#engine-source
1 messages · Page 5 of 1
That didn't work either
And you're still seeing the position correctly but all the others as garbage?
Yup
Could the issue then lie in STRUCT_OFFSET?
I cannot find a single reference to it in documentation so I genuinely have zero clue how it works
To my knowledge the position gets passed as a vertex input (that's why it works), while all the other data is put in an uniform buffer (in Unreal)
Okay, what if you switched them around and put the normal where the position is
Usually all this data would be passed in varyings anyway
Indicating that it is correctly sending the first block, no?
yup, the issue is with the uvs
Wait, so Normal and tangent were always coming through?
Or you mean to say that the uvs are the first ones to break
What is the output of STRUCT_OFFSET(FMetaballVertexGPU, TexUV) anyway
The uvs are the first one to break, at the moment i don' t care about norms + tangents
And STRUCTOFFSET(...) returns 16
Which is correct, since the first parameter is a 4 float vector
Yeah some documentation would help a lot
btw yes, unreal expects to get the tex coords + other data in an uniform buffer
I unfortunately cannot find anything online. Only other idea I have is misalignment on the GPU side but
¯_(ツ)_/¯
Don't worry, thank you for your help anyway xD
I'll see if there's a way to pass all this data as a vertex input
Anybody knows if this is already fixed in main or 5.1.1?
It is driving me crazy
When you say "fixed", do you assume Epic sees it as a bug? Or has it been confirmed that they'll change it?
How many spaces do we need to build the engine from source?
wtf ok
so every people who wants to run the project has to build it also?
great, thanks
should i build 5.1 or stay with 4.27? the documentation doesn't seem to be updated to 5.1
Would anyone be able to advise on where else mouse position is taken from than the case at LinuxApplication.cpp:345? It seems that the UI mouse events are now correctly using the mouse position, but dropdowns are opening at an offset and the cursor is changing icon at an offset from the edge (I put the mouse ~30 pixels above the bottom edge of the window and it turns into a resize cursor)
I was looking through the source for days and I still don't understand where things are actually getting the mouse positions from
Also, unrelated: Why does creating an installed build always rebuild LinuxNative (4/12 by default) and beyond, even if not clean building??
The documentation has definitely been updated, not sure what you are talking about 🙂
alot of doc searches via google take you to a 4.27 link, even though the google search result says its 5.1 - I've seen that a few times, including last night (which is why its fresh in my mind). You need to click the dropdown in the top left corner and manually change to 5.1
Hey, trying to understand how UGS is working. We need to build the engine from source to make it work. So we need to commit on perforce the entire engine we just built, and we also have to commit our project?
You commit the engine source (and dependencies - e.g. after running setup.bat) to perforce, along with your project. The runtime binaries are submitted in a different step and they live in a separate stream that the UGS tool syncs and unpacks as required.
Perforce folder should look like this
<root>\Engine\... (engine files are in here)
<root>\MyProject\... (project files in here)
<root>\GenerateProjectFiles.bat (and other root files live here)
Build the binaries using the UGS command line - e.g. RunUAT.bat BuildGraph -Script=Engine/Build/Graph/Examples/BuildEditorAndTools.xml -Target="Submit to Perforce for UGS"
which builds the necessary DLLs, zips them and uploads them to UGS binary stream.
Any programmers skip the UGS download step and build locally, e.g. Sync latest, Run GenerateProjectFiles.bat, open the UE5.sln and build Game project only (do not build entire solution!)
ok so the project is stored here right?
to build the binaries, I can use the ugs exe right?
The project folder should live in there, yes.
No, UGS only downloads binaries. You need to use RunUAT.bat to build/publish the binaries
See Precompiled binaries section of the docs:
https://docs.unrealengine.com/5.1/en-US/unreal-game-sync-reference-guide-for-unreal-engine/#precompiledbinaries
@timber sluice
Ok so I have to run RunUAT everytime we make modification on the project and then the script will build and publish. then devs and designers can UGS to download changes
Yes, we have a CI server listening for code changes and running the cmd automatically
yeah of course
so devs run the script. But artists don't?
i see, thanks for telling me
No devs don't run the script, just build in visual studio as normal. Or they can use UGS to build locally too if they want to automate it.
Only one dev (or CI build agent) should run the RunUAT script each time the code changes.
but only the editor code not project code right?
or both
programmers build engine + project - but only the bits they need
so for example in VS set the configuration to Development Editor , set the game as 'Startup project' and hit F5 to build and run
no need to Build Solution (in fact that would be bad and take a long time)
Ok, another thing, if the editor + project are on perforce on the same folder (so more than 250gGo), that means dev and designers have to clone it using perforce or UGS?
Shouldn't really matter. UGS will also do a perforce sync.
For us, designers + artists always use UGS to sync because it ensures they have the right binaries for the content.
But programmers tend to use p4v directly as that's what they're used to.
so everyone (dev and artist) have pull ~250Go of files?
depends how big your project is, but yeah
Best for them to have p4v for submitting and managing changelists etc. Although Unreal has support in editor for that now it's often easier to jump into p4v.
I see, and for a new artist who needs the project, he can pull the binaries with UGS or he needs to use P4V and clone the project?
errr that's a good question! I'd say UGS is enough but I'm not sure... UGS is usually looking for a .uproject file, so you might wanna sync the project first via P4V then use UGS to get the binaries and for future syncing.
I've never set up a machine from scratch with just UGS so I don't know.
thanks for the info and for your help!
happy to help
I'm trying to build UGS, but I've got this error when building UnrealGameSyncLauncher
and this when trying to build the project
Sounds like you have incorrect version of .NET installed, or something like that
does UnrealInsights not work with source builds?
I tried to open it and its starts trying to build it
and then fails with: ```ERROR: UnrealInsights is not a valid target in
(see G:\UE_5.0.2_From_Source\UnrealEngine-release\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
AutomationException: UnrealInsights is not a valid target in
at AutomationTool.BuildTarget.ProjectTargetFromTargetName(String InTargetName, FileReference InProjectFile, IEnumerable1 InPlatformList, IEnumerable1 InConfigurationList) in G:\UE_5.0.2_From_Source\UnrealEngine-release\Engine\Source\Programs\AutomationTool\Scripts\BuildTarget.Automation.cs:line 289
at AutomationTool.BuildTarget.<>c__DisplayClass34_0.<Execute>b__2(String T) in G:\UE_5.0.2_From_Source\UnrealEngine-release\Engine\Source\Programs\AutomationTool\Scripts\BuildTarget.Automation.cs:line 134
at System.Linq.Enumerable.SelectArrayIterator2.ToArray() at System.Linq.Enumerable.ToArray[TSource](IEnumerable1 source)
at AutomationTool.BuildTarget.Execute() in G:\UE_5.0.2_From_Source\UnrealEngine-release\Engine\Source\Programs\AutomationTool\Scripts\BuildTarget.Automation.cs:line 134
at AutomationTool.Automation.Execute(List1 CommandsToExecute, Dictionary2 Commands) in G:\UE_5.0.2_From_Source\UnrealEngine-release\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 254
at AutomationTool.Automation.Process(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in G:\UE_5.0.2_From_Source\UnrealEngine-release\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 153
I've built the UnrealInsights project in the IDE and it built sucessfully
rebuilt it one more time now it works 🤷♂️
hey idk if this is the right channel to ask but
how to change to geometry editing ode in ue4 4.27
in older versions it was already there like this
but in 4.27 its like this
the mode switch should be on the top tab?
and no this is not the right channel lol
you probably want #ue4-general
I knew there are going to be troubles when I saw the clearly accidental commit in main coming from 5.1.1 and changing version number to 5.2.1
https://github.com/EpicGames/UnrealEngine/commit/8b31602b49b47f7f131855a22b51b9d7dd2c46c2
How do I check if any modifier key is held down in FEdMode::InputKey ? I need to ignore this event when numeric keys are pressed along with modifiers in favor Shading mode hotkeys.
Hi guys, is anyone know if any unreal macros that will be triggered on packaging?
since WITH_EDITOR macros will be triggered while packaging, is there any macros to avoid packaging included? Thanks!
Did you ever end up figuring this out? I get the same error.
yeaahhh
do u have rider?
Yes.
did u launch the UE5.sln with rider?
I have before yes. When I got the error I was just opening the UnrealGameSync.sln with VS. But I typically use Rider.
ok, you have to restart everything. Download the engine again from git. But open the sln with visual and compile the engine (sorry lol). Then open ugs solution with visual again
Is there anyways to cap the game ticks while having the fps of players unaffected?
Like capping ticks to 50 ticks per seconds but allowing players to have more than 120 fps if they want
You don’t need to use SLN files with Rider. I delete mine now. You just open the Uproject file with Rider.
We use UGS so it seems to autogenerate one. Also opening rider from within UE seems to target the UE5.sln file
yep - in Editor Settings - change the source code editor from Rider to Rider Uproject and it will open Rider without the SLN file.
Ah gotcha. Any benefit to doing it that way?
Laura was explaining to me how UProject > SLN before. I dont recall specifics, something about how a SLN can get out of sync, but the UProject can never?
Basically there is zero downside to using the UProject, so I've switched to that and never looked back... /shrug.
🤷♂️ I will give it a shot.
I saw some questions from a little while ago (@south vortex ) here related to build errors while building a sample uproject in rider 2022.3 with .NET 7, specifically MSB4062 errors related to loading a task reference from an assembly; I'm having the same issue, but I'm not sure how to resolve it (from what people recommended before). My rider version is 2022.3.
The build log indicates that the source of the issue are several .csproj files in the engine source; e.g. D:\Projects\repos\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj, which is the csproj file for UBT in my source repo for unreal engine.
Log snippet
|| C:\Program Files\dotnet\sdk\7.0.102\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.Sdk.DefaultItems.Shared.targets(80,5): error MSB4062: The "CheckIfPackageReferenceShouldBeFrameworkReference" task could not be loaded from the assembly C:\Program Files\dotnet\sdk\7.0.102\Sdks\Microsoft.NET.Sdk\targets..\tools\net7.0\Microsoft.NET.Build.Tasks.dll. Could not load file or assembly 'System.Runtime, Version=7.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified. Confirm that the <UsingTask> declaration is correct, that the assembly and all its dependencies are available, and that the task contains a public class that implements Microsoft.Build.Framework.ITask. [D:\Projects\repos\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj] [D:\Projects\repos\Pirates\GameUnreal\Intermediate\ProjectFiles\Pirates.vcxproj]||
I understand that this .csproj file is a C# project file. It seems like the issue I'm seeing is a transitive dependency game => engine => UBT => .NET 6 is conflicting somehow with .NET 7
It looks like (when I open that project in rider) the dependencies for it list .NET 6; I'm not familiar enough with development in C++ for the .NET/windows runtime, to know whether a transitive dependency on .NET 6 is compatible with a direct dependency on .NET 7, or even whether the csproj opened in rider would open with a .NET framework configured by the csproj; i.e. that it uses 6 because it's configured to, and not that it uses 6 because that's some system default for my IDE on this windows machine.
