub can access it.
That's the actual rule, if you can prove no one without access can get it, you're fine.
In practice I believe you have to make it a fork, indeed.
Yeah, cause the fork inherits the permissions.
You absolutely cannot
Not editor builds, anyway
Even game builds have strings attached
Releasing the Unreal editor comes with the very same rule: only developers in the EpicGames organization
In practice, only internally on your team or through the EGS
For example it's very explicitly forbidden to ship your game editor on Steam
Releasing binary builds of the editor to the public is a very big no
The EULA
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).
“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.
No, it does not
"including in object code format"
"whether statically or dynamically linked"
And it does not mention changes
The license has always been crystal clear since 4.0 that you cannot, ever, redistribute editor code or binaries
Plugins can be shared
If they do not contain editor code
Defined as code "in either the Developer or Editor folders"
Binary or not
NO
I literally copypasted the EULA here, this has been true for the past decade
Are you thinking of the editor mod thingies like that Ark mod editor?
Those are specific deals iirc
Maybe that's what Kein is remembering
EGS or marketplace
Again per the EULA
You're not indeed because this rule never changed
Public redist of editor = EGS/Marketplace for binary, GitHub fork for sources
Very literally written in the EULA you signed
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
Just read the EULA. I'm not responsible for your legal compliance. I'm just telling you the facts here.
A quick forum search will turn up some Epic answers
Feel free to try, but EULA clearly states that anything which touches editor cannot be distributed outside of Epic organization.
regardless if it is binary or source form
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.
GitHub and the launcher are the only two ways to release any parts of the editor
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.
There really isn't a lot of interpreting required here.
You can also read the release checklist: https://www.unrealengine.com/en-US/release
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
Though honestly I have no idea how the EULA quote above isn't clear cut enough, when every word is extremely well defined legalese
"object code" could be unclear to a layman but it's obvious that it's binary in context, and of course, it's well-established legalese: https://www.contractscounsel.com/g/563/us/object-code
Learn about Object Code with ContractCounsel's Technology Term Glossary. Click here to learn more.
Content is under a separate license, AFAIK, one that boils down to "free to use in any Unreal work"
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
Content EULA is here: https://www.unrealengine.com/en-US/eula/content
Good thing these things are well defined
“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.
Per the EULA, again
Anyway, I think I've provided enough sources for the contract you've signed when installing the engine
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
Stranger is correct here, you are in no way allowed to freely redistribute editor source code or a binary build
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.
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.
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.
Explaining how a project that massive works is a bit of a large undertaking
Might want to explain what your changes are
unreal engine 5 source code leaks! alert the presses! oh wait...they did it on purpose :-p
wasn't add client already there?
I thought that was a Lyra thing
it was there in 4 to add another client to a running game, you may have needed settings for it be visible though
weird, never noticed that
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!
Does the file indicated exist?
Hi, can someone help me, how to stop generating .pdb file in shipping build?
Why would you want to do that? you need those if you want to debug any crashes in your shipping build.
It's tougher with all the optimizations for sure, but it's down right impossible if you can't resolve symbols with the pdb.
project task 🙃
if you know how, can you write please?
what I was looking for on the forums did not work
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.
if I understand correctly, they take a lot of time to generate, and since we do + -15 project generations per day for different tests, this would speed up our work
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.
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?
Yes, use the source to produce an installed build and share that
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
found it, thanks many
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.
Hello, i have a small problem in UE 5.1 after i Add the C++ class and compile i get this error
Build in VS with the editor closed. Generally speaking it's not advisable to add classes from the editor IMHO.
I just can not understand how can people think it is a good idea to name something just UI Framework 😅 It makes me wonder everytime I see commits related to it. https://github.com/EpicGames/UnrealEngine/blob/adfdd9811c4bc3ef5b973aedf25618edb9d5227c/Engine/Plugins/Experimental/UIFramework/UIFramework.uplugin
"Description": "A framework to control UMG from server.",
considering
it should called something like ServerUI
or ServerUMG
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?
or NetUMG / ReplicatedUMG / UMGReplication ... whatever... anything is better than just UI Framework.
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
that's what he did over 3? failures then it was fine
I had this last night... I think their CDN is just dying
Git hooks version of it works
At least I assume it does
My engine build seems alright
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?
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
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
Someone earlier today had the same issue
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)
saw it, the direct download
Are you on the correct release tag?
