#engine-source
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One last thing what plugins can I ditch if I plan to use this for gamedev. 240+ gb is kinda absurd. Was expecting a 150 GB or somethin
I have 5.1 source version cloned, do I need to re run other batch files if I try to go to older branch like 4.27
or is it better to just have a different clone for that
Should hopefully give sswires a bit of peace: https://twevs.github.io/2023/06/19/unreal-engine-how-to-set-up-a-source-build.html
Epic’s instructions for building Unreal Engine from source unfortunately have the common effect of leading users to build much more of the engine than they need to, resulting in a waste of time, disk space, and sanity, especially when people then wonder why some modules (which were never meant to be built by the end user) are yielding build erro...
you could mention that Epic refers to this as a "native project". having the engine and project separate is called a "foreign project" and has various caveats
^ <@&213101288538374145>
Thanks, will add that. 🙂
which configuration? development editor?
I'm just trying to be able to make dedicated servers
Just use Development Editor then package using the resulting editor.
But you absolutely have to make sure you're only building your game target, not the solution.
okay
how would I make sure I'm building the game target?
Ctrl + F5.
Assuming you've right-clicked on OldLie and then done Select as Startup Project (which I suppose you have, since it's in bold in your screenshot).
I can't see Server.target, I'm assuming it's because I did something wrong
Yeah I think I have no choice but to build from source and just start it tonight then go to sleep
I can't seem to find the assistance I'm looking for, maybe you guys can help. I'm attempting to use VS 2022 to install the Release branch, but i'm a noob and don't know how to even run Setup.bat. Do I clone a repository in Vis Studio or do I use Github Desktop??
Hopefully this should help: https://twevs.github.io/2023/06/19/unreal-engine-how-to-set-up-a-source-build.html
Epic’s instructions for building Unreal Engine from source unfortunately have the common effect of leading users to build much more of the engine than they need to, resulting in a waste of time, disk space, and sanity, especially when people then wonder why some modules (which were never meant to be built by the end user) are yielding build erro...
Also, yeah, having just seen the discussion in #cpp, agree you should walk before you try to run.
right, i guess i'll figure it out, huh.
can someone please explain to me why engine components get compiled and replaced when I am using the UBT to compile a project?
I FINALLY BUILT FROM SOURCE
You now get to experience the joy of accidentally changing UObject.h and having to rebuild the engine.
I already ran into a error LOL
got it, how do I zoom out- oh wait I think I see the issue
Copy+paste the text.
Screenshots for for blueprint noobs.
(blueprint pros can copy+paste the blueprints as text too 😂 )
am I allowed to copy paste this entire log?
yeah I see the error
I cloned my project so I can test dedicated servers
I'm gonna try on the original project since I have it backed up on drive anyways
google drive (it's only like 2 gb big rrn)
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "C:\Users\Owner\Desktop\UnrealEngine-5.2\Engine\Build\BatchFiles\Build.bat -Target="OldLieEditor Win64 Development -Project=\"C:\Users\Owner\Documents\Unreal Projects\OldLie\OldLie.uproject\"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
idk what this error means
That's the "there was an error" error.
You are looking for errors before that point.
This is why the errors list is bad, it often hides those other errors.
figured it out
LES GO GOT MY FIRST DEDICATED SERVER
Hi all!
Can we change which device UE should use?
Lets say I have a windows, so RHI will be DX12, then there is a kind of flag to specify a device? r.Device 0, r.Device 1 and so on?
I know
but I would like to know if we can change the device
lets say I have a three GPU's and I would like to use e.g., second one
can we specify it with e.g., CVars?
Hey all, so a hellish night over here in the dev space, but I guess I decided I'd post here (hope it's the right place), in hopes of maybe getting some insight on this. So earlier today, I was working on a level for our game, and a thunderstorm caused my power to be cut, not once but a couple times. After this sudden interupption, I power the PC back on only to discover my project no longer opens. WE run Github, so I think ok, let me just clear my changes, surely that will work right? Nope. Build is corrupted somehow and I have no idea how. We are running 4.27 Source. Another thing to note; I ran a manual save about a minute before my power was cut. This completeled and there was no visible signs of data being written at the time of the outage. I really hope someone can help, on my last legs here, and I'll def owe whoever does.
That fixed it, just overlooked a simpler solution to this problem since I was so flustered about how it happened. Thank you! : )
Part of why the Source Build ends up being so big is because it made/contains the Debug Symbols, right?
Thanks
I have to switch to a source build because I need to make a dedicated server, does that mean that every time I want to add a code plugin or update one, I have to rebuild the engine from source? Also does that mean that everyone who wants to open the unreal engine project will need to be using the source build that I build, and can't use a launcher build? thanks
The only will only rebuild under 2 circumstances 1) you change a dependency that requires a specific part of the engine to rebuild (changing UObject.h ialmost guarantees that it will be all of it) 2) You change build config or tool chain (that will be a full rebuild every time)
Just adding a plugin will not cause a rebuild.
Technically, you can just build the exact same engine that comes with the launcher, but just use it for making dedicated servers. Then you can use the launcher build as you like and just use the source build to do your dedi server when required.
As for adding new engine plugins? Idk if they will require the other people to be using source builds. Possibly not.
oh really , that was what I was hoping for, I was absolutely dreading having to get like 6 artists on source builds, so when I run UnrealVersionSelector to register the build as an Unreal Engine installation, that won't make it a completely separate version of unreal that would convert the project I open with it only work with that build?
You can also make a installed build that comes with dedicated server support (similar to the build from the launcher). I don't know if you can add that functionality to the launcher build, though.
Nope. You can swap it at any time.
oh wow great thanks for the info
The key part is getting the exact same version
You can do that by checking out tags from the UE git repo. Not a specific branch, but a release tag.
right, we are on 5.1.2 right now, i assume on github thats branch 5.1? or 5.1 preview
I used the installer
The main branch, Probably the "release-5.1.2" tag. Idk their exact tag system.
It's pretty easy to find on the page, it's next to the branches button iirc.
Linux support for the editor? Or do you want to cross-compile your packaged game to Linux?
cross compile
so I can get a linux server
Compiling a game, and especially a dedicated server, is pretty quick compared to the editor. Less than a quarter of the files I think. You can probably use the same assets as well. Just compile the dedicated server target for linux and you should be able to put it in the binaries/Linux folder and off you go.
Though do not take my word for that.
It does, of course, require you to build it from source.
^which I already did
also, would I use the automatic installer or the manuel one for source build
I don't know about that.
Can pre-compiled plugins be added in the usual way, just pasting the plugin folder into the engine/plugins directory?
Honestly never tried.
just for the record, I figured it out
now I don't have to pay 50$ for a test vps :)
Virtual private server?
To test what? Whether you can just stick the compiled plugin in?
Or was that about making an installer?
I don't knwo where i'd host a dedicated server tbh
Me either.
https://github.com/EpicGames/UnrealEngine/tree/5.3
there's a 5.3 branch
I want to tell you guys something that has never happened before, I have 32 gigs of ddr4 RAM, and im loading my UE5 project, which is around 87 GB in size, but as soon as it reached like 93 or 95 % load, the mouse cursor starts to freeze, and my ram starts running out of memory, which then crashes my project. and this has never happened before but only now
has something like this happened with anyone else?