If anyone is familiar with .NET and whether a project structure like the one described should be negatively impacted by the dependencies on different .NET versions, that would be very helpful for me in debugging the issue and (hopefully) achieving a working build.
Oooooh
CONSOLE: Use build tool: C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\amd64\MSBuild.exe
10:09:14 PM Building D:\Projects\repos\Pirates\GameUnreal\Intermediate\ProjectFiles\UE5.vcxproj
0>D:\Projects\repos\UnrealEngine\Engine\Build\BatchFiles\Build.bat UnrealServer Win64 Development -WaitMutex -FromMsBuild
0>Using bundled DotNet SDK version: 6.0.302
0>Building UnrealBuildTool with dotnet...
0>Microsoft (R) Build Engine version 17.2.0+41abc5629 for .NET
0>Copyright (C) Microsoft Corporation. All rights reserved.
Using bundled DotNet SDK version: 6.0.302
^^^^ seems like it's using 6.0.32, regardless that dotnet --version returns 7...
Not sure how to change it so it will use .NET 7...
Ahh, Build.bat calls GetDotNetPath.bat, which is returning .NET 6....
Oh, maybe it created this, because I had 6 installed, and then generated engine project files, and I need to clean the engine repo and regenerate the project files (and it will use the current system default of 7...?
I cleaned the engine repo and will setup/generate, maybe it will use .NET 7; if not i'll see about backing out to 6 in the game project; sorry for the spam, but I hope this helps someone later. I'll update with the result.
Aha, yea, the batch script for generating project files in unreal appears to use the bundled .NET 6 , so I'll either have to upgrade the engine or back my project down to 6.
Yes, just remove the files in " Intermediate", that should be enough. Make sure you have the whole tool chain installed, then rerun UnrealSetup.
Ah, so it should use 7 if 7 is the system install?
Well, the above error indicates that the version of MS build is not consistent with the one you created the project with.
Are you using the Visual Studio installer to get your dependencies?
It looks like when I run the generate project files batch script, it bundles the engine with .NET 6
Afaik. that only means that you are using the bundled .NET version (the one in Unreal source) to set up the project.
It looks like the log file for the generate batch cmd doesn't include details on .NET
Right, I think if I generate project files using .NET 6 for the engine, and then have a source dependency for my game project on the engine (bundled with .NET 6) and my game project uses .NET 7, it will fail to build the server
Or rather, that seems to be the issue...
but I think UE 5.1 is only compatible with .NET 6
i.e. the 5.1 tag in the repository is a commit that references 6.0.202 or something
but, I don't know for certain whether that is true until I can resolve the issue
i've had the object version get flip flopped under me earlier on in master. may have also been hiding in the giant merge commits. i always get a laugh when someone says these branches are fine for development
Okay, so there's a few things I did that had an interesting outcome:
D:\Projects\repos\UnrealEngine\Engine\Build\BatchFiles\Build.bat LyraServer Win64 Development -Project="D:\Projects\repos\Pirates\GameUnreal\Pirates.uproject" -WaitMutex -FromMsBuild
^^ this is the command it's running to build the server; I read up on the .NET CLI, and learned that you can put a file called global.json anywhere above the CLI's working directory, and it will refer to that to decide which version of .NET to use if you have multiple versions installed.
Unreal 5.1 (the commit tag for the release) is bundled with 6.0.302
I have installed 6.0.405 (6 latest) and 7.0.102 (7 latest)
When the build runs, it appears that Rider is running my system dotnet install (7) and that some of that is incompatible with some of the UE engine project (compatible with 6).
When I drop the global.json on the project path, I can force all of them to use the same version, but that just breaks the bundled dotnet, because from the perspective of the bundled one, it can't see the two system versions, so it explains it can't find the version specified (if it's a system version).
For some reason, running that command above from the terminal^^ (the one rider is ostensibly running in the build log) from the root of the game project appears to work; although it fails to run the bundled dotnet (the bundled dotnet just runs and immediately exits, complaining it doesn't have the requested version available).
So, I think my server build will fail as soon as it hits a part of UE that isn't built (depends on having run .NET successfully), but I'm confident now that migrating my system dotnet install to 6.0.302 will resolve the issue.
I think the errors are coming from something in how the bundled dotnet actually ends up using
C:\Program Files\dotnet\sdk\7.0.102\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.Sdk.DefaultItems.Shared.targets
when it tries to build UnrealBuildTool....not really sure why it wouldn't refer to whatever is bundled...
It looks like MSBuild will use the env variable MSBuildSDKsPath to refer to where the SDKs are, for builds; unfortunately I think ths means if MSBuildSDKsPath points to .NET 7, but the project is using .NET 6, then it won't work
Removing .NET 7 and installing 6.0.302 seems to have resolved the issue...
Hi guys! I have a question how to collab with my friend if we use UE built from source code, because we get this error
We've built our engines from exact same commit
Can we just skip conversion?
Or is there more elegant fix
@stable hemlock Together with my colleague we should get maching key-name or value?
{9F5F559C-4FEC-4732-BFDB-42B6D871B081} > {5.1.0} ?
we've set a commit hash from UE5 source code as "version" there (in my registry, colleague registry and project project file) and it works well
if you meant anything different, please rephrase ❤️
E:\UnrealEngine-ue5-main\Engine\Plugins\FX\NiagaraFluids\Content\Modules\Grid2D\Grid2D_VortexForce.uasset.incoming' what if the error is like this?
should i rename it to that?
I'm unsure about this error, it sounds different
oh, yeah so take the first cdn link and put it in your browser
yea, you put it under gitdeps/ef?
E:\UnrealEngine-ue5-main\.git\ue-gitdeps\ef
i dont have that since i downloaded as zip 🤦♂️
doh
ill try to rename file to niagara something
that won't work
could try manually making the gitdeps folder
that's a better idea
here goes nothing
now i got this one
downloaded it and put it to f7 folder but no luck this time
should i git source or i will get same error?
Anybody know how to totally disable the HoloLens platform from a custom UE build?
I'm getting build errors related to HoloLens that I couldn't care less about. I predict I will not ship anything for HoloLens until well after the heat death of the universe.
It seems like maybe just deleting the entire Engine/Platforms/HoloLens directory?
I did that, I'm trying to do a full clean rebuild now to see if that worked.
FWIW it seems that just completely deleting the Engine/Platforms/HoloLens dir worked.
does anyone happen to know what Concert plugin is ?
Ah quick question - how much does it the engine built from source weighs on the disk? 🤔
around 200GB
Time to delete Call of Duty then
Concert was the original name for Multi User Editing. The Concert name still lingers in code
https://docs.unrealengine.com/5.1/en-US/multi-user-editing-overview-for-unreal-engine/
With git and after compile I sit at 208 go with 5.1, I thought I was doing something wrong….
Hey there quick question, do you launch the engine with VS using the debug -> new instance as said in the documentation or is there another best way ?
The way I do it (might be wrong) - its launch the compiled engine source once from my IDE using normal run (not debug). This will take you to the project creation page in the Editor. I'll create a new project there.
Then quit.
Now I go to my newly created Project folder and open my IDE on the project itself. Thats where I run/debug etc.
Alternatively - you could just create a project using the launcher version, and then swap the engine version to point to your source engine build.
Oh interesting I didn’t think of that. Going to try it ! Also, when I want to compile my project, do I need to compile again the engine as well ? Even if I didn’t modify any engine source files ?
for each time you start the project via the IDE - it wont recompile the engine. So after the first time, it'll start up your game in a few seconds depending on how many project related changes you made.
When you go to package the game for shipping - it will depend on your build settings. For me personally, I have a script that builds my game each night and does a full clean rebuild from scratch each time. That way if any issues arise, I know its from "that days code".
But there are ways to save the compiled versions and you dont need to fully repackage each time. Lots of configurable options...
Hi! Anyone that's got experience from downloading the engine from source via Epic's perforce server? If yes, which stream would you recommend to clone? thx a bunch 😄
There are instructions on UDN 🙂 and depending on your needs you will probably be grabbing main or the latest stable release branch.
Ok great, thanks 😄 . Will probably continously upgrade the project whenever there's a new engine release, unsure about which stream is stable but also gets updated whenever a new release is out 🤔 . I'll look into UDN then 🙂
there should be a release branch. Last time I had access there was one per release (ie 5.0, 5.1 etc)
Hi guys, so I have a problem, when I try to compile my project this error happend to me
Yeah I think, but I change the users permissions and don't work
So I don't know :c
I open UGS as Admin and don't work, or what do you mean?
anyone else gets DXGI_ERROR_DEVICE_HUNG crash in 5.2?
thanks 🙂
how long should it take to build from source? Been letting it run in the background and its on the second day 🤣 not sure if I want to stop it at this point or just wait it out.
Depends on your CPU
Anything from 10 minutes to several days.
Just make sure you're building with ~3500 actions, not over 6000.
AMD Ryzen 9 5900HS, wouldn't expect this long but have been working on another project at the same time.
Also depends on RAM and if you're using an SSD, what your compilation settings are, etc.
How many actions has it completed and in what time?
And how many remain?
25>Building 458 actions with 2 processes...
25>[363/458] Compile Module.SignalProcessing.1_of_2.cpp
idk it's on this bit.. really appreciating the size of unreal now
yeah I've had other stuff open, not sure how to clear it short of a reset
How much ram do you have?
16gb
That's a bit low for that cpu but should still be using more than 2 threads
indeed
Trying to find the stuff for the buildconfig.xml file to increase the thread limit
But I'm on my phone so it's a bit painful
no worries, I don't really need a source build just wanted to try it
Found it #hardware message
458 actions is no way a source build
i have built my project and dedi server and no input on the client works when connected to server or on main menu, only the console will open. Does anyone know what is wrong?