Just saying that could be the issue if some dependency broke
Apparently that happens from time to time
yeah, few people its download just fine on setup.bat and others nop :S
Hey, I've build engine from source and I'm trying to follow this guide https://docs.unrealengine.com/5.0/en-US/unreal-engine-5-migration-guide/ to use the UnrealObjectPtrTool, but I just can't find the UHT_Log.txt or any UHT logs anywhere
anyone know why this is?
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
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
If you build from source they might be in the saved for directly
check everywhere possible, inside the project/saved, inside Engine\Saved\Logs, Engine\Programs\UnrealHeaderTool\Saved\Logs, Engine\Programs\UnrealBuildTool, and both locations in AppData\Local\
anywhere else I should check?
That's pretty weird
You've compiled already?
AppData\Roaming\Unreal Engine\AutomationTool\Logs is usually the one
IIRC
yeah, did it multiple times, let me check that one too
%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
Development or DebugGame shouldn't make a difference right?
Don't believe so
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”
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
kinda weird as you can just make a FMassEntityManager struct
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...
yeah, I definitely don't know the background but the new world type just for this purpose is interesting solution
we already have an editor world so I'm kinda wondering if that one gets recreated for each different level viewport?
Any info on skeletal mesh nanite?
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.
at this point you may as well just bookmark the nanite folder on ue5-main
I don't really log into github that often. I will try to do that but even if I do, I will probably not see it due to a lot of technical stuff that goes on there, and changes and dev stuff. Thats why I always appreciate when someone points out a commit they have made so others can know about it. 🙂
Will bookmark and see how it goes. Thanks.
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
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.
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. 🥳
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
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 !!
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]
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?
anyone tried main today ?
It broken on some Verse Path thing
and trying to verify if it is just me..
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
https://github.com/EpicGames/UnrealEngine/commit/ae9de79b7012fc33df355c8dbfe5096b94545e3c Looks like fixed in main
thank goodness, I keep getting the INI to appear
although that might be a different issue
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
Have same problem, i tried to use the solution from b2soft
`Solution was:
- Download file by the direct link
- Place downloaded file under [root]/.git/ue-gitdeps/[two chars from file name = folder name you need]/place here
- rerun setup.bat`
But every time i run the setup.bat, it deleted the files, but tried, -maybe its gonna work there 😄
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
yeah, thanks, pulling some more commits seems to have fixed, it, had bad luck
IsInParallelGameThread()
0o
is that new ?
did not notice it before but it seems it is used for some stuff even in 5.1
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 😄
Hah funny, I had tried the exact same thing, but yeah the added file just gets deleted
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
that was an observation i made of it them all being the same
There we go I updated the pin incase it fails for people with other blobs breaking
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
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?
I've tried to set BuildId and BuildVersion into Build.version as specified here: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/BuildTools/UnrealBuildTool/VersioningofBinaries/
Then I've genereated the project files again, but I've no luck... I can't customize the binary version
@torn cypress I'm on Linux, can you explain the procedure on Windows? I'll try to figure out the Linux procedure from that
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 &)"
@torn cypress Do you know the exact script .bat that generates those registries?
@torn cypress Do you mean like using this command: RunUAT.bat UpdateLocalVersion [-CL=INT] [-CompatibleCL=INT] [-Build=STRING] [-SkipHeader] [-Licensee] [-Promoted=BOOL] [-Branch=STRING] ?
Source: https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/VersioningAssetsAndPackages/
Ok, I'll try to investigate more using these new info. Thanks a lot 🙂
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?
oh thank you everyone, i extract the gz -_-, understood now!, thank you all!
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
thanks a lot, guys
a true point
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
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?
how about Ctrl F5 to not attach debugger? just to see if it runs?
I run the debugger and it starts but I just seen the Windows terminal flash and then nothing happens
Tried both
oh ok, not sure buddy
quick question, how can i use incredibuild to build UE4.27?
yep
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.
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
Have you tried googling the error message or whatnot?
sorta, looked through incredibuild docs and it stated that i may have to edit the build config .xml
Ah lol
someone has deep pockets for something of questionable utility
with a nice ryzen the entire default win64 engine builds in 20 minutes
Really? What Ryzen does this? Might be time for me to upgrade after all…
The ThreadRipper will do it in 10
7950x
mind you, this is only default plugins and win64 platform only
but that's good enough for me
Does anyone know how to fix this?