Just wondering if i did something wrong in the editor build process.. this isnt my first time building it, but i copied the UE5.2 branch from github, ran the setup.bat and generateprojectfiles.bat, then opened the .sln, set to DevelopmentEditor, and launched "UE5" but ive noticed there are 17248 modules building.. when before I remember there being like 3000 or less, did I do something wrong? To add to this, i just saw a video tutorial of someone building from source, and they were only building "6201 actions", just wondering why mine is so much more
Won't adding the project mark it on Git as well? What if I want to revert something on engine source?
17k odd is what you get for a complete editor non-unity build. Have you done weird things to your buildconfiguration.xml or something?
This was my first time attempting to use perforce streams to do an engine upgrade, but I'm pretty sure i had literally just unzipped the contents of a fresh 5.2 github download to my new stream and run the setup and generate files scripts... I don't plan on doing anything to the engine source, i just needed it for dedicated server builds, everything seems to be working fine so I guess no harm done
I deleted the intermediate, Saved and Build folder. Nothings changed
Should I open the sln file and do something there?
That sounds like a bad memory leak, could be blueprints, or bad C++ code. Look into the crash log.
I'm not sure what you mean by " as soon as it reached like 93 or 95 % load" is that CPU load, or your RAM is filling up? Definitely sounds like something is procedurally adding something to RAM and not being cleared out. If the CPU can't add anything to RAM anymore it will crash. Could be a erroring uasset or something custom in your project that is procedurally just adding things to RAM. Logs would probably point you in the right direction.
You never need to touch your sln file
i have built an installed build from source, its in the localbuild folder, however it includes everything like pdb, how can i zip the installed build without the debug symbols(pdb) or other components?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
One points to lighting and texture build error, another one to audio buffer run
Error: Assertion failed: NumMips >= (int32)PlatformData->GetNumMipsInTail() [File:G:\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\TextureDerivedData.cpp] [Line: 2370]
then this one, could it be my source engine is corrupted?
Landscape_0.Texture2D_360 is missing derived mips
from what I found out its a problem of some landscape texture of the persistent level of the menumap that loads on startup
I loaded my editor by changing the map in the config settings
but those maps still got issues dont know how
attempting to build the unreal engine 5.1.1 from source with a server configuration for my project but it is failing with
SAutomationWindow.cpp(1665): [C2653] 'PlatformInfo': is not a class or namespace name
SAutomationWindow.cpp(1665): [C4430] missing type specifier - int assumed. Note: C++ does not support default-int
SAutomationWindow.cpp(1665): [C2143] syntax error: missing ';' before '*'
SAutomationWindow.cpp(1665): [C2065] 'TargetPlatformInfo': undeclared identifier
SAutomationWindow.cpp(1665): [C2653] 'PlatformInfo': is not a class or namespace name
SAutomationWindow.cpp(1665): [C3861] 'FindPlatformInfo': identifier not found
SAutomationWindow.cpp(1666): [C2065] 'TargetPlatformInfo': undeclared identifier
SAutomationWindow.cpp(1667): [C2065] 'TargetPlatformInfo': undeclared identifier
SAutomationWindow.cpp(1668): [C2065] 'TargetPlatformInfo': undeclared identifier
SAutomationWindow.cpp(1668): [C2065] 'TargetPlatformInfo': undeclared identifier
SAutomationWindow.cpp(1669): [C2039] 'GetIconStyleName': is not a member of 'FDataDrivenPlatformInfo'
DataDrivenPlatformInfoRegistry.h(118): [C2039] see declaration of 'FDataDrivenPlatformInfo'
SAutomationWindow.cpp(1669): [C2653] 'EPlatformIconSize': is not a class or namespace name
SAutomationWindow.cpp(1669): [C2065] 'Normal': undeclared identifier
would anyone have any ideas?
where is the entry point for unrealbuildtool?
Im not sure.. Im just following the unreal engine documentation https://docs.unrealengine.com/5.1/en-US/setting-up-dedicated-servers-in-unreal-engine/
I don't use visual studio regularly, and I've never used .net or C#, I don't really know how to do that
Neither .net or c# knowledge is required to check a callstack.
Basically what he's saying is, check the ubt source, add a breakpoint somewhere that you think will probably get hit and then check the bottom of the call stack to see what the first method called is.
I see lines calling CreateDebugUAV with a debug name in a few locations in the source, is it possible to visualize these textures?
are they rendertargets? check the package path
those might be just chilling in the content browser
They are render targets. For example, the motion blur usf has one called DebugOutput, presumably for debugging the output.
One of them is named TEXT("Debug.MotionBlur.Flatten"). I'm wondering if there's some flag to get that target to show either picture in picture or as a full screen debug
r.TSR.Debug.ArraySize is the only thing I can find
not sure if these are in a visualization step
I imagine a gpu dump would catch the pass?
Ok so VisRT brings up a gui to look at all the render textures
I don't see my motion blur debug targets. So either looking in the wrong spot, or there's a missing debug flag.
might want to go full renderdoc
Ok I think I've got it. https://docs.unrealengine.com/5.2/en-US/render-dependency-graph-in-unreal-engine/ So the post processing in unreal uses the Render Dependency Graph. To debug those targets it you need to set r.RDG.ImmediateMode 1. If you run VisRT then, you'll see a bunch of the previously absent render textures.
hey all
I'm trying to compile Metahuman plugin on top of UE 5.1.1 src but I have links issue
i'm using VS 2022
I recompiled manually the 2 thirdparty libs (dlib & OpenBLAS)
but no way to compile the RLibV that needed for MetaHumanMeshTracker and AutoRigService
did someone managed to compile the Metahuman plugin here ?
1>[1/4] Link UnrealEditor-RLibV.dll 1>LINK : error LNK2001: symbole externe non résolu _DllMainCRTStartup 1>F:\UE_Projects\yakuverse-new\Plugins\MetaHuman\Binaries\Win64\UnrealEditor-RLibV.dll : fatal error LNK1120: 1 externes non résolus 1>[2/4] Link UnrealEditor-MetaHumanMeshTracker.dll 1>LINK : error LNK2001: symbole externe non résolu _DllMainCRTStartup 1>F:\UE_Projects\yakuverse-new\Plugins\MetaHuman\Binaries\Win64\UnrealEditor-MetaHumanMeshTracker.dll : fatal error LNK1120: 1 externes non résolus 1>[3/4] Link UnrealEditor-AutoRigService.dll 1>LINK : error LNK2001: symbole externe non résolu _DllMainCRTStartup 1>F:\UE_Projects\yakuverse-new\Plugins\MetaHuman\Binaries\Win64\UnrealEditor-AutoRigService.dll : fatal error LNK1120: 1 externes non résolus
sorry for the logs mixing english and french
Can I use 2022 visual studious for unreal engine 4? and if so why am I hav ing these 8 errors
And If I cant use 2022 for ue4 what can I use 2017/via 2019?
Because you've run out of disk space.