Just got ue5-main. It's bit of a mess at the moment, as they are switching to the internal UHT - took a whole day to get it working again
5.2 is going to be "interesting" when it lands 🙂
Hey I was trying to build the UE5.sln file from source on a new SSD drive I bought, but it hasn't generated the file this time for some reason. The only thing I really got in terms of log error is that is says "UE5Rules.dll: Assembly does not exist"
Otherwise it seems like everything else went fine
"Compiling E:\UnrealEngine-release\UnrealEngine-release\Engine\Intermediate\Build\BuildRules\UE5Rules.dll: Assembly does not exist"
Any news on deformable nanite meshes with skeleton?🙂
What's the difference between master and ue5-main?
i have thos editor crashed while using platformProcess functions, any idea?
On what platform?
Can we edit joining and leaving of a server functionality through a plugin IE seamlessly transitioning from one server to another on the same map. Or is that engine rewrite type modification
Not sure it would work seamlessly without engine modifications.
You could do it with a small loading screen without issues!
I'm not sure it's even possible for it to work seamlessly with a lot of engine modifications.
Doesn't spatialOS Do that so it must be somewhat possible atleast
Never heard of spatialOS. Is it a UE game?
Nah it's a thirdparty solution for MMO's that works with multiple engines
Does it work with UE?
Yeah, but you have to use there engine version, which i think is unappealing and ontop of that they are expensive
I could totally see it being possible.
But UE isn't even remotely designed to do it.
The 2 big problems: 1) keeping the servers in sync 2) what to do while the client is changing servers.
In UE #2 would mean all input would drop and there would be a forced reload of the map.
#1 isn't so hard, you'd just need to implement your own communication between servers.
I imagine you could easily implement #2 by using a proxy service, like old irc bouncers. The proxy service handles changing of the server in the background, without the user knowing, and keeps a record of their input/etc to send to the new server.
That's without any engine modification at all.
When I say "easily" I mean, "when you know everything about UE networking and game worlds", from gameplay actors down to the packet level.
Maybe they've put all of that into the engine itself. Shrug
I am not. I was referring to something like. Connecting to two servers at once type scenario to sync up then disconnect from the first server.
Or they have the money to purchase a ready-made one.
This is why plugins that costs hundreds or thousands of dollars still sell very well, if they are up to scratch.
I'm trying to build the unreal engine 5.1 from the github source, I'm stuck on the generate projects step. When I run generateprojectfiles.bat I get 61 errors like this: C:\Users\user\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj : error NU1301: The local source 'C:\Program Files (x86)\Microsoft SDKs\NuGetPackages\' doesn't exist. I believe I'm missing something called the nuget package manager
That might come with VS. Try the VS setup. Install it if you haven't. If you have, modify your install, go to select individual components and make sure the nuget package manager is selected.
That doesn't say "package manager"
Or packages.
Click individual components at the top and install everything relating to nuget.
success (probably) thanks for the help
It still gives me the same errors and nugetpackages didnt appear in microsoft sdks\ folder
You installed hte package manager, right?
yes
was hoping this was just something that was common with a known fix, owell
time to go digging >_<
not using linux, whats the cmd.exe equivalent of -la with ls?
oh I see
ya no
it simply doesn't exist
checked, looks like this
<configuration>
<packageRestore>
<add key="enabled" value="True" />
<add key="automatic" value="True" />
</packageRestore>
<bindingRedirects>
<add key="skip" value="False" />
</bindingRedirects>
<packageManagement>
<add key="format" value="0" />
<add key="disabled" value="False" />
</packageManagement>
</configuration>```
68 errors increased to 77 errors
l.csproj : error NU1101: Unable to find package Microsoft.CodeAnalysis.CSharp. No packages exist with this id in source
(s): Microsoft Visual Studio Offline Packages```
thats the first one
I'm not at the stage where I can build yet, I'm just running the .bat files as the readme prescribes, currently trying to get GenerateProjectFiles.bat to work
6.0.302 [C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\sdk]
C:\Windows\System32>dotnet --list-runtimes
Microsoft.AspNetCore.App 6.0.7 [C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\shared\Microsoft.AspNetCore.App]
Microsoft.NETCore.App 6.0.7 [C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\shared\Microsoft.NETCore.App]
Microsoft.WindowsDesktop.App 6.0.7 [C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\shared\Microsoft.WindowsDesktop.App]
C:\Windows\System32>```
double click.
they reside at C:\Users\user\Downloads\UnrealEngine-release\UnrealEngine-release
ready to modify path variables if you have an idea
brb
possibly because I never installed that specific dotnet perhaps
note that windows update is disabled on my machine and trying to install any components that require it is a painful process.
Microsoft Windows [Version 10.0.19043.1110] (c) Microsoft Corporation. All rights reserve - 1f500576
it shouldn't be, firewall is disabled and all ports are forwarded and running DMZ on my router.
I can't imagine anything is blocking it, except maybe a policy set by me perhaps
the way I acquired VS2019 is through the unreal launcher
Determining projects to restore...
C:\Users\user\Desktop\asedf\1.csproj : error NU1101: Unable to find package protobuf-net. No packages exist with this i
d in source(s): Microsoft Visual Studio Offline Packages
Failed to restore C:\Users\user\Desktop\asedf\1.csproj (in 79 ms).
C:\Users\user\Desktop\asedf>```
hit update?
ya hit update
Determining projects to restore...
Restored C:\Users\user\Desktop\asedf\1.csproj (in 1.36 sec).
C:\Users\user\Desktop\asedf>```
Could not execute because the specified command or file was not found.
Possible reasons for this include:
* You misspelled a built-in dotnet command.
* You intended to execute a .NET program, but dotnet-regen does not exist.
* You intended to run a global tool, but a dotnet-prefixed executable with this name could not be found on the PATH.
C:\Users\user\Desktop\asedf>
thank you, that solved my problem much faster than I would have been able to alone
what do you mean by my setup doesnt make much sense
my visual studios setup?
I primarily use code::blocks
If I didn't need msvc for unreal I wouldn't even have it installed
Hey everyone, left UE5 source to build last night and, every time i try to run Development Editor Win64 BaseTextureBuildWorker I get: LogDerivedDataBuildWorker: Error: No build action files or version files specified on the command line. Any insight on what i should do to resolve this
How do I build UE4Editor-Cmd in 5.0?
I see this alot when trying to compile UE5.1: E:\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Microsoft\MicrosoftPlatformCrashContext.cpp(45): error C4668: 'WINAPI_PARTITION_GAMES' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
that UIFramework thing
which got everybody confused ?
It's for Verse and Creative 2.0
yes noticed it too. Might be some networked verse programming or other crazy stuff 😄
Potentially even the visual scripting they were hiring people for
but networked 🤔
🤔
It seems that UEFN won't include Blueprints. So my guess is that Verse will be able to fully replace Blueprints in every aspect. Meaning that AI, Animation, UI, Asset referencing, etc. should be able to be done directly in Verse.
And the world did rejoice... until they looked at Verse in horror.
Could anyone help me with these build errors? UE5 won't build (no local modifications made) I get some errors:
5>[1/4] Compile Module.Core.8_of_19.cpp
5>E:\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Microsoft\MicrosoftPlatformCrashContext.cpp(45): error C4668: 'WINAPI_PARTITION_GAMES' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
5>[2/4] Compile ChaosUserDataPTTests.cpp
5>E:\UnrealEngine-release\UnrealEngine-release\Engine\Plugins\Experimental\ChaosUserDataPT\Source\ChaosUserDataPT\Public\ChaosUserDataPT.h(105): error C4458: declaration of 'Solver' hides class member
5>E:\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\SimCallbackObject.h(201): note: see declaration of 'Chaos::ISimCallbackObject::Solver'
5>E:\UnrealEngine-release\UnrealEngine-release\Engine\Plugins\Experimental\ChaosUserDataPT\Source\ChaosUserDataPT\Public\ChaosUserDataPT.h(102): note: while compiling class template member function 'bool Chaos::TUserDataManagerPT<FString>::SetData_GT(const Chaos::FRigidBodyHandle_External &,const TUserData &)'
5> with
5> [
5> TUserData=FString
5> ]
5>E:\UnrealEngine-release\UnrealEngine-release\Engine\Source\Programs\ChaosUserDataPTTests\Private\ChaosUserDataPTTests.cpp(40): note: see reference to function template instantiation 'bool Chaos::TUserDataManagerPT<FString>::SetData_GT(const Chaos::FRigidBodyHandle_External &,const TUserData &)' being compiled
5> with
5> [
5> TUserData=FString
5> ]
5>E:\UnrealEngine-release\UnrealEngine-release\Engine\Source\Programs\ChaosUserDataPTTests\Private\ChaosUserDataPTTests.cpp(11): note: see reference to class template instantiation 'Chaos::TUserDataManagerPT<FString>' being compiled```
Which version of the source are you using?
From the tag? Or just the branch?
when I go to the github page, I just click release->download zip
erm
code download zip
not release.
Yeah, that's not ideal.
Do you know how to use git? How to check out specific commits?
I prefer not to
Basically the git project isn't guaranteed to compile at all.
You should check out (or download) specific commits, such as the 5.1.0-release tag.
I'm trying to get a dedicated server
I was told it specifically requires that I build the source
That is true.
oh, I thought releases were binaries.
But that doesn't mean "just get the latest from the first branch you see"
Np. Good luck!
If you're using the 5.1 launcher build for everything else (developing your game) you may also find a more up to date build is just incompatible with the launcher version in some ways too.
Always best to sync up!
@stable hemlock I actually installed all the win 10 sdk's just to make sure, but I think I might know what the problem is. I missed some steps in the readme.md, specifically:
To install the correct components for UE5 development, make sure the **Game Development with C++** workload is checked. Under the **Installation Details** section on the right, also choose the following components:
- **C++ profiling tools**
- **C++ AddressSanitizer** (optional)
``` also I was not using the release on github, just hitting code->download zip so it might just be due to that.
yeah it is, i pulled the repo ran setup and then ran generateprojectfiles. I also built it in IDE and then ran and this happens
ok it's weird, this happens when i try to run Development Editor Win64 BaseTextureBuildWorker But i tried running this UE5 Configuration and it worked. I guess it's obvious, but its weird because this walkthrough i followed did that
E:\UE5\Engine\Plugins\Experimental\ChaosUserDataPT\Source\ChaosUserDataPT\Public\ChaosUserDataPT.h(105): error C4458: declaration of 'Solver' hides class member when building with no local modifications
should I just turn off warnings as errors?