I have problems in certain files, but "All Solution Files" shows "No Problems Found"
Do you want problems?
This makes Rider so unusable, and I can't find a way to fix it
🆚
Rider is so much better though D:
Apparently not...
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
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.
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...
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
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
Exactly what I will publish soon and builds for windows
Reading the EULA is indeed worthwhile before releasing anything
Well, getting your lawyer to read it
from my experience its processing the intermediate folder to find changes/whatever, usually from a cold start
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
I have no idea what those acronyms are for dawg.
it's a lot of Ghost Beavers.
I'm guessing class redirectors to deprecate/rename plugin classes are not a thing?
for engine PRs
source code compiled but how do i start it
f5
i compiled
it didn't give any errors but it doesn't work
Define "doesn't work"
cmd opens and then closes
What cmd? How are you running it?
Right click on the UE4 project on the left and do 'set as startup project'
D:\UnrealEngine-4.27-plus\Engine\Intermediate\ProjectFiles\UE4.vcxproj : warning : 'UE4' Cannot find platform 'arm64' referenced in project build.
it gave an error like this
That I can't help with.
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
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
oh, this is for the engine source
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
Do you mean package from the editor or build the project in the editor?
googling says it's an older build tool version
which I would suggest doing next time to save some time
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
the "C++ game development" preset should have what you need... let me see
just try checking for updates to start
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
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
I'll take a look, thanks for the tip
if you see an env path to an msbuild version that isn't actually there, delete it
Oh man, you're a genius. Looked at my paths and there were no references to it, when I added one the build told me it was still missing. Looked in the folder and somehow it was pulling an arm version and that library was indeed missing. Nuked it and re-installed latest x86 and we're in business
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
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!
glad it worked out
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
probably a discussion better suited to #lounge - there's some discussions going on there already IRC
To be fair, as long as nothing else uses the x:y; syntax, it's very explicit.
You don't need to say var when the very use of the colon and semi colon do the work for it.
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.
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.
I see, so even though it affects all or most BPs it's actually because of an error in a specific one?
That was the cause of my issue at least, can't say if its the same in your case. Try finding references to the asset you are trying to open and see if they are all ok.
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
well did you maybe change some files unintentionally?
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
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 🙂
Mmm, ok, I am not sure after all, I wrote this some months ago when I had issues from UE4 to UE5
something with -Rocket to replace with -Engine...
https://github.com/SRombautsU/UE5PlasticPluginDev/blob/master/GenerateProjectFiles.bat
But I don't think you are using that (from memory)
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.
Just right click on Muffin.uproject and use Generate Visual Studio project files and you will get the proper command line, that should be nearly the same as yours.
Eg from binary release
Running C:/Program Files/Epic Games/UE_5.1/Engine/Build/BatchFiles/Build.bat -projectfiles -project="C:/Workspace/UE5PlasticPluginDev/UE5PlasticPluginDev.uproject" -game -rocket -progress
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 🤔
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
Using bundled DotNet SDK
I have noticed the same, with no issue.
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.txtSome Platforms were skipped due to invalid SDK setup: Mac, IOS, Android, Linux, LinuxArm64, TVOS.
See the log file for detailed informationBinding 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
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
@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.
such a txt file does not exist, there is a log.txt but there is no mention of "logmemory" in it I have tried building at 160-180gb and now at 90gb.
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)
How big is your Windows page file?
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.
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
Thanks guys, this worked.
Which files can I delete or if I want to move the now built UE elsewhere, which folder(s) should I move or which folders can I delete to regain space? Are all the files relating to the completed installation of UE in the binaries/win64 folder and everything else can be deleted?
nope, not at all, and everything is working exactly the same. It is just to recompile for some reason. I guess when shuting down pc some temp files or something
On windows side, Unreal uses Git to check if smth has changed in the source files, usually you need to "recompile" the engine if:
you change a widely uses header, like Actor.h
or You change smth on your build envirinment, updated your compiler and stuff like this
hmmm interesing, so it will be that, because i always update the pc when i see the option in shutdown settings. Thanks!
Not PC(Windows) update, Visual Studio Updates
ams
remember Skein ?