It's literally telling you.
vs2022 and unreal c++ make strange errors.. i havent had that one.. google the error code (C1088). i bet its some obscure strangeness that doesnt make intuitive sense
usually is that way in my experience
is unreal engine down? I get this when trying to build from source
There's some XML file you have to download from the GitHub repository depending on your engine version. See: https://forums.unrealengine.com/t/upcoming-disruption-of-service-impacting-unreal-engine-users-on-github/1155880
We are actively working to resolve a disruption of service that impacts Unreal Engine users on GitHub. Anyone downloading fresh copies of Unreal Engine code from GitHub will experience a disruption of service when running the Setup script that fetches dependencies, indicated by a “Failed to download” error message. Those with existing copies ma...
20GB is not enough of a buffer on C:
and it does literally say out of space
buffer? and idk why it says out of space because have over 10gbs is that not enough because the game is being installed on my e drive
🙂 🙂
🙂 🙂
it's writing to the temp dir
So should I delete everything out of my temp cant even find my temp
🙂 🙂
🙂 🙂
You have 60 GB of stuff, surely there must be something you can uninstall or move onto an external drive (like, what is D: for?)
also, the many smileys are distracting, can you not?
@pulsar kestrel I downloaded new verison and it still has errors
The ENGINE module cannot see the private part of the RENDER module. Does that sound correct?
Modules are the foundational building blocks of Unreal Engine and everyone using C++ should be using them, but much about them is shrouded in mystery. Come with me as I expose everything about building and using Modules along with relevant topics like Precompiled Headers, Include What You Use, Module Logging and more!
00:17 - What are modules?
...
Can I get some help regarding source control? How do I have both my engine source and my project source control work together if my project is in the same directory as the engine?
My project is already in azure but my source is not.
why is your project in the same directory as the engine?
I was following this tutorial https://twevs.github.io/2023/06/19/unreal-engine-how-to-set-up-a-source-build.html
Epic’s instructions for building Unreal Engine from source unfortunately have the common effect of leading users to build much more of the engine than they need to, resulting in a waste of time, disk space, and sanity, especially when people then wonder why some modules (which were never meant to be built by the end user) are yielding build erro...
they should live in separate repositories.
I have just compiled 5.1 and switched the engine version for now
This is what was mentioned so I was trying it out @foggy jewel
How do I set it up in such a way that only binaries go to the repo?
that doesn't sound right. it's called source control for a reason.
Having the engine and the project in the same solution is a legit thing
oh, you want the engine binaries to be in the project's repository?
That's not something I've ever done.
I mean I do not expect my whole team to have 300GB spare AND the time and power to compile the source. I was looking into a way to distribute a launcher version like setup for others to use
Then you'll have to add the engine binaries to source control, yes. They are probably excluded in the .gitignore files by default.
Yea that is the pipleline I was thinking about how to get to work
I know of one local studio who told me they had set up a nightly build of their custom engine (separate repository from the game) and distributed the results through steam. I guess that also works.
At another studio, who had their own in-house engine, they'd built out a whole distribution tool that told users when there was a new version, and could update the local copy from a central server (possibly just an SMB share).
You don't really need all the fidelity of source control, nobody cares about historic versions of those binaries, or the ability to create branches.
At my first job, the game's editor was on a network drive, and all the artists ran it from there. But with Unreal, you probably want it to be on a local SSD.
I'm curious though, because we just had the same discussion on my current team: Why are you compiling the engine from source? If you are making changes to the source, why? What was there that wasn't possible with the stock engine?
dedicated servers for one thing.
Yes, you need the source to build them, but does everyone on the team have to do that?
We don't use this unified structure, we have separate repos but for the engine you either push the binaries or have an automation tool to handle the updates or have the devs build locally
We have a lot of changes, from changes to rendering to the gameplay framework
And a lot of it are fixes for engine bugs too
It's pretty common for larger projects to have a modified source build
Is it possible/easy to run source code modifications and still be able to update to each new UE version, using version control? Or is it highly recommended to pick a version and stick to it?
Depends what and how much you change.
I honestly only plan to modify some shader code, very simple stuff
Then you're probably fine.
We have about 70 ish commits and it takes me about 2-3 days to update the engine
To resolve conflicts, etc...
Depends on what part of the engine you are modifying
Shader code sounds pretty painless
Awesome, thank you guys! Btw, are there any specific source control choice recommendations for people running from source? Or is it pretty much the same?
Pretty much the same
We are running P4 for the project and git for the engine
Ohhhh interesting, you split it up. I'll have to do some research on that haha. Thank you!
If you want to keep integrating official changes into your modified engine, it's best to manage your changes in git. Also, having someone who knows their way around git real well.
not true
at every studio I've worked at we've also had a P4-based workflow to upgrade the engine
binaries are then delivered to non-programmers with UGS
So I was wrong. There are many ways to skin this particular cat.
I asked this blog post to get updated to explain what a "foreign project" is, which is the keeping them separate approach but has its own pitfalls
a "native project" is when they're on the same level. this is what Epic does internally and the approach I've seen most studios with a source build take (since they will use UGS or similar)
Yeah, we tried to setup our new work project as a "foreign" project because it makes more sense and is how we all have our hobby projects setup, but had to switch to the "native" project option because it turns out that the way that "foreign" projects bind to a source build uses an ID that is machine unique! So the binding that works for one person wouldn't work for another person when they pulled the uproject down from source control!
I forget the exact key but you can set this in the registry. You can assign an arbitrary name for a source engine and set it on each pc with a .reg file
Or you can let one machine generate the Id and then export that key
Software\Epic Games\Unreal Engine\Builds
I think that’s it
Yeah, that sounds like it'd work. We opt'd for the "native" setup since it's one let thing people have to do. Just setup your workspace, sync and it works.
Instead we got around the whole source control issue by using streams. so the engine and the game are in different places in perforce, but mapped onto the disk so that they exist in the "native" setup. One less setup step but still all/most of the source control advantages of the "foreign" setup.
How would I get the engine to compile to use AVX2 instructions?
Has anyone modified WorldPartitionHLODsBuilder to "resume" building when crashing a 16 hour HLOD build... this is getting real old.
Note: The docs are not 100% correct. It appears it does not "skip" already built HLOD's unless the entire group was built.
hmmm
Yup
how?
Is this the best approach to achieve that? (Upstream Remote) https://docs.unrealengine.com/5.0/en-US/updating-to-the-latest-changes-from-epic-in-unreal-engine/
Having a native project makes me so scared of screwing up something in git and killing my project lmao
Could you please elaborate a bit on how you split the engine source version control from the project, when you have the time? Are you using this foreign project approach?
yeah foreign project
It's literally just the project in a separate directory and P4 repo
The engine is a normal github fork we update separately
Ohhhhhh, makes sense!! I think I'll go that route, seems perfect for my case. Just a final question if you don't mind: when you're going with this workflow, do you need to create an Installed Build using BuildGraph, or is this completely skippable?
(I'm reading about it here https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DeployingTheEngine/UsinganInstalledBuild/)
Thank you sooo much!
Installed build would be preferred yes
You could have everyone build the engine locally too
or push the binaries
In my case everyone = me
lmao
So I could just compile it normally and not worry about it?