Fatal error: [File:E:\UnrealEngine-5.1.0-release\UnrealEngine-5.1.0-release\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 1130] Unable to read module manifest from '../../../Engine/Binaries/Win64/UnrealEditor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime. I had to rename unrealengine-5.1.0-release because it was beyond MAX_PATH, is this thing is hard coded to look in the folder it was built with rather than whatever local folder its in?
Hey guys, is there any info on what Epic's cooking for 5.2 ?
I looked there but it's hard to get a big picture from it https://github.com/EpicGames/UnrealEngine/commits/ue5-main
Is there any source that lists the features they're working on ?
hello, i keep getting crashes with UE5.1 after a period of stability
i was wondering, do i have to recompile UE if i upgrade my drivers#?
Anyone know if there is going to be any ue5.1 release soon?
good question, 5.1.0 started blowing up on me today
i've updated drivers
reinstalled
recompiled
boom, driver error
i've tried different drivers
I wonder if I should reinstall windows
I am using the official release. Stopped using the github version a couple of months ago. Just wondering if we are getting a ue5.1.1 anytime soon.
or maybe a 5.2?
D3D12: Removing Device.
[2023.01.24-20.00.35:209][824]LogD3D12RHI: Error: CurrentQueue.Device->GetDevice()->GetDeviceRemovedReason() failed
at D:\src\UnrealEngine-5.1.0-release\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:910
with error 887A0006
[2023.01.24-20.00.35:210][824]LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
[2023.01.24-20.00.35:210][824]LogD3D12RHI: Error: [GPUBreadCrumb] 3D Queue 0 - End: Frame 1824 - AccessModePass[Graphics] (Textures: 0, Buffers: 5)
[2023.01.24-20.00.35:218][824]LogD3D12RHI: Error: [GPUBreadCrumb] Copy Queue 0 - No Data
[2023.01.24-20.00.35:229][824]LogD3D12RHI: Error: [GPUBreadCrumb] Compute Queue 0 - End: AccessModePass[AsyncCompute] (Textures: 0, Buffers: 5)
[2023.01.24-20.00.35:241][824]LogD3D12RHI: Error: DRED: No breadcrumb head found.
[2023.01.24-20.00.35:241][824]LogD3D12RHI: Error: DRED: No PageFault data.
[2023.01.24-20.00.35:242][824]LogD3D12RHI: Error: Memory Info from frame ID 1934:
[2023.01.24-20.00.35:242][824]LogD3D12RHI: Error: Budget: 15570.22 MB
[2023.01.24-20.00.35:242][824]LogD3D12RHI: Error: Used: 5480.81 MB
[2023.01.24-20.00.35:254][824]LogD3D12RHI: Error: GPU Crashed or D3D Device Removed.
anyone know what might be causing this?
No one knows for sure.
[2023.01.24-23.53.00:653][ 0]LogAssetRegistry: Error: Package {Directory}/Engine/Plugins/Animation/ControlRig/Content/Controls/ControlRigXRayMaterial.uasset is too new. Engine Version: 1004 Package Version: 1006
[2023.01.24-23.53.00:653][ 0]LogAssetRegistry: Error: Package {Directory}/Engine/Plugins/Enterprise/DatasmithContent/Content/Materials/SketchUpReference.uasset is too new. Engine Version: 1004 Package Version: 1006
And it keeps going with more.
Anybody have any advice for this error? I searched around the forums and through this discord without having much success with the suggestions available. The project version is 5.0.3 and the source branch I built was the origin/5.0 as I was told it was the same version as 5.0.3. Though with some digging it does seem that the 5.0.3-release tag is 2-3 very minor commits ahead of origin/5.0. Is that what is causing the version differences or is it as simple as just needing to delete some folders and rebuilding. Mostly was just wanting to see if anybody had dealt with it before I committed to building the 5.0.3-release tag because the first build took several hours on the PC I currently have available and it'd be brutal to be hit with the same issues. Thanks!
Gotcha. Just wanted to confirm before I went through it. Thank you. I appreciate it.
True. Hoping we get a version release for mostly bugs fixes and improvements.
[2023.01.25-09.20.10:675][995]LogD3D12RHI: Error: CurrentQueue.Device->GetDevice()->GetDeviceRemovedReason() failed
at D:\src\UnrealEngine-5.1.0-release\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:910
with error 887A0006
[2023.01.25-09.20.10:676][995]LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
[2023.01.25-09.20.10:676][995]LogD3D12RHI: Error: [GPUBreadCrumb] 3D Queue 0 - End: Frame 5995 - AccessModePass[Graphics] (Textures: 0, Buffers: 5)
[2023.01.25-09.20.10:691][995]LogD3D12RHI: Error: [GPUBreadCrumb] Copy Queue 0 - No Data
[2023.01.25-09.20.10:703][995]LogD3D12RHI: Error: [GPUBreadCrumb] Compute Queue 0 - End: AccessModePass[AsyncCompute] (Textures: 0, Buffers: 5)
[2023.01.25-09.20.10:714][995]LogD3D12RHI: Error: DRED: No breadcrumb head found.
[2023.01.25-09.20.10:714][995]LogD3D12RHI: Error: DRED: No PageFault data.
[2023.01.25-09.20.10:714][995]LogD3D12RHI: Error: Memory Info from frame ID 7252:
[2023.01.25-09.20.10:715][995]LogD3D12RHI: Error: Budget: 15570.22 MB
[2023.01.25-09.20.10:715][995]LogD3D12RHI: Error: Used: 3240.67 MB
[2023.01.25-09.20.10:728][995]LogD3D12RHI: Error: GPU Crashed or D3D Device Removed.
i think i am going to cry, don't know why this is happening in UE, i can't get anything else to crash
just did a fresh install of windows 11, maybe go back to windows 10
good question
yes its in global, i just created a project, tried do some work in UE and hard crash again
boom! its dx12 related 😦
one landscape imported without a hard crash
could this be windows 11 related?
will try thanks 🙂
hopefully this will fix the problem, else i think i might go back to win10
ok i need to try and do something that would crash it, but bye bye Intermediate and DerivedDataCache its not crashed yet
oh i don't believe it it was something corrupt in maybe the cache
does anyone have any idea, what is the difference between NNI and NNE plugins
They have exactly the same descriptions,and seem to do exactly the same things, which is inference
Is there a possibility to set the source build of Unreal GUID engine association to like 5.1 and not a GUID ?
seems the only fix for my game is DefaultGraphicsRHI=DefaultGraphicsRHI_DX11
i don't know what happened to DX12
very strange why this just started happening
is it worth using vulkan over DX12 on windows
Would it be possible to modify the built in lens flare to support a custom texture for each flare?
My source build locks up on startup sometimes, but only after being packaged. It works perfectly about 10% of the time. Could this be causing it to lock up? How would I fix it?
I found this thread with a very similar issue, same version, also using GAS, and it turned out to be because of some ConstructionHelpers they used
Update
After it seizes up
The call stack just goes back and forth like this, on an infinite loop
anybody know what this might mean?
I really don't think this is the crashed thread. Did you look at the main thread?
that was quick
guess crunching for GDC demo
then
anyway
did anyone noticed than since 5.1 first start of engine for debugger takes forever, while subsequent launches are siginificantly faster ?
Hey guys, I need some help with UGS. I started syncing a game engine with UGS, downloaded 90GB of data, but when I try to resume syncing later it takes a very very long time filtering files and if it completes that it barely downloads anything. It doesn't use my full 20 mbps speed like it initially did and instead hovers around 1 mbps.
I've tried cleaning out my temp files, restarting my system multiple times, changed parallel threads and I've moved my root directory even to see if too many characters in the file path were causing an issue. Any ideas on how I can fix this?
yeah, it is barely 3 months since 5.1, so GDC timeline would be a good explanation
I am not sure if you can do more. The filtering will stop happening after the first successful sync. I would expect the the first half of syncing it was syncing bigger files like content and some binaries, so it was able to go higher with the download speed. Later it will reach the source folder where it is thousands of tiny text files, so it might be hard to utilize full download speed with it.
Hmm, yeah. I'm in the process trying to get it to sync first. It's upwards of 100+ GB that's for sure.
I will try to slog through it then.
I'm running into some issues when building the 5.1 from source, seems mostly related to UBT (getting a lot of "Failed to build UnrealBuildTool" errors), any ideas on what might be wrong? Using Rider to build and have VS 2019/2022 with the recommended packages installed.
More errors for reference
@proven spindle Make sure you are using the latest Rider version (2022.3 currently), only those support UE 5.1.
You might also need to update your VS to latest
Thanks for the suggestion, looks like I'm currently on 2022.2.4, will update and try again 😄
@coarse canyon Got much further building after updating rider, now running into some different errors (after an hour of compiling
). Looking at the build log, it seems some of the errors are due to the relative path being too long, although I'm unsure what's causing the Chaos errors.
Common issue, make sure you are building the engine under a short root ie D:\Unreal\ instead of a very deep path.
Or enabling long paths in windows should work too
Don't know why that still isn't enabled by default...
Moving the install location and enabling long paths appears to have fixed the path length errors (from what I can tell from the log), unfortunately the build is still failing, something to do with SymsLib.lib? The Chaos errors have also stayed consistent each time - not sure what's up with that
TIL! Thank you, I did know about this feature at all 🙂 seems it be added in some build of Win10
I'm trying to package my first game under UE 5.1 and I'm getting "Verifying SDK and Device failed" I have .NET Core 3.1 installed... is there anything else I should be checking? I don't see anything in the logs except
Verifying SDK and Device (Windows): C:\src\Raevin\Build\Scripts\Lyra.Automation.csproj(0,0): error NU1201: Project AutomationUtils.Automation is not compatible with netcoreapp3.1 (.NETCoreApp,Version=v3.1). Project AutomationUtils.Automation supports: net6.0 (.NETCoreApp,Version=v6.0)
I also have .NET 6 installed
so even if I am interpreting that message backwards and it is really trying to say that I need .net 6 installed (which I don't think it is), I am covered there as well
I'm attempting to modify the lens flare system to allow for a separate texture per lens flare (1-8)
I'm not sure where to look though when it comes to the part of the engine that handles drawing the flares, I've already modified the engine to allow for multiple textures but not to actually use them yet
only BokehShape0 is used, the rest aren't drawn
hey, previously when I would open the supposed engine source (using the binary build of unreal engine obtained from the epic games launcher) it appeared to just build my game when I told it to build my project after changing some stuff with c++
now when I try to open my project and change something in c++ (in the engine which I thought was "for reference" not the actual source code I used to build it originally) it appears to attempt to rebuild the entire epic games engine
is this normal?