It seems it is well and alive
and is developed on Fortnite/Valkyrie stream
We were just talking about in #source-control, thanks for the heads up
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.
yeah my thoughts, I hope just like Verse it is going to eventualy be in mainline
As I doubt they would require modders and gamers use Perforce or similar VCS 😅
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)
im going to touch as soon as it is released
count on me to get you info how quickly in breaks
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]
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
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
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?
Your google fu is bad.
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
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?
the latter one, somewhere in the uproject launcher, says if the build is not a binary build from epic store, and the engine entry is not found in your registry, generates a random GUID for it
so by assigning the custom identifier to the registry, it will treat it as if it already assigned an id to it
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?
i made a wiki for them to follow 😅
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
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'
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?
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.
theres this software called UnrealBinaryBuilder that can zip that can include different parts of the installed build, if you already have a LocalBuild in your source engine folder, pressing the Build Engine button in the software will prompt a zip
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! ^^
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
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.
when UAT is building UEGame for the target platform, those will always need to rebuild
UHT, UEEditor will only need to compile once
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
how to use/update .net sdk version ? right now its using default 6.0.x i want to change it to net 7
you may need to target the new ones install location in your ide's toolset/build settings
do you mean retarget the engine source ?
(of course this assumes you actually have .net 7 etc)
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?
I feel dumb. apparently I missed a "-clean" parameter when running the build script. That's what was causing my rebuild every time.
Guess I missed it amidst the other build options
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...
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
hey so i was working on my game, but then it crashed but now i cant load into my project
heres my logs
plz help
Look at the errors at the bottom.
Yes?
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
Insights is getting much nicer on main
also.... :0
this is kind of evil... not everyone really needs these
How can I get my hands on 5.2?
getting a 404
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.
Awesome. Good luck!
Which release is 5.2 tho?
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.
Np
ue5-main is super cutting edge latest stuff that is reflected from their internal p4 repo
so be warned it may not always compile
And if it does, it may be broken.
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
I built ue5 main and it's ok
Can I move a project built with the engine source code to a computer without Visual Studio and open it?
Which commit did you use?
If it's built with a similar enough build.
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
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?
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?
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
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.
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
The only workaround ™️
That's weird, generating project files has never had any effect on compilation for me. At work, UGS regenerates the project files any time you sync and it doesn't cause the entire engine to be rebuilt. And ultimately it shouldn't since the unreal build process doesn't use the project files for compilation.
i don't know if it's because of the parameters, but it does overwrite headers (see Re-writing a file that was previously written: ...) which makes UBT or MSBuild believe that these files have been completely changed or something, although they don't seem to have any changes compared to their previous versions.
running GenerateProjectFiles.bat absolutely does not cause an engine recompilation
Weird, I've never seen that batch file write any code. headers or otherwise
that's even weirder then. because if i suppress this command:
GenerateProjectFiles.bat -Rider -Automated -Minimize -Platforms=Win64 -TargetTypes=Editor+Program -TargetConfigurations=Development
no files need to be recompilated
is UBT doing whack stuff because of the parameters given?
look at the logs ^
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
Is there a way to generate an Installed Build without having to rebuild literally every header again? UAT is ignoring my 200gb Intermediate folder
If you're compiling in a different configuration? No.
Which commit?
I have not pulled since 5.1 came out. Should I be in a different branch than release to compile the new 5.1?
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
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 ❤️
got it to start compiling now, lets hope it doesnt error out 🙂 fingers crossed
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
has anyone ever converted a binary build of ue5 to a source build of ue5? how simple is it?
ahh ok. i know about the "switch engine version" button. was making sure that's all i had to do. thnx!
Iirc this is the result of a mathematical phenomenon called gymbal lock
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.
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...
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?
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?
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
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)
ok seems like it worked without recompiling everything
depends what you change. if you change a core header, then that'll result in most things recompiling.
nah it was just a function body on a .cpp file
landscape dynamic material instance seems to be broken on dedicated servers
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 🤷♂️
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
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?
so I just closed visual studio
opened it again
hit build
and it succeeded so....
i dunno
but i think its fixed
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
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
actually looking like i can build them from inside the editor like this. just seems vs is pissy about it
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
search 🙂
generally you want to find something related and try to see if it has a codepath in there
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?
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!
(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?
That's just how (single precision) floats work. UE5 has some double precision float support, though I have no clue about if it's enabled by default and/or BP accessible.
For more, you can check this: https://floating-point-gui.de/
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
Check your BP pins to see if they're single or double precision (just hover on it should give you the answer).