Gotcha, thanks a lot for all the help 😄
Getting a FunctionGenerator.h(1): [C4335] Mac file format detected: please convert the source file to either DOS or UNIX format
How did you even make a file with Classic MacOS line endings
No idea
Guessing somone at Epic was editing it with a Mac?
Btw the solution was to use dos2unix -c Mac filename.h
Got that fixed but now Metascans Plugin is giving unresolved external symbol errors FMLLLLLLL
unresolved external symbol "__declspec(dllimport) public: __cdecl FKey::~FKey(void)" (__imp_??1FKey@@QEAA@XZ) referenced in function "public: virtual class FReply __cdecl SListView<class TSharedRef<struct UE::MetaHumanImportUI::Private::FFileChangeData,1> >::OnKeyDown(struct FGeometry const &,struct FKeyEvent const &)" (?OnKeyDown@?$SListView@V?$TSharedRef@UFFileChangeData@Private@MetaHumanImportUI@UE@@$00@@@@UEAA?AVFReply@@AEBUFGeometry@@AEBUFKeyEvent@@@Z)
MetaHumanImportUI.h doesn't even have a OnKeyDown() function
Line 687
const TSharedRef<SOverwriteDialog> OverwriteDialog = SNew(SOverwriteDialog) .ParentWindow(ModalWindow) .Header(Header) .ReleaseNotes(ReleaseNotes) .IncomingMetaHumans(IncomingMetaHumans) .ExistingMetaHumans(ExistingMetaHumans) .UpdatedFiles(UpdateList);
This is what causes that linked error
Ok so turns out MegascansPlugin.Build.cs is missing two modules!
InputCore and ToolWidgets
How does that even happen
Btw, I got this
I'll just rebuild without excluding GoogleTest I guess
But maybe it's worth removing it from the guide? idk if it's a problem everyone would face
(thanks a lot for the guide btw!) @pulsar kestrel
hi there..
maybe one here does know that:
https://forums.unrealengine.com/t/automatically-copy-external-dll-into-packaged-binaries/1206666?u=bdc_patrick
I want to copy an external dll (like the discord SDK) into zhe packaged Games Binaries folder..
And i have no clue how to set that up.. maybe one knows a tut for that or a direct solution?
Hi there… My Project uses some third-party libs… like the discord sdk… Currently, i need to copy that SDK dll into the packaged Game’s Binaries Folder to make the discord rich presence run properly in the shipping build. Since many of the tuts out there are more confusing and on a a level of understanding the building process, that i’m not in...
ok.. and.. how?
I really have no idea of how to setup anything beside the default packaging of a project... and.. the docs of that topic are not really beginner friendly.. if you can define any of them as friendly to anyone...
i would go that far.. 99% of the tuts on youtube cover hoe to package a simple project.. but not how to extend the build pipeline to automatically copy used Third party Dlls into the packaged Games binaries.. instead.. they mostly copy and paste them over.. which i think, can't be the endgame solution...
and the rest 1% is much to overhelming to beginners in that topic..
so.. a tutorial and help on that, would be wellcome 😅
Thanks for mentioning that. Now you mention it I recall there are 3 GoogleTest LIB files I had to copy over from the Launcher build. I'll emend the post!
Getting a weird issue after building the server for my game. Cant see anything in the cmd. Does anyone have any idea why?
RuntimeDependencies in Build.cs should copy it in a packaged build.
Use DelayLoadDLLs in combination with that so you can manually load it in StartupModule from the custom location
Is there a way I can compile UE5 without plugins? I used to be able to do it with the UE4 source with "WITH_PLUGIN_SUPPORT=0". In UE5 even though it is there, when I set it to 0 it still compiles all plugins
Can you be a bit more specific.. What do i need into the build.cs? how can i define the path, the Dll should be taken from.. and how to define the path/location.. the dll should be copied to?
Look at pretty much any Build.cs in the ThirdParty directory
For a fact the Steamworks SDK stages a DLL
And uses delay load
I really need a very.. verY.. VERY simple example of a "Copy me my Dll from XXXX to YYYY" I know.. sounds stupid.. but the Unreal Docs are.. shit.. in any task giving a hint on how to do such a simple step..
In my Case...:
"Copy the DLL from the project root directory.. to the Binaries/Win64/ of the Packaged Game"
I don´t know how that thing is loaded.. i just need to copy (currently) 9 Dlls of different plugins into that folder.. everytime i need to package for steam.. and it is annyoing.. if you just miss one of that DLLs.. you again need to zip them up again and upload again..
I just want them to be copied automatically at the end of the packaging.. so i don´t need to remember that step...
😣
like..
RuntimeDependencies.Add(Path.Combine(PluginDirectory, "Binaries/Win64/Foo.dll"));
Yes.. but.. i don´t have the Dll inside a plugin.. so.. how to define the origin folder of the dll i want to copy.. and what dll explicitely?
That's why it's best to use the existing ThirdParty Build.cs files as reference
RuntimeDependencies means it'll copy the DLL to the build output. You can use ModuleDirectory to specify a path relative to the Build.cs location
This also isn't really related to engine source. The process of integrating a third party library doesn't change depending on if you're using a source build or not
Generally I'd copy the ThirdParty layout where the linker, runtime dependency settings, and header file locations are specified in are in its own Build.cs with ModuleType.External and reference that in other modules rather than it polluting the game's Build.cs, but that's more advanced
Where in the engine source does it handle the conversion of models into the engine?
does creating a dedicated server for linux NOT require a unreal engine source build like creating a windows dedicated server does?
Anything linux will require a source build or a custom installed build that includes the required files (which you build from source)
i think i got confused by a linux cross compilation video where it looked like they put the cross compilation toolchain with the project files but that wouldnt make sense
Cross compile requires engine source
Unless you only cross compile the project and the binaries for linux game are already available?
im just bracing for the 16 hours or whatever it normally takes people
If it takes you 16 hours you need to upgrade your potato!
oh maybe ive just been reading from people with potat
Full source compile takes between 10 minutes and 10 hours.
i have a ryzen 7 5800X
Depends on having an SSD and enough memory too
does that bat file that takes up like 200 gb or whatever go away after the compile is done?
i was planning to clear like 260gb on my SSD and hope thats enough
I have this. Takes less than an hour.
oh cool ok thanks
Because you're using the errors list instead of the output tab.
Ya but arent the errors bad?
Do I need to fix them 🙂 🙂
🙂 🙂
shrug
???
There's defintely an issue
How to fix it, I have no idea. Whether it actually matters, I also have no idea.
Because you aren't looking at the output tab.
delete the VisualStudioDTE folder in your Intermediate folder
also wtf is that folder name
does anyone know how to fix? i am on ue 4.25
Error MSB4018 The "SetEnv" task failed unexpectedly.