Hey guys when using plugins with unreal engine source is this the correct process?
- Install plugin into regular (non source) UE5 engine by downloading plug from market place
- Copy plugin from Engine/Plugins/Marketplace to game_project_directory/plugins
- Compile Game with Development Editor target
Everything seems to work but I can't access/include any of the header files from the plug in my game mode C++ file. Am I missing a step?
You need to include the plugin's module in your build.cs to use stuff from it
Thank you that worked!
Very new to this whole ecosystem of C++ and C# so this was my first time modifying build.cs
Yeah when you include a module in your build.cs it is basically telling UE's build tool to link against the plugin's dll and add the include paths from it
Good to know!
Yeah I have the sdk installed
not sure where to ask this so I'll ask it here since the people who watch this are most likely to be able to give a correct answer, how does the garbage collection work in unreal?
with a series of smart pointers to control them along with UPROPERTY() pointers being strong refs... until recently
IsValid(ptr) will check a uobject for the flags that mark it as garbage
GC can be ran manually if you want, but I have only really needed to to resolve editor tooling issues
now fwiw this applies to uobjects, not things like structs or raw C++ pointers
you might be able to throw them into the gc somehow though with addreferenced? 
Every minute or so the engine runs an analysis, going from the top level packages down the chain, checking properties of each object and marking and deleting objects which haven't been referenced in this tree/chain. If an object was explicitly marked as garbage and there are uproperty pointers pointing to it they will be nulled
hi, i'm running ue5.1 source for the first time. is 179gb normal?
rip my storage space
you can help it a bit by not building plugins you don't need by building from your game project
rather than running the engine
Adding a new plugin to the engine source code and rebuilding the engine. It takes too long. am i doing something wrong? Which one should I choose between build and rebuild?
Do I always have to do this long build every time I add a plugin to the engine source code?
No
You should never have to compile 6k actions either.
You're compiling the entire engine, even the parts you don't need.
can i stop this?
ctrl+break
if i stop this, no problem?
then when adding new plugin, what should i do?
Compile your project and it will compile what it needs to.
compile means in the solution file of my project, rebuild in the right click of my project name?
build compiles what it needs. rebuild recompiles everything.
Well technically rebuild will just rebuild what it needs.
oh?
But if you've already started the rebuild process, it will have deleted everything.
Rebuild = find what you need, delete it, build it.
i was rebuilding enine,,,then i have to keeping doing that? 🥲
Build = find what you need, find what's missing or changed, build it.
Either way, you should only build your own project not the entire engine.
The builder will work out what needs to happen with the engine and skip half of it.
You mean I don't have to restart the engine rebuild I left off? And I can proceed with the project "build" right away, right?
Now you started the rebuild, you will have to rebuild everything from scratch.
Never use rebuild.
Okay......I got it.....😭
they should have an "are u sure" button for rebuild. one time i accidentally clicked it and it caused temporary depression.
If you're super quick you can press Ctrl+Break to cancel with no ill effects 😛
https://old.reddit.com/r/unrealengine/comments/bf2ip5/question_about_hitchingstutters_caused_with/ so stuff like this is what I'm worried about when I read about automatic garbage collection, hitching can be problematic. From what I'm reading unreal was inspired by .net to make heavy use of the heap so there's no hope of just making things go out of scope. How could I manually control the garbage collector in unreal in such a way that prevents hitching?
1 vote and 5 comments so far on Reddit
IMO hitching is kind of unacceptable in a shipped game and I'd really strongly like to avoid it
Are you seeing hitching due to GC?
If not I wouldn't worry about it.
I'm not seeing hitching at all, I'm just learning stuff right now and have barely made anything
Just ignore it would be my advice - never noticed hitching myself (unlike Unity GC)
I guess I'll address it if it becomes a problem :\
GC is fully flushed when changing levels. During gameplay it runs incrementally so wouldn't usually stall for long periods. If you want to avoid GC activity the advice is the same with every GC platform - don't allocate during gameplay!
Any thoughts/speculation here on when 5.1.1 might drop?
5.1 branch is still receiving updates so I suspect it's a 'when' rather than an 'if'
Unreal GC is not something you hear a lot of perf issues with
Moreso regular actor spawning/bp ticking etc
Longer it takes then more solid update will be.
Hi everyone, I'm trying to build the engine from source and I pulled this since it has what I want within it. However it seems to be missing a lot of content when I pull it such as setup.bat ect.
https://github.com/ashtonland/UnrealEngine
Does anyone know whats up with that?
Epic said early February
This smells like bad coding
No way you are going to cause hitching by gc in a shipped build with any remotely normal gamedev related situation
well I read https://landelare.github.io/2023/01/07/cpp-speedrun.html here that the GC pauses the game thread to do it's business
Gain months’ worth of Unreal C++ experience in a single article.
which is kind of disgusting in it's own right
And the GitHub pull request failed again, yay
did you follow the guide?
or it just that you didn't rebase off of latest here
I highly doubt they will accept something this impactful but it would be cool if they did
also.... why PR into 5.0 and not main
I guess it happens after all then
dw I'm in a better place.
Would you happen to know what this message is?
Z:\Source\5.1\UnrealEngine-5.1-game\Engine\Intermediate\Build\Win64\UnrealEditor\Development\Landscape\Module.Landscape.3_of_6.cpp(9): fatal error C1060: compiler is out of heap space
It hasn't killed the build process but I'm wondering if I need to fix something.
I have 16GB htf. Right.
Should I cancel this build then?
Well actually it wont let me heh
nvm, okay
I managed to cancel it
Okay so
My rams at 42% before starting leaving 8 or so free
I've upped the Z drives pagefile to 50000MB I believe.
Okay, so how exactly do I reduce thread allocation? Or should I be good?
Do you recc vs2019 or 2022?
I see. Well hopefully I can find out how to do the config properly
Is this the setting you refer to?
Oh right, is that the formatting?
I'm pretty sure I added one with a 50000MB limit. But my god does the compilation teeter on my PCs limit. Maybe a cap on my max parallel actions might work?
60% to 93% usually.
just leave the pagefile managed automatically and have space on the drive...
It was set to none earlier, so good point.
"System managed size"?
it doesn't really make sense to me why the pagefile affects this when your ram isn't 100% but the ways of Windows are mysterious
Should I try using incredibuild or something?
god no, don't even think about it unless you have a studio with a build farm
that will not save you
(on a single machine)
Right. Well I'm not sure what to do now. 1st attempy resulted in memory issue, 2nd attempt my PC shut down for whatever reason, 3rd attempt memory issue again
I just want to run this and go to sleep.
compiling the engine with 16gb is just a struggle, I can relate...
I think it would be safer to lower the number of threads to not create memory issues
Yeah I'm trying to do that, just not aware of the settings location or the build settings syntax.
like Kein said, you can reduce your per thread allocation (which just reduces the number of threads based on current available ram on build)
let me see...
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<ParallelExecutor>
<ProcessorCountMultiplier>2</ProcessorCountMultiplier>
<MemoryPerActionBytes>0</MemoryPerActionBytes>
</ParallelExecutor>
</Configuration>```
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
</Configuration>
This is its default.
here's mine
note two things here: I enable using all threads with hyperthreading multiplying the processors by two
and I have no memory limit because I am evil 😈
by default it is around 1.5gb
Yeah its 1.5gb for me as well.
right, so I dont remember how my processors mine has, should I change that to 1?
Should I still use 2 in this xml since I'm doing nothing else whilst this compiles.
so yeah you are going to have uh, a rough time compiling the entire engine
I don't mind it taking a while, I just need it to do it
I'm going to suggest raising the bytes per action to 2gb to see if that helps
And this is actually in bytes yes?
The drive I'm using has 834GB free, I think I'm good.
sounds sweet, just make sure the pagefile is actually on
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<ParallelExecutor>
<ProcessorCountMultiplier>2</ProcessorCountMultiplier>
<MemoryPerActionBytes>2147483648</MemoryPerActionBytes>
</ParallelExecutor>
</Configuration>
Right, pretty sure my pagefile settings are OK
for example
also kudos for making engine changes on your PC with 6 threads, that must have been stressful...
you sure it isn't 12 with hyperthreading?
which cpu do you have?
Honestly I didn't. I'm just trying to use some custom lighting someone else made.
Heres all my specifications
At the time of purchasing this PC I thought it would at least serve my needs whilst a student.
So an upgrade is not an option on my budget.
yeah, good luck... I find heap memory issues are often just random and you can generally try again
Well yes thankfully it doesn't undo literally everything if it stops.
also fwiw I liked to leave it on overnight
more productive that way for me at least
Thats the plan, its half 8 in the evening
oh, I forget not everyone is Canadian lol
Haha, all good.
also this is more #hardware but general guidelines for a fancy unreal PC: lots of threads and around 2gb per thread of as much ram as you can get
Worst comes to worst I'll take my external drive onto University campus Monday and use their souped up PCs.
external drive will also be pretty slow
disk read speeds matter here a lot
but it might be more viable than at home
Got no other choice.
My drives on system are way too full.
And I cant find the space to get 200gb clear.
wait, you are compiling from an external drive now??
Thats what I was doing.
I can definitely try and clear out the space on C: and D:.
I would highly suggest you switch over to putting it all on an SSD if possible, but I get that it's not in the cards right now
also maybe exclude the folder from antivirus
Hmm, I used CCleaner before but yeah maybe
didn't CCleaner get bought out by some adware thing? uh oh
Anyway it hasnt started doing its actions yet but no noticable memory spikes yet either like last time
@heady sparrow + @stable hemlock Its still going stable. Thank you both for your help.
is a guid of the exact same engine source the same? As in, if two people compile release branch from git, will they be able to use a "foreign" project file that refers to the same GUID?
it looks like it’s going to take 12+ hours to build ue4 from source? is this normal? I’m pretty sure it’s because I’m doing it on my SSD, but it’s my only option
thank you
I don't know what is going on. I'm using the stable 5.1 source and I just package my game
I can build it, test it, etc.
I can't package it. It keeps spitting out errors like " Project UnrealBuildTool supports: net6.0"
I have both the runtime and the SDK installed
and I have VS enterprise installed with all workloads enabled and I have .net core 3.1 / 5.0 installed
I've never tried that, but I can't imagine it's too hard. I'll look that up, thanks.
Have you tried installing .NET 6? I know Epic recently upgraded some of their build tools to recent .NET versions
Yep. I have the sdk installed.