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).
alright, thanks, I'll consider the available options
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
yeah, I did figure out that if I typed random numbers instead of 1 and 0 the number will change, almost like it's trying to pick another number "that is kinda close" like some sort of approximation
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?
'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
remove the config?
thing is on my other pc i also dont have d:/microsoft/xamarin/nuget as a file lol.
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
wrong channel 🙂 try #level-design perhaps
level design deals with compiling UE5 in VS?
this channel is about compiling engine C++ code
are you running a custom built engine from Git? or through the launcher?
custom build
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?
have you tried opening up the Applications folder and right clicking on Lightmass there and build it directly?
oh i am dumb, i've found it now, just hitting rebuild
Programs/UnrealLightmass yeah
I was looking for Lightmass but UnrealLightmass was the answer
happy to be your rubber duck today 🙂 I'll send the invoice in the mail!
i pay in breadcrumbs
ooohhh nomnom
😉
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
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;
does 5.1 require vs 2022 or it works with 2019?
@upper orchid https://docs.unrealengine.com/5.1/en-US/unreal-engine-5.1-release-notes/
Windows Visual Studio 2019 v16.11.5, Visual Studio 2022 Windows SDK 10.0.18362 LLVM clang 13.0.1 .NET 4.6.2 Targeting Pack .NET 6.0 IDE Version the Build fa
I prefer 2022
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 ..
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
probably missing setup.bat
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
@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
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
I'm using bUseLoggingInShipping for my dedicated server and its working
in 5.0.2 atleast
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
yeah S: Didn't work
can Engine Defines be overriden in the Build Target?
Anyone on ue5-main and able to build & package? If so please let me know which git commit you're using, thanks.
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
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
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.
How to download the dependencies for Main branch?
tried changing the URL to HTTPS and didn't help.
Run setup.bat
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
I been trying for the past 3 days 😦
So Much for open source 🥺 when you need to download from privates country restricted servers
check the pins
I think Snaps had the same issue recently
I did as well and I live in NA
🥹 how to fix it
For me it just went away after a while
the pins have a wacky workaround
could be dns routing for all I know
you mean the Pin post on here
that's for 5.1 having the same issue with main can you check it please
if it's the same failed to download issue, the solution isn't any different currently
ok i think i know how to fix it so blob is the first two digit of the path like this
yeah that's the folder it gets put in
🙂
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
any info on whats in store for 5.2 and when 5.1.1 is releasing?
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
Shouldn't be any different of a solution
check my pin, the fix should work
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
Wasn't nanite supposed to.... eliminate the need for tessellation?
for static assets yes
but as people complain
sometimes you really want to just generate that snow
yes it did I didnt know what was a blob at first 🙂
did you make any changes to the engine source code? even a single line config change? Sometimes a single change can affect a header that causes a cascading effect for all the engine to become 'dirty' and need to be recompiled.
Try running it twice in a row with no changes.
Personally I always do full clean rebuilds nightly as an automated function - so I'm not sure beyond that.
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.
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
Contribute to botman99/ue4-unreal-automation-tool development by creating an account on GitHub.
That is amazing, thank you very much @south vortex ❤️
Does anyone know how to enable automated PSO gathering for Shipping builds in 5.1?
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?
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
Oh it's doing a full clean rebuild huh, well okay then. Think I got it though, thanks for your help!
When you build development config yourself it includes debug info, and it is not unusual for a source build to be 200+GB
Huh, okay. I wish I'd asked before I left a build on over the night because I have to do it all again lol
Thanks
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?
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...
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
Not sure about that - I only build Debug Game + Shipping
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
technically Test is Shipping, but scratching my head here trying to find out why I cannot get crashreportclient in my packaged game
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:
While this is how i setup my vertex factory
(pastebin with the full .cpp code) https://pastebin.com/hNnqfezN
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
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.
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
I would expect here that the UV and Position would be correct, but as per std140, float[2] is not 8 bytes, it's 32
Er wait, wrong end. Disregard
Are you sure those views are correct?
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
Then i get an assertion:
Assertion failed: InStartOffsetBytes % RHIGetMinimumAlignmentForBufferBackedSRV(InFormat) == 0 [File:E:\Projects\UnrealEngine\Engine\Source\Runtime\RHI\Private\DynamicRHI.cpp] [Line: 760]
What did you change it to?