System.ArgumentException: Environment variable name or value is too long.
at System.Environment.SetEnvironmentVariable(String variable, String value)
at System.Environment.SetEnvironmentVariable(String variable, String value, EnvironmentVariableTarget target)
at Microsoft.Build.CPPTasks.SetEnv.Execute()
at Microsoft.Build.BackEnd.TaskExecutionHost.Microsoft.Build.BackEnd.ITaskExecutionHost.Execute()
at Microsoft.Build.BackEnd.TaskBuilder.<ExecuteInstantiatedTask>d__26.MoveNext() UE4 C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.Cpp.Current.targets 82
and what does the output log say, NOT the error window
although should i be worried about the error window?
no, more detailed error output is given by the output window anyway
you sure you need to be on Visual Studio 2017? Unless you are on an ancient version of 4...
alr i finished the build it gave me the errors
VS2017?
even then
well that isn't a version that exists, but UE4.27 supports VS2019 and VS2022 (the latter being recommended)
is there a reason you're on an older version? it should at least support VS2019
yeah i am trying to do a challenge to make a game on every ue version
like, udk and stuff too?
When trying to build a version 4.25 engine, this error is issued: Severity Code Description Project File Line Suppression State Error MSB4018 The “SetEnv” task failed unexpectedly. System.ArgumentException: Environment variable name or value is too long. at System.Environment.SetEnvironmentVariable(String variable, St...
i will test that out
Hello, I'm trying to create K2Node that will take in array and class then return first object that derives from passed class. I basically copied most of my code from GetArrayItem.cpp and for some reason when calling PropagateArrayTypeInfo method from UK2Node_CallArrayFunction compiler returns "Unresolved external symbol" but when calling different method from this class everything is ok (I noticed the method that causes error doesn't have BLUEPRINTGRAPH_API macro before declaration). Does anyone have an idea what I did wrong?
My code (red arrow is pointing to the line causing the issue and green is pointing to line that doesn't cause compilation errors) :
I noticed the method that causes error doesn't have BLUEPRINTGRAPH_API macro before declaration
This is why — the method isn't exported from theBlueprintGraphmodule.
Is there a way I can access it or more copying is ahead of me?
If you have a source build, then you can add BLUEPRINTGRAPH_API to the method to export it. If not, more copying is ahead of you.
trying to build unreal 5.2.1 release from source, getting this Severity Code Description Project File Line Suppression State Error MSB3073 The command "....\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6. UE5 C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44
you have the full build log?
heres the output tab, I copied and pasted it into a txt file, its 5.2.1 release from github no modifications , development editor, win64
just because thats where the tutorial video I was watching put it lol, i just noticed that too im going to try build again, renamed the folders to shorter
That's the thing with Unreal. So many bad tutorials
it normally wouldve been yelling at me by now but its still building, hoping that was the issue, thanks !
What reasons are there for the Engine source to be recompiled besides actually changing the code? It's really annoying having to recompile the engine multiple times without source change 
Moving the source code is a known reason. Updating the build environment also seems trigger a full rebuild in some cases, so be wary of jumping on updates.
Updating the build environment 🤔
A full engine rebuild can also be triggered by changing the game target in the case of a single source build being shared by several projects, even if you haven't actually changed any code.
UBT is a delicate flower.
I added and removed an Automation C# Project. That might have caused it.
can anyone help me with this error? it been making me struggle with builds
Did you actually run Setup.bat before attempting to build?
yes
Is that file missing from your file system?
not at all
And I just noticed that this is a warning
What is the actual error from the output log
the exact same thing as the warning
people really still disable cleartype in windows huh
never heard of it
I'll see if it's in the git deps file, because the only other thing I would suspect is an AV quarantining the file
it's the default font rendering which it looks like you've intentionally disabled
I looked at the git dependencies file in the release branch and lo and behold, it's there
<File Name="Engine/Source/ThirdParty/NVIDIA/NVaftermath/lib/x64/GFSDK_Aftermath_Lib.x64.lib" Hash="b01e66f29af538270e1a061b09d2fe86bc8997d1" />
so if you ran Setup.bat, I would suspect an AV quarantining the file
is there anyway i can disable av
so i finally got unreal 5.2.1 to build, and I understood that if I build with the same release tag as the launcher build, I should be able to open projects built with the launcher build no problem, but when I try to open a 5.2.1 unreal project file with my source built 5.2.1 engine, it wants me to convert , did I do something wrong here
i was able to get the source built engine to open a blueprint only project that was created with a launcher build, by clicking "skip conversion", but the code project wont work for me
is there no way to make a source build think its the same version as a launcher build so i can open the same project with both launcher and source engines?
Is there existing work on WASM targeting in UE5 using WASIX, FOSS or otherwise?
html5 export is mega deprecated
https://github.com/UnrealEngineHTML5/Documentation
looks like some insane people actually got it going though
https://portal.gitnation.org/contents/unreal-engine-in-webassemblywebgpu
Traditionally, browser games haven't been taken seriously. If you want to target the web, that traditionally has meant compromising on your vision as a game developer. Our team at Wonder Interactive is on a mission to change that, bringing one of the world's premiere native game engines to the browser - Unreal Engine. In our talk, we'll dive int...
So I was reading this article on compiling Unreal 5.1 in C++ 20. Are thre any problems I should look out for?
It's been a thing since last year?! I really want to get into this; we are now almost in the process of getting near native perf for the web I feel.
Part of me thinks that Wonder is exploiting previous engine work (and later community work) to get you into their walled garden
they have working demos on their site
And how is that exclusive from what I said lol
going to these lengths to just have ue5 on the web with 90% of the rendering features turned off feels a bit pointless
yeah, I'm not disagreeing
I'm sure Epic are going to revive WASM at some point
Since it fits into Tim's metaverse bullshit
yeah, it's probably going to be a thing eventually
unreals 200mb binary coming over the web 
Some websites have that much JavaScript these days
true...
if it helps 20 is default on ue5 main now
it should be somewhat safe on 5.1
I am aware. It's just I don't wanna jump versions.
What kind of improvements could I expect tho?
the number went up
check the roadmap online... too many little things
don't chase super new versions unless you are neck deep in actually new stuff though
Not really. Just wanted stable enhanced input and the multithreaded AnimBP support. Rest of the work is legacy.
Has anyone tried to modify WorldPartition to support 3D Grid?
3d grid?
Yes, I want to take Actor's z coordinate into account
So that would mean cells in the z axis then I guess. Do let me know if you figure this out. This sounds pretty cool.
@heady sparrow the promise of WASIX (instead of emscripten) is to provide direct POSIX-compliance, so while I'm not for the metaverse as it is advertised, I would very much like to have a platform which allows people to play games irrespective of platform constraints. A far future, but one I want to make because I come from India, where most people don't know games beyond gambling.
tbh much more feature packed than JS har-d'har
that's a very noble goal... I do think that we often forget the hardware restrictions of people from all over the world
Yeah, I suppose so.
Thing is Indians usually live for way cheaper than most of the developed nations in the world but also make way less money. This means the most widely available electronics with the greatest accessibility are television DTH/fibre boxes and Android smartphones (or sometimes not even that, but I believe the younger generation usually purchases a smartphone quicker than the older ones in the most backward areas). These are most likely manufactured in China, although some notable exceptions exist and are growing in favour of manufacturing indigenously.
The very first thing that the very predatory ecosystem of smartphones has given us is, you guessed it, the Play Store, and that means the shiniest games available are the ones designed to make people spend their real money in.
Which is, I put it mildly, f||ri||cking disgusting.