I also have the same win10 sdk installed that the tooling targets.
I opened up the vs installer and confirmed
I have a win11 sdk also installed. Not sure if that is conflicting
The 5.1 release notes mentions this
Windows SDK 10.0.18362
LLVM clang 13.0.1
.NET 4.6.2 Targeting Pack
.NET 6.0
Dunno what to recommend beyond that. Internally we install the .NET 6.0.200 SDK which matches what Epic needs. Dunno if you perhaps installed a different one?
https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/sdk-6.0.200-windows-x64-installer
I did come across that. I changed the files to use the latest .NET 6 SDK. I guess I could revert and try to use the .200
@quick crystal Not sure if you made it through, but what I had to do myself was like going to VS Installer and bam:
I didn't nitpick anything and only then it worked for 5.1.
(Even Microsoft Blend got installed lol)
Yeah I have all workloads enabled
I haven't had a chance to play with it anymore yet. I'm still at my day job
When compiling from source, should my teammates compile it as well when cloning the repo? 🤔
Yes. Usually programmers would build the project and engine together.
They do locally, but not shared between devs
If you have artists or designers etc who are not building it, you need to figure out a way to get the binaries to them. E.g UGS or some other distribution method.
Is this correct? lol
A silly question for those familiar w/ LocalBuilds.
When running the BuildGraph script - will it create the LocalBuilds folder before the entire script runs or after?
Asking this because after running the script for ~5h with no error messages, I don't see any LocalBuilds folder (as suggested by https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DeployingTheEngine/UsinganInstalledBuild/) and my Binaries and Intermediate folders have practically almost doubled in size.
Before running the BuildGraph, my compiled-from-source build was weighing 185GB; After it, 289GB. And I really have no clue of what the BuildGraph has done to it but placing files outside the scope of the built-from-source engine, inside the built-from-source engine.
If a foreign project, associated with a launcher 5.1 build, is dropped into the root of a source engine build (like, to deploy dedicated servers or the like), will the .uproject file just automatically detect and switch to the root folder source build? Or will the uproject need to be modified?
You don't need to move it to the source build folder. Just change the association like you would for any other engine version.
And, no, it won't automatically change just because you put it in the source build folder.
Thank you. Can you deploy dedicated server or Lyra EOS packaged build with a foreign project with an installed build built from source?
Probably? The issue is that the launcher build doesn't come with binaries built in the dedicated server config. If you prebuild those, it should be okay?
That's what I thought too, but I gave up because the buildgraph was taking hours then failing... likely because I did not have all the right SDKs for the default targets
Or just use the source build to package and it will just work.
yeah that is what I will do
in the end there would be no benefit to the installed build
I thought there would be for some reason, some flexibility. But it doesn't matter. Can a non-foreign project be used on a launcher install of the engine?
The only benefit is to distribute the binaries to team members for some reason. Not sure what that might be.
yeah. I don't know what time or effort that would save if I'm not modifying the engine
I had it in my mind that would be a good idea tho
The only way you should mix launcher and source builds is when you build with the exact same source. Check out the release tag for your launcher build from git, from the main branch.
yes that is what I plan to do
You're good then. 🙂
the source build will be for packaging the dedicated server and EOS targets only
other team members should be able to use launcher builds hopefully
So many people just like checkout the latest from the 5.1 or 5.0 branch and wonder why it doesn't work.
ohhh yeah no lol. I know about git and software dev a bit.
Good. And good luck! 🙂
I was trying to avoid ever compiling source but that eos target
thank you very much
after hours of console work, it's nice to get a sanity check from a human
Hehe
Yeah that's what I thought. I'm afraid it's silently failing which would explain the lack of the LocalBuild folder.
You mean, literally, with the intermediate folder and all?
Eh?
Run the editor from the source build and package or use the buildgraph in the source build.
Hey we just changed the name of our project using the Renom tool but now we cannot package our game anymore
I keep getting this error:
UATHelper: Packaging (Windows): ERROR: Game target not found. Game target is required with -cook or -cookonthefly
one sec
oh sorry i think i'm in the completely wrong channel
I was looking through previous posts about this, I guess that must have changed it
I moved it to an empty project which may have fixed it for now
Hi guys feel free to tell me if there's a better thread for this, but I'm looking to release my game as either open source or source available to be used as a teaching tool. Does anyone know if I can do this under the UE license and if I'd be looking at any trouble?
as long as you don't include epic engine/sample code you should be okay?
Okay so just release the stuff that i've made? Also what about releasing blueprints, is that even possible Edit: This is not going to be sold for money if this changes anything
Does this include Lyra, actually? A lot of projects are going to be using Lyra as a reference point. What's Epic's stance on adapting the lyra codebase for other plugins/content released on the epic store?
guys anybody here come across the 'ran out of locks' error when keeping a project open for several hours?
Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Containers\LockFreeList.cpp] [Line: 48] Consumed 67108864 lock free links; there are no more.
If I go into the cpp file it just gives me the function that prints this lol
void LockFreeLinksExhausted(uint32 TotalNum) { UE_LOG(LogTemp, Fatal, TEXT("Consumed %d lock free links; there are no more."), TotalNum); }
So I'm at a dead end. I have no way to do anything else. It seems like an issue with the engine, something overlooked perhaps, but I've filed a bugreport a week or so ago, haven't heard back, tried to email someone I talked to a few times in the development team, no response either, so what can I do now?
To add: this only happens on UE5. Never on UE4. I could leave a project open for weeks on UE4. I reinstalled my UE5 as well, still same issue. Happens with any projects as long as it is open in UE5. Happens with default template projects as well.
Anyone here have experience with UEs Replay System. Specifically the DemoNetDriver using memory streamers. Trying to make a kill cam implementation, and I think I'm close to working out the main functionality. Thanks in advance for any info.
i'm pretty sure it's already fixed in source https://github.com/EpicGames/UnrealEngine/commit/2943112ecb4edb712abd4d0ad066862c13f13094
I am really hoping they release 5.1.1 soon.
I have some convars I use to debug certain game mechanics. Those are linked to static bool variables in different classes. Is there any autoexec-like config in editor, to force those variables state, but only for local editor?
I think the console variable editor is what you want https://docs.unrealengine.com/5.0/en-US/console-variables-editor/
yeah, that works. Thanks. Also, can it apply preset on launch?
I'm not sure, didn't look too much into it. I would have hoped there is a way to do that. Maybe you will need to use the ConsoleVariables.ini for that. See this page: https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DevelopmentSetup/Tools/ConsoleManager/
ah so I assume this means we'll get the fix in 5.1.1 publicly?
I'm not exactly sure I'm allowed to do this here, but mods, feel free to notify me.
For those building from source/creating installed builds, I came up with a fairly big document trying to go through the two processes in an easy fashion - https://github.com/chiefGui/ue-from-source.
Would love to hear your feedback, as well as pain points so I can improve what's there. So if you're struggling with building from source/creating installed builds, make sure to check it out.
Anyone can guide me how is Contact Modification supposed to be used?
The only reference I can find is from inside the source code and I can't understand how to get it somewhere usable from game code 🥲
https://github.com/EpicGames/UnrealEngine/search?q=ContactModification
when i fetched the new commits from ue-5main then running setup.bat supposed to take like 1 to 2 seconds?
it will take a bit if it needs to download new stuff
Hi, I've submitted a pull request to ue5-main branch a while back. Since this is the first time I'm making a pull request I've asked previously what should I do. I've heard "just make the pull request". It's been two months and I haven't received any feedback. The pull request is still there, hasn't been rejected or anything. Did I do something wrong, is there a chance the changes will get merged at all?
does installation (5.1) from source interfere with one installed from Epic Games client?
It's entirely separate.
Unless you overwrite the launcher version in a colossal fuckup.
I meant some kind of issues like installation script overriding binary installation/config from epic client ... ?
hi, i have set a new client up on perforce and when they have got latest and built, they are getting a lot of blueprint errors.
does anyone know why? source control is connected, same ue4 version, project built and got latest.
thx
Do you happen to know the folder they reside in? I'll check.
I kinda meant the guy who said somethng directly before me. Have you checked if those assets exist in their folders in explorer?
oh wow lol
Does anyone know where setup.bat is from this article? https://www.perforce.com/blog/vcs/how-to-use-unrealgamesync
derp.. thanks @mint thicket literally glanced over it
I just merged a project from 5.0 to 5.1 and am getting this error?
Ok, so how do i fix this? do I just need to open the DefualtGame.ini and replace the IniKeyBlacklist with the IniKeyDenylist? and if so, all of them?
I get this issue when trying to package my project with source build. How could I fix it? I didn't disable any modules when doing source build I guess
hey guys so I just built the engine source and i'm trying to launch a project with it, but it says that it's missing the plugin "VisualStudioTools". Does anyone know how to fix this?
Building 1705 actions with 3 processes...
there is a way to avoid this im poking in ue source and this is 3-4 time is compiling so much ... (compile time is like 30min-1h)
or this is kinda normal
You should not build the source, but instead your project only.
https://github.com/chiefGui/ue-from-source#faq there's the What project should I build? section.
ye im building project only but it is triggering engine part because i m doing some modifications
so 1705 actions is kinda a lot for 1 .h modification
Is this .h in the engine code?
yes
Hm, I'm really not into the deep details of how building works, but an educated guess of mine is that this header you're changing may be a dependency of other pieces that require building once changed. More experienced people probably would tell it better.
I already experienced something like that though - like, changing something that apparently has nothing to do with the source code and the entire build runs again.
so this .h is used a lot if this is triggered Compile Module.Launch.cpp
Wait you changing Module.Launch.h?
no is probably re-compiling every module
im just poking in ReplicatedState.h
I'm trying to get attachment and movement replication not buggy/100% working (because writing code on top of buggy code is bad idea)
At first I thought this was some rando doing a huge PR to block everything 😄 lets hope 5.2-p1 is close!
I always lol at those
Assets have never been backward version compatible in Unreal
#ue5-engine-source message
tl;dr Don't use staging branches
No. Now that 5.1.1 is out, it's the safest one to use.
What do people use who make a few small changes to the engine source. So after I fork UE to my local repo, do I make changes on the release branch, and then I can sync changes from upstream?
Or do I branch release into mybranch - and make changes there? Then when Epic release a new release, and sync release and marge it into mybranch?
Whatever works best for you, really. I think using mybranch might be better to keep track of your stuff, but there's no right or wrong answer.
likely a project codename
Something vehicle related, interesting 
Anything about masked materials shadows using virtual shadows and lumen in development?