There are odd cases who break the mould sometimes, like a kid from the farmlands who plans on releasing artistic platformers for mobiles, but it's so exceedingly rare that some guy from LinkedIn has to post for people to notice.
One thing is for sure. We need to make engines that are performant, and that scale all the way from zero, not some arbitrarily set high-definition standard. We need a lighter Unreal Engine tbh.
Hello, it's there a way to get the unreal 5.2.0 binary, does't seem to exist in the luncher only the new 5.2.1 but it's incompatible with my project
Sub-point releases should be safe to convert in-place, but you can always create a copy if you're not sure.
Don't see why it wouldn't be compatible
5.2.1 includes only a few fixes and that's it
I have the right kind of system which can't build big projects because it can't use all threads to suck up all the RAM.
Then it isn't the rgith kind of system?
He says he had the right kind of system.
sup. i have a local build version of UE5. how do i get quixel bridge installed on it? it's not available on the list of avaiable plugins to download in the editor
Does anyone happen to know how to disable git from running a status check every time you compile projects with engine source?
Says "Using 'git status' to determine working set for adaptive non-unity build "
Can anyone point me to the editor source that constructs the right-click "Source Control" menu?
Ah, found it: FAssetFileContextMenu::FillSourceControlSubMenu in Engine/Plugins/Editor/ContentBrowser/ContentBrowserAssetDataSource/Source/ContentBrowserAssetDataSource/Private/AssetFileContextMenu.cpp
I solved this Git status Child Process issue.. I dug on the internet and tracked it down to a file inside \AppData\Roaming\Unreal Engine BuildConfiguration.xml
Inside I had to add XML tags,
<SourceFileWorkingSet>
<Provider>None</Provider>
<RepositoryPath></RepositoryPath>
<GitPath></GitPath>
</SourceFileWorkingSet>
Makes zero sense
but it works and doesn't delay my recompile of projects because it's waiting on child processes from git that are timing out?
Hello.
If I build Debug Editor and Development Editor, will it work correctly?
does anybody know if there is a way to update the widgets within the controlRig graphPanel reliably within a call ? When i create a RigVMNode it only knows its position, but not its size, as it would get it from the widget (the position of a pin on it as well).
I can call GraphPanel->Update() to at least get its size as it would reinitialize the nodes that have no valid widgets, yet. But that leaves the editor in a visually buggy state. And unfortunatelly it still doesn't set the offsetPosition of the Node's pins.
Unfortunately all the other methods are protected or private
since i create a lot of nodes and want to layout them in one call, i can't wait for the refresh of the widgets for the created nodes to make those widgets available
Hi Everyone,
I am trying to automate the process of creating a blueprint actor on importing assets.
I used FKismetEditorUtilities function to create a blueprint of static class and USCS_Node to add static mesh components.
The issue is after creating blueprint I cannot change the position of static meshes. How should I resolve this issue.
The only notable difference I see is on hovering on static mesh components the source is "This actor instance" instead of "This Blueprint". Does this have to do anything with the issue I am facing?
Anyone here develop with a mac? I'm running into issues with simply configuring the repository on a non-release branch (e.g. ue5-main or 5.3). It seems related to the GitDependencies executable, which has been updated on those branches to be arm64-native. However, attempts to run it simply result in straight crashes (i.e. the GitDependencies binary itself crashes when executed).
Hi i have a skeleton where the root motion is not mapped onto the root bone but onto a bone called center-of-mass is there a way that i can make it so that the root motion animation location is devrived from that bone and not my root bone?
Is it possible to bind a Debug build via "Switch Engine Version"? Issue is, the registry path only stores path to folder, not executable.
No, all taht does is change the binding in the uproject (and regenerates your project files)
If you want the new build, you still need to build it.
(unless it's already built)
big W
Hi everyone
I'm trying to enable Lumen for SceneCapture2Ds in 5.2
I followed this pull request's logic:
https://github.com/EpicGames/UnrealEngine/pull/9074
The opt-in thing works, but in LumenSceneRendering::UpdateLumenScene therese this check
(ViewPipelineState.DiffuseIndirectMethod == EDiffuseIndirectMethod::Lumen || ViewPipelineState.ReflectionsMethod == EReflectionsMethod::Lumen)
Both of the sided return false.
Can someone tell me where is the ViewPipelineState being set and how can I modify it?
If somebody has a way to get the sequencer in c++ from a **UTemplateSequence **(or UCameraAnimationSequence), I'm interested ! (Seems like Epic didn't go all the way, as with ILevelSequenceEditorToolkit)
post
Okay so, when we want to work with ULevelSequence, the way to get the current sequencer is as follow, okay easy : TSharedPtr GetSequencer(ULevelSequence* LevelSequence) { //if getting sequencer from level sequence need to use the current(leader), not the focused if (LevelSequence) { if (UAssetEditorSubsystem* AssetEditorSubsystem = GEditor...
Greetings guys
just got 5.2.1 release from the github, got this error when compiling
Engine\Plugins\Bridge\Source\MegascansPlugin\Private\AssetImporters\DHIImport.cpp(747): error C3861: 'UpdateMHVersionInfo': identifier not found
anyone seen this?
Ctrl + C, then run a slim setup.
Thanks. 🙂 But I've been following Laura's lead on this one (#engine-source message).
Yeah, it'll already have whatever it downloaded before you cancelled the script.
The script is designed to be cancellable and resumable, IIRC.
Hi all. When I add a static mesh to the level, editor crashes with an outliner error. Any clue what could be causing it?
EpicAccountId:
Assertion failed: !bIsUnsaved [File:D:\jn\ws\PreBin_dev-01\Engine\Source\Editor\SceneOutliner\Private\SceneOutlinerUnsavedColumn.cpp] [Line: 66]
UnrealEditor_SceneOutliner!SUnsavedActorWidget::OnUnsavedAssetAdded()
UnrealEditor_SceneOutliner!TBaseSPMethodDelegateInstance<0,SUnsavedActorWidget,1,void __cdecl(FString const & __ptr64),FDefaultDelegateUserPolicy>::ExecuteIfSafe()
UnrealEditor_UnsavedAssetsTracker!TMulticastDelegate<void __cdecl(FString const & __ptr64),FDefaultDelegateUserPolicy>::Broadcast()
UnrealEditor_UnsavedAssetsTracker!UE::Core::Private::Function::TFunctionRefCaller<<lambda_811afb92642e81c91c2b9c3837bfe623>,void __cdecl(void)>::Call()
UnrealEditor_Core!TGraphTask<FAsyncGraphTask>::ExecuteTask()
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread()
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilIdle()
UnrealEditor_Engine!FFrameEndSync::Sync()
UnrealEditor!FEngineLoop::Tick()
UnrealEditor!GuardedMain()
UnrealEditor!GuardedMainWrapper()
UnrealEditor!LaunchWindowsStartup()
UnrealEditor!WinMain()
UnrealEditor!__scrt_common_main_seh()
kernel32
ntdll (edited)
will this interfere with something in UE? is it like really necessary to install .NET 6.0 ? im installing UE 5.2.1 source build
for example switching projects to newer source builds, and when it generates, and compiles c++ classses ?
i see
If i want to use the most stable and recent build. Do checkout 5.2 or UE5-main?
release (ie, 5.2), ue5-main is for PRs and is not even guaranteed to compile.
PRs?
Pull requests (ie, asking Epic to make a change to the code).
Okay so my best option is 5.2 then?
Just use the release branch (ie, clone without specifying a branch), it will get you 5.2.
this is most likely because of the .net 6 not being installed right
while building 5.2.1
ALWAYS use the output log
this also does not look like it's related to a .NET dependency, though looking earlier I'm not sure why you're using VS2019 with 5.2
also it's complaining about MAX_PATH, so make sure you have actually enabled long path awareness in Windows or make it so your engine source is a bit less buried in the file tree
i changed it, that part is gone
now heres this
output log?
there's a tab in VS that says "Output" on it
click it
though those projects are not critical for the editor to run (I suppose you did the laborious compile everything in the source build route)
oh god its still complaining about shorter paths
65>G:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat UnrealMultiUserServer Win64 Development -WaitMutex -FromMsBuild" exited with code 6.
65>Done building project "UnrealMultiUserServer.vcxproj" -- FAILED.
66>Log file: F:\UnrealEngine-5.2.1-release\UnrealEngine-5.2.1-release\UnrealEngine-5.2.1-release\Engine\Programs\UnrealBuildTool\Log.txt
66>Running from a path with a long directory name ("F:\UnrealEngine-5.2.1-release\UnrealEngine-5.2.1-release\UnrealEngine-5.2.1-release" = 83 characters). Root paths shorter than 50 characters are recommended to avoid exceeding maximum path lengths on Windows.
66>The following output paths are longer than 260 characters. Please move the engine to a directory with a shorter path.
how many folders do you need named UnrealEngine-5.2.1-release inside each other
3 apparently
and 5.2 with VS2019?
wtf
yes
VS2022 is the default now
i can tell
so basically i gotta rebuild the engine
in a shorter folder
if you set things up as a native project you can save a bunch of time at least
but I'm not sure why you're using VS2019 when VS2022 is the recommended now and it's actually 64-bit
ill install it i guess
which tools do i need to install in VS2022 to run Ue5 version 5.2?
Can't really go wrong with .NET desktop development, Desktop development for C++ and Game development with C++.
It'll probably be more than you need but at least it's a safe bet.
In case you weren't aware, you can change the MAX_PATH setting now. I have no idea why 260 is still the default. See: https://learn.microsoft.com/en-us/windows/win32/fileio/maximum-file-path-limitation?tabs=registry#enable-long-paths-in-windows-10-version-1607-and-later
[Source control related message moved to #source-control]
probably for FAT filesystems
Hello, has anyone had a problem where pressing alt+space to bring up the active window's menu in editor completely freezes the engine until this menu is closed? This makes input system to miss key release events - this is especially visible when any actions are bound to alt key release. Would appreciate if anyone shared on how to turn that freeze/suspension off or where exactly this behaviour is being handled in the engine code.
I'm running into an exception that's holding up packaging my project -- it's this line here (see first image) throwing an exception when the PythonScriptPlugin is trying to wrap a CommonUI delegate, CommonActionCommited. It's trying to create a CDO here, but the ensure is triggering. I need CommonUI, I can't disable PythonScriptPlugin, I can't figure out how to prevent it from trying to wrap that particular delegate, and I otherwise am struggling to figure out how it's winding up in this condition. Any ideas?
Edit: OK the magic of getting frustrated enough to start penning posts in different places leading me to a solution, https://forums.unrealengine.com/t/windows-cook-content-fails-with-a-generic-error/633147/4, but I'm still like why 😛
I can't add file to visual studio.
In Solution Explorer of Visual Studio, right-click the source node, and then select Add > Existing Item. But The Add New Item dialog box doesn't appears.
Has anyone ever seen this icon when opening up unreal engine editor on Mac? This happened after I built the project in Xcode
I fixed re-directors and deleted all of starter content. But when I close the project, and open it back up again, UE5 adds the started content back into the project folder automatically. How do I stop this?
So, if you throw a break point inside that if Statement take a look at the CDO Object flags, this gives you and Idea of what state your UObject is in during engine initialization. It appears from that article you've linked they changed the plugins loading phase from PreDefault to Default. This likely changes what state your UObject is in when you made a call with your delegate.
Anyone else have issues packaging the engine on 5.2 because of exceptions in the Build Tools, or just me? Getting told to use /EHsc but that causes a whole bunch of other issues. Also tried /GX- but that didn't seem to work either as the shader compiler has __try in it.
Ideally I'd like to be able to build without supporting exceptions
I can build 5.2 and 5.2.1 without issue, so it must be something your doing outside of the norm?
Can you package the engine in 5.2?
Are you using BuildGraph?
The UnrealBuiltTool has an exection that it can throw
Since the engine does not want these on by default, then trying to package the entire engine it fails with an error saying that it has detected an exception
It shouldn't be packaging the UBT
Why not? It's a necessary part of the engine
Is it? You need the UBT in your game?
Becuase when I look at the source, the UBT isn't even part of the main engine. It's a separate program that it compiles.
No, in the engine
Right so if I want a binary build of the engine that I can ship to artists, that includes the UBT
It shouldn't need the UBT to just run the editor, surely? If it's prebuilt.
But I guess maybe it does!
Hmm
It's possible it's including it when it's maybe not required
Not sure how to tell the BuildGraph not to include UBT
In the past it has included it just fine
Even if it does need UBT, it shouldn't stop the main engine being compiled if UBT uses exceptions. It's not part of the main engine build.
What are the errors you're getting?
The main engine does build just fine. It's when trying to "package" it that the build fails
Those aren't errors. Those are your descriptions of errors.
error C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
Seems like an error to me
CompilationResultException: Error: OtherCompilationError at UnrealBuildTool.ActionGraph.ExecuteActions(...) in ...\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 399
That line of the Build tool has an exception
So the error makes sense. It's trying to build code that includes an exception, but unreal does not allow compiling of exceptions
Also, it happens in the Compile UnrealGame Win64 part of the compile, oddly enough
This is the graph:
Graph:
Agent: Editor Win64 (Win64_Licensee)
Node: Update Version Files
Node: Compile UnrealEditor Win64
Agent: Target Win64 (Win64_Licensee)
Node: Compile UnrealGame Win64
Agent: NotForLicensee Tools Group Win64 (Win64)
Node: Build NotForLicensee Tools Win64
Agent: BuildRules (Win64_Licensee)
Node: Compile Rules Assemblies
Agent: Tools Group Win64 (Win64_Licensee)
Node: Build Tools Win64
Node: Build Tools CS
Agent: FeaturePacks Group (Win64_Licensee)
Node: Make Feature Packs
Agent: Installed Build Group Win64 (Win64_Licensee)
Node: Make Installed Build Win64
Looks like maybe it's included in the Tools Group Win64
Node: Build Tools CS
<!-- Tag AutomationTool and UnrealBuildTool folders recursively as NET Core dependencies are not currently handled by CsCompile -->
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/AutomationTool/..." With="#Build Tools CS Binaries" />
<Tag Files="$(CsToolsDir)/Engine/Binaries/DotNET/UnrealBuildTool/..." With="#Build Tools CS Binaries" />
So yeah, looks like it's trying to build the build tools
Oddly enough there is a Except=$(CopyWin64CsToolsExceptions)
I wonder if this is not working properly
Or that could just be for files that need to be excluded...