Probabaly something Fortnite related
Is the 5.2 branch stable?
stable on unreleased branches is going to depend entirely on what happens to be working and what you happen to be using
seeing as 5.2 isn't even at preview yet, likely not
No
Isn't there going to be a 5.1.1? Or are they going to 5.2 preview straight?
There already is
Ah.What. Just checked. There is. Thanks.
hey apparently i found the source code for unreal 1998 early version im not sure if its legitimate
i would like for someone to review and im not sure if the source code for unreal was already released to the public
Thats why i would like to know if its real
It states thats its confideltial everywhere
even has txt files of tim sweeneys progress on the game
This is not the place to ask if code you have is illegal or not. If it was publicly available, it would be a simple find on Google (to either know it's true or the download link.) if you have to ask it's probably not. And that makes it not appropriate for this server.
@iron dome can we discuss in dm?
No
Hold on let me find it
Added last week
I found this in the files
along with these
and these lines are in every file
leaked stuff.
best not to post it.
its also super-duper broken
Hi guys I was wondering if you could kindly help? I've been told you're really good at translating these kind of errors into something akin to English..
Assertion failed: Desc.GetSize() > 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp] [Line: 285] Creating buffer 'GPUScene.InstanceSceneData' is zero bytes in size.
UnrealEditor_RenderCore!FRDGUserValidation::ValidateCreateBuffer() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:285]
UnrealEditor_RenderCore!FRDGBuilder::CreateBuffer() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphBuilder.inl:75]
UnrealEditor_RenderCore!ResizeStructuredBufferSOAIfNeeded() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\UnifiedBuffer.cpp:462]
UnrealEditor_Renderer!FGPUScene::UpdateBufferState<FUploadDataSourceAdapterScenePrimitives>() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\GPUScene.cpp:709]
UnrealEditor_Renderer!FGPUScene::UpdateInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\GPUScene.cpp:651
UnrealEditor_Renderer!FGPUScene::Update() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\GPUScene.cpp:1607]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:2507]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4390]
UnrealEditor_Renderer!<lambda_d825e7d5a738e0bb6b7e834ee381bd9e>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4668]
UnrealEditor_Renderer!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::87'::FDrawSceneCommandName,<lambda_d825e7d5a738e0bb6b7e834ee381bd9e> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:206]
UnrealEditor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::87'::FDrawSceneCommandName,<lambda_d825e7d5a738e0bb6b7e834ee381bd9e> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:415]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:541]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Screen grab is from my logs
This crash happens just after the warm up frames have finished. Any ideas as Google hasn't helped and I'm running out of time, thanks
last time you posted this I think I asked if you had any recently changed materials
also it appears to be either niagara, ism or nanite related given it's instance scene
from what I can read
I dunno though, just firing from the hip
Hi everyone, I was building UE5.1.1 Source Installed Build, and the build failed with this error. Anyone know what this error means?
[1647/1647] Compile Module.Engine.24_of_91.cpp
CompilationResultException: Error: OtherCompilationError
at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute, List`1 TargetDescriptors, ILogger Logger) in D:\UE5.1.1S\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 387
at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger) in D:\UE5.1.1S\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 628
at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments, ILogger Logger) in D:\UE5.1.1S\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 242
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\UE5.1.1S\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 648
WriteFileIfChanged() wrote 3182 changed files of 3182 requested writes.
Timeline:
[ 0.000]
[ 0.000](+1921.022) <unknown>
[1921.022]
"WriteOutdatedActionsFile" looks suspicious
read what that line does and try to see if there's anything more useful in ubt logs?
the strange part is the c# is failing here
Could it be a tool chain issue? As in I missed some installation?
Thanks for your reply. I’ve actually got it to work! It crashes when rendering locally but remotely it works.. it’s a bug! Render is looking epic!
@heady sparrow
7>Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild
7>Log file: D:\UE5.1.1S\Engine\Programs\UnrealBuildTool\Log.txt
7>Building UnrealEditor and ShaderCompileWorker...
7>Using Visual Studio 2022 14.29.30146 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
7>Determining max actions to execute in parallel (8 physical cores, 16 logical cores)
7> Executing up to 8 processes, one per physical core
7> Requested 1.5 GB free memory per action, 8.19 GB available: limiting max parallel actions to 5
7>Building 6 actions with 5 processes...
7>[1/6] Link UnrealEditor-VisualStudioSourceCodeAccess.dll cancelled
7>[2/6] WriteMetadata UnrealEditor.target cancelled
7>[3/6] Touch dte80a.tlh
7> Touch dte80a.tlh: Exited with error code 1
7> Touch dte80a.tlh: WorkingDirectory D:\UE5.1.1S\Engine\Source
7> Touch dte80a.tlh: C:\WINDOWS\system32\cmd.exe /C "copy /b "D:\UE5.1.1S\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\dte80a.tlh"+,, "D:\UE5.1.1S\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\dte80a.tlh" 1>nul:"
7>[4/6] WriteMetadata UnrealEditor.version cancelled
7>[5/6] Link UnrealEditor-VisualStudioSourceCodeAccess.lib cancelled
7>[6/6] Compile Module.VSSCA.cpp cancelled
7>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): Error MSB3073 : The command "..\..\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
Build failed at 9:23:20 PM
I think this is the culprit
I had this issue before but it was when trying to package a project migrated from 5.0
Yeah I saw a post said deleting VisualStudioDTE works and it worked for me
For me it was a plugin that i forgot to update
is it VisualStudioDTE or a different plugin?
Nah it was a plugin from the marketplace
I was using version 5.0 of the plugin, after updating to version 5.1 it worked
Hmmm, my case if different. I'm building the source of 5.1.1. All is well when I build 5.0.3
Yes same for me
I built source 5.1.1
But the plugin in my project was still an old version
Also did you exclude any platforms when running setup.bat?
I only build for Windows with DDC off
Trying to build UGS on 5.1.0 and this error happens
- CSC : error CS0006: Metadata file 'G:\Engines\UE5_Git\Engine\Source\Programs\UnrealGameSync\UnrealGameSyncShared\bin\Release\netcoreapp3.1\UnrealGameSyncShared.dll' could not be found```Anyone know how I can fix this?
ah yes
dte80a.tlh
delete Engine\Intermediate\Build\Win64\UE4Editor\Development\VisualStudioDTE
then rebuild
I'd suggest not excluding any platform, it always leads to problems sooner or later
I also only use Windows, but everytime I try to exclude platforms it leads to issues, sometimes during engine compile, other times during project compile,other times during packaging
Yep
Even the most simple and useless platform you might think you dont need will cause things to break, i learned that lesson the hard way
Theres also a reason why the the epic build instructions dont mention anything about excluding platforms
Hello everyone, im creating a simple multiplayer system for school that i would like to try integrate into unreal engine for learning purposes. I've been looking around how i could go about doing this and have found that creating a module for my network system seems like a good way to do it. However does creating modules allow me to add third party libraries as well or how does that work? i mean if my network system requires openssl for example (it doesn't its just the first thing that came to mind) then i would want to link the openssl .lib and .dlls with my module as well, is this possible or how does this work?
Hello all, we're getting a MacOS specific crash as of 5.1 and I was hoping to get some ideas on how to resolve it based on the assert and call stack here (Mac channel): #macos message. Any ideas would be very much appreciated, thanks!
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
I can't speak to your question about adding 3rd party libs to modules, but I've got decent experience working in Unreal's net code and can tell you that rolling your own and integrating it with the rest of Unreal's framework (Actors, components, etc.) would be a rather large endeavor. Some places to start looking would be NetDriver.h/.cpp, NetConnection.h/.cpp, and Channel.h\.cpp. Extending Unreal's implementation is rather straight-forward (we just rolled our own UChannel by extending the 3 classes above), so that may be a good place to start.
Yeah im just trying to make the barebones so just getting the console to print in between clients would be a good start, then later i moving objects around but i don’t think im going to need more than that to finish the school assignments but ill check out the files you listed for some useful information thanks 🙂
How do I recompile engine shaders?
There's a console command RecompileShaders, it takes an argument for which shaders to recompile but if you run it without any arguments it'll give you the list of valid arguments you can use
Interesting, thank you
Getting errors in PostProcessTonemap.usf which is odd so I wanted to recompile
PostProcessTonemap.usf(55): Error: Shader parameter ColorScale1 could not be bound to FTonemapCS's shader parameter structure FParameters
Looking at FTonemapParameters it doesn't include a ColorScale1
is 5.2 branch worth compiling now?
Sounds like it will be really for UEFN and beta testers are already using it
More vehicle related changes
https://github.com/EpicGames/UnrealEngine/commit/f39475f92aa434d2abfe35f363a5dd70131911d7
yeah, though I still hope we get to use it, for "normal" unreal
that's gonna be very well tested version control, considering scale of Fortnite
Hello, good afternoon. I have the following problem with unreal: every time I press the "right-click" or want to save/modify any blueplints/actor/assest of my project my computer crashes and takes the resources to 100% of the video card. It always worked well for me unreal I don't know why this is happening to me now, it happens to me with any project I open. Do you have any idea what could be causing this problem? I will try to attach a demonstrative link or video https://drive.google.com/file/d/14A4R4NrPtU8GK5Ezeijspb9QqrM5TFct/view?usp=sharing (Here the demo video)
if I want to change this part of the project setting window... where should I look? 🤔
Ideally, done from a plugin and not having to rebuild the engine 😅
(context: I am setting my own ViewportClientClass that is doing splitscreen differently and I don't want confusing settings there 😖 )
Thing is, after you ask there’s already a new commit. So who knows if it will compile or not. There’s still new commits everyday.
I'm very curious about that, so I dug a bit. You can also find mentions of Opal in some Strata commits. So maybe a new automotive tech demo?
Just implemented AudioCapture for linux, which requires alsa-lib as a dep. Any chance Epic would like that upstreamed?
I'm getting this when I'm first loading unreal engine 5.1, although one hardware I have doesn't meet the specific requirement, can I stop it from compiling so many useless shaders from the config files?
Going through localisation, probably gonna drop soon
question: does the new asset search plugin have a runtime ram cost for the cache? it's worth it regardless though
I ask here because it's where we usually discuss newer features
/** Internal SQLite database */
TUniquePtr<FSQLiteDatabase> Database;```
oooh
it might just be an sqllite instance
yeah it's based on embedded sqlite
probably also will be showed on gdc 😄
you can find it in content browser Porcedural Content Generation Framework
Pretty neat. I wonder if it's inspired by the voxel plugin procgen stuff?
"Asset Search" which is not a great name
does indeed have an sqlite setup
It's a new plugin for searching for assets in your editor
it's more of a quick way to find particular material node usages etc
it's a lot more comprehensive/fast than BP search
but as a trade-off: slow indexing
which thankfully only needs to be done when new changes appear
it's quite good at keeping it cached
Regarding UGS
Do the Unreal Projects need to be in the Perforce Stream that contains the Source Engine?
I want to have each Unreal Project separate in a different mainline Stream and not have each user sync / access every project every time in UGS because the Unreal Projects are kept in the Source Engine Stream.
yes?
and typically, at my old job, each project had a copy of its own engine, with a "clean" engine depot to do upgrades from
ahh, okay that is also solution
thank you sswires 🙏
if you wonder the easiest stream setup is like
OriginalEngine->MyEngineChanges->Project
Like this?
yeah something like that
World.h(6): [C1083] Cannot open include file: 'Online/CoreOnlineFwd.h': No such file or directory
Not sure why I'm getting this out of the blue
What would be the next step to figure out why
That file is there and exists
you can merge/integrate between streams
and depots
and not all engine changes will be relevant for all your projects
Missing module reference in your Build.cs?
Hmm don't think so, I'll check
thanks sswires and iniside for your input 🙏
I'm trying out not having projects and the Engine in the same mainline stream
I don't know why you'd avoid that, UGS kinda expects it
Hi Guy's
is this possible, somehow take Phyx Vehicle plugin from 5.0 and compile it with 5.1 source engine ?
unlikely with physx having been ripped out in 5.1
But what if I make the phyx vehicle as project plugin ?
what physx is it going to use?
Normal for vehicle but i might be able to use in character physics as well
But majority in vehicle mechanism
By that I mean: physx does not exist in 5.1
Isn't there a new vehicle plugin for chaos?
Yes I knew that Physx has been removed from 5.1 and has been replaced by chaos Vehicle
so what I wanted know if it possible to compile the 5.1 source and make project plugin with Physx vehicle plugin as a project plugin ?
no
just use chaos
(i mean it's possible, but the amount of work just make it non viable)
so it is possible but the amount time for porting is not viable right ?
well it's not possible just in form of plugin
you need to modify engine
to huge extent
You are right Phyx is engine plugin and I have to make it into a project plugin
no
physics in general is not plugin
it was static interface
now
interface remained
but, engine started using chaos directly in many places
I want to say it is simply not worth the effort
so didn't epic make a chaos vehicle C++ template, but they made a bp one only
Why would unreal engine suddenly during a build decide it needs to rebuild itself
and it seems to be building ALL of the programs
I only added something to my own project
and started building it
to be greeted by this
to be exact I compiled AWS gamelift and added it as a plugin to my solution of a project
didn't mess with the source one bit
are you certain source wasn't dirtied? did you build your game project and not the engine target?
built the plugin in cmake, completely separate from unreal engine
then threw it in my project
generated sln
hit build on my project
I assume rebuilding the sln may have dirtied it
UE 5.1.1 's { GitDependencies.exe / Setup.bat } gets stuck
Checking dependencies...
Updating dependencies: 38% (40475/97340), 16.8/12431.3 MiB | 2.80 MiB/s, 7803.5 MiB cached...
Checking dependencies...
Updating dependencies: 0% (0/56735)...
seems that it doesn't have logs, and i tried using all startup params which could help in any way, nothing . ideas ?
You can download the files manually, I think. You just have to know where to put them.
If you get a fail message for a specific file.
Hey guys, does anyone notice that there is a commit saying "the ability to auto-null UObject of GC system would be deprecated in the future?" in ue5-main?
or my memory get corrupted and this should not happen?
Is the Epic Games Launcher able to detect an self compiled engine ?
Anyone running 5.2 from github? I'm looking for a specific commit to merge to so I can avoid compile errors. Please @ me with the git commit you have that seems to be working thanks.
not really but I don't know why you'd need it other than marketplace? plugins can be annoying to install unless you have a sacrificial binary engine installed
It was pretty much just about the marketplace with all its stuff 😅
Well I sure hope that isn't a real commit because that's a terrible idea
It was discussed and confirmed by Epic that there is a plan for it. Just until now it was disabled behind config entry. But I doubt they would suddenly force it on everybody.
Do you have a link? Can't seem to find it.
I sure hope it stays as an option to roll back to the old system if it gets enabled by default
It probabaly is. I read on UDN they are changing how UObjects are managed
and it probabaly won't stay as option to revert. The way hard/soft references behave is going to change and you will need to manage that manually
rumors say it is because of Verse, so maybe it will be a requirement to use Verse within the project
Verse looks really yucky tbh, can't get behind order of assignments not being meaningful
I hate everything that was shown in the slides... Hopefully I get proven wrong tho
Now funny part. It's rather typical for functional languagues and it's natural for people who are not programmers, but say physicist, mathematicians.
If you throw away everything you know about programming (not easy) objects, classes and changing what is assigned to the same variable does not make sense
classes poorly describe behavior of world
and in math, once variable have assigned value it has that value. To get new value you need to mutate it trough function and assign to something new
point is functional languagues can be proven correct unlike more traditional where you can't really know what is going on
I mean proven by math, because in theory everything in functional languague is const,
the state of something cannot change, unless it is explicitly mutated and assigned to new "variable"
this the plugin I was taking about
https://github.com/EpicGames/UnrealEngine/tree/5.0/Engine/Plugins/Runtime/PhysXVehicles
if you have CPP of it can anyone share it please
if you're this insistent on using physx vehicles, you're going to need the rest of physx to go with it
It not that I don't want to use Chaos is just that Phyx is bit stable as compare to Chaos (Since word around here is that "Chaos is a invitation to chaos" by couple of slacker overhere) but I am out to suggestion
Hey I was doing a deep dive into the chaos cloth sim stuff to try and find how the wind direction source interacts with it. I eventually cam across FClothingSimulationContextCommon::FillWindVelocity in ClothingSimulation.cpp that references USkeletalMeshComponent::GetWindForCloth_GameThread in SkeletalMeshComponentPhysics.cpp
I was wondering if anyone knew if this is where the interaction comes from, and if changing this to reference my own personal wind system would allow me to get it to interact with the chaos cloth simulation system
it's just reality of the situation. if you don't want to just use 5.0/chaos you have a lot more work trying to reinstate physx and then the plugin. physx that the plugin relies on was pretty much completely removed in 5.1.
personally chaos hasn't been that bad lately. i always had problems with physx but i haven't used chaos vehicles yet. if you haven't even tried chaos yet i probably would first.
brother, I have tried Chaos that why I am running back to physx
then those are your choices
not really this is the current state of what we know:
https://www.youtube.com/watch?v=832JF1o7Ck8
Since joining Epic Games in late 2021, I have been involved in the design and development of Verse, a new, declarative programming language that Epic plans to use as the language of the metaverse.
Verse is a functional logic language, with a bunch of innovative ideas. Like Haskell Verse is declarative (a variable in Verse stands for just one,...
more info in about month on GDC
or we can hope that Creative 2.0 will arrive with next FN season
A lot of big teams are using Chaos just fine, just adjust and get on with it. It's used in Fortnite which should tell you a lot.
What people here have been trying to tell you is that its not just a question of a plugin. PhysX was deeply integrated into the engine and did not work with new features like the Large World Coordinates. So the amount of work for you to integrate it back into the engine is huge, and you would not be able to use LWC (double vectors)
Yes, as long as your are not a big studio with big budget and serious reason, don't even consider using PhysX in UE5. It is just gone. Also, its vehicles were not really stable, I find the Chaos better when it comes to vehicles.
PhysX vehicles were as bad as it gets
Pretty much unusable for anything serious
So I'm very surprised to see people wanting it back
Hello, does anyone know if there's a place to download the source that isn't the official github?
I physically don't seem to be able to access it, and I think I've exhausted all my options there as an unhelpful error pops up at me whenever I try to connect my EG account to my Github account. Epic support has been less than useful, so I'm kind of stuck :S
That wouldn't be legal, unfortunately.
I really hope I'm not just permanently stuck. It's so frustrating. If anyone else has encountered the following error whilst trying to connect their github account to Epic, please let me know if you've resolved it! All I could find online was a thread of people who all had the same issue with no resolution. Thank you!
I'm just trying to download the source 
How is it stuck?
What happens when you click link account?
And you're specifying your github username, not your email, right?
Or tried the opposite?
Ah, to be clear, I go to link my account, the popup shows, I login successfully (and get an email from GitHub notifying me of the oauth2 access epic has been granted), but when the popup closes, the epic link account page just shows what you see above - the red error appears. If I try pressing link account again, same result.
I've tried it with and without a VPN, on incognito and on Firefox with the same result
Sign up to github again with a new email try that?
Maybe one or the other is fubar.
Or try a new EG account.
This was a fresh GitHub account, but I could try another, I did try with a fresh EG account to the same result
Have you tried actually using your gh account for your own projects?
Like just create a new one, check it out, add a file and commit.
Mm, I could try, I'm not sure if that would do anything, I usually have everything hooked up via perforce, but if I run out of anything else I can try that!
I'm just thinking that a completely fresh gh account might not have some flag set or something, Idk.
Well I'm not exactly sure, but it seems like this rename completly broken Strata 😄
yeah it broken everything
I can no longer find slabs in material editor
materials broken entirely
haha
nvm it's working, but name of cvar enabling it also changed
-;-
Sorry it took me a second, but unfortunately nothing so far seems to work. I made a fresh github account, tried connecting that, nada. Went back to the other one, removed OAuth2 access, made a new repo, committed a readme, still nothing. Every time, no matter what I do, even from an alternate Epic Games account, I get it spitting out that same error :S
My project is straight up dead until I can get the source version compiled so I can make a build, I'm kind of at a loss for what to do.
Thanks for your suggestions, though!
I tried opening a support ticket, Epic's support proceeded to tell me to try it in incognito, and when I told them it didn't work, their suggested solution was to... just connect my account, like, just follow the normal process, the one that doesn't work and is why I contacted support
ending with "let us know how it goes!" before closing my request, ahaha
😦
I'm well aware of declarative vs procedural paradigms, I have no issue with functional languages per-se; I've even written my own (compiler, etc). My problem is with verse and using it for Unreal game logic. Functional languages (in my experience) do not tend to work well for describing gameplay events and systems.