What is the equivalent of RunUAT.bat in Mac? I'm trying to build an installed build but this documentation only says it for windows https://docs.unrealengine.com/5.2/en-US/using-an-installed-build-of-unreal-engine/
Ok I directly invoked AutomationTool from /Engine/Binaries/DotNET/AutomationTool directory.
And I'm compiling on a mac mini m2 chip, so isn't it supposed to show Compile [Apple] instead of Compile [Intel]?
I was told Unreal expects you to not use exceptions https://discordapp.com/channels/187217643009212416/221799439008923648/1131891758343663696
The problem is not an exception being thrown, the problem is an exception is used and UBT does not like that (at least from how I understand it)
No error is thrown, the build fails (unless you are counting that as a thrown error). I don't think you understand me, or I do not understand you.
i suppose the main question is; can you replicate this issue on a blank UE5.2 project? That way we could replicate it and see? Or is it only in your project?
This is on default unreal 5.2
I saw Unsync popup on main recently, seems like something that can be used for build artifacts with appropriate delta patching. The server code isn't in yet but maybe something to supersede UGS?
I'm trying to build an installed build on mac and after 6½ hours it failed with this message. How to fix this? The file actually exists.
try reading that log
it actually can have useful info in there (I kinda wish it would just put the log in the build output there...)
I started rebuilding again without -set:EnableDebugSymbols and so far it seems compiling. It fails again I'll post back here.
Now I'm getting the below error and build fails
Searching for mobile provisions that match the game 'UnrealGame' (distribution: False) with CFBundleIdentifier='com.YourCompany.UnrealGame' in '/Users/macmini/Library/MobileDevice/Provisioning Profiles/'
No matching Signing Data found!
No matching provision file was discovered for (null). Please ensure you have a compatible provision installed.
Unable to find valid certificate/mobile provision pair.
Ok I'll try again with signing disabled
But wait isn't it disabled by default?
This is the command I use:
BuildGraph -target="Make Installed Build Mac" -script="Engine/Build/InstalledEngineBuild.xml" -set:WithWin64=false -set:WithWin32=false -set:WithMac=true -set:WithAndroid=false -set:WithIOS=true -set:WithTVOS=false -set:WithLinux=false -set:WithDDC=true
Anyways I'm building again with -set:SignExecutables=false
Yeah I'm also not familiar with apple development
Is it ok to use visual studio 2022 for UE4? after installing UE5 and VS 2022 when I generate visual studio file for my UE4 project it says VS 2019 is not compatible with this project
Same error as before.
And the great unreal documentation is utterly useless. No mac information there. Only windows.
Hello,
I am trying to build AutomationTool from the command line. I am using the command
"UnrealEngine\Engine\Build\BatchFiles\MSBuild.bat" "UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationTool.csproj"
, and it builds fine. However, when I try to use AutomationTool, it does not work.
When building with Visual Studio everything works fine
Does anyone happen to know what the exact dependencies are for UE5?
One of my machines is causing FastBuild compiling shaders to fail, since it's missing some dependency, but the UE Pre-Requisite installer completed as expected.
4.27.2
Sorry, was this directed at me? If so, I'm not sure how useful the UE log will be for a FastBuild distributed build failure.
Oh, never mind, I see what you meant, the log shows the version of C++ it was compiled with, and that is indeed not the version on these machines.
Thanks!
Not really useful without the rest of the stack
Yes it is 5.2.1, nope haven't changed anything
I was working fine, saved, closed, ate dinner, came back to open and it started doing it
I don't know how much I believe that. It's such an odd thing to suddenly crop up with zero configuration or source code changes
Was the last modified on the Renderer DLL before today?
I have no reason to lie about that situation haha
No changes have been made to the system since I updated to 5.2.1 last week.
Recompiling right now 
Where's that .dll saved at?
🤨
Does anyone know why the ECADFormat has N_X defined here:
https://github.com/EpicGames/UnrealEngine/blob/5.3/Engine/Plugins/Enterprise/DatasmithCADImporter/Source/CADTools/Public/CADData.h#L35
When it's referenced as NX here?
https://docs.unrealengine.com/5.2/en-US/API/Plugins/CADTools/CADLibrary__ECADFormat/
I've only even noticed this because this line keeps having builds "fail":
https://github.com/EpicGames/UnrealEngine/blob/5.3/Engine/Plugins/Enterprise/DatasmithCADImporter/Source/DatasmithCADTranslator/Private/DatasmithSceneGraphBuilder.cpp#L279
🤔
hi, i want to store crash dumps to my server and default upload url is ::DataRouterUrl="https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data"::
does anybody knows how can i manage to upload dumps to my server?
I think this is the reason I asked you if you upgraded VS or did anything recently to the engine source. I do wonder if the VS version you have installed has codegen bugs
Which I haven't. I didn't change anything. Disabling Lumen completely in the config let the project open again.
I get that people always try and get out of culpability to look smart, I don't care about that. If I changed anything in the setup, I would know where to look, but I didn't, haha. I don't mess with the source / IDE stuff basically at all while working on my project.
if the VS version does have a codegen bug, then you might want to try upgrading it. then you have an engine recompile ahead
Not worried about recompiling if it's going to help. Will check to see if VS has an update. I just barely moved to UE5.2 like two weeks ago.
I'm on 17.6.5 which is the latest on their website

Hello everyone, I have a problem when I compile my project (windows) the client does not open, it does nothing... it compiles without errors, I am using unreal 5.2.1 where could I start to check what is the problem?
this isn't engine source related, but you should be able to use the -waitfordebuggercommand line argument to then attach a debugger and see what the problem is
if it dies before that point then it's usually a bad static variable or a linked DLL that can't be found
Also check you are including your maps in the build.
the startup map should always be packaged though
Anyone have a good .p4ignore for the engine built binaries and such?
anyone know how to make source engine compile with what needed for a project? to reduce the size?
i remember there's a way to do that but i forgot
Epic’s instructions for building Unreal Engine from source unfortunately have the common effect of leading users to build much more of the engine than they need to, resulting in a waste of time, disk space, and sanity, especially when people then wonder why some modules (which were never meant to be built by the end user) are yielding build erro...
im at 4 but it says the repository doesnt exist.. am i doing this wrong git clone --filter=blob:none EpicGames/UnrealEngine
nvm just need the https://github.com/EpicGames/UnrealEngine
Oops, sorry, will fix that.
this is an interesting setup... I assumed the usual way was to have the engine/project in separate folders?
not the project inside of the engine
but if it works it works, I just wonder if git treats your project as a submodule or what
instead of Engine/MyGame + engine project
😮 so they did this for the UT game
So what is the commit history like for pre-releases vs release branches? I'm looking at 5.3 on github and it reads vastly behind release as well as ahead of it. Does it diverge under development? Or is 5.3 current to release as well and I'm just reading this wrong? (release being 5.2.1 presumably compared to the 5.3 branch)
keep in mind the git repo is a reflection of their internal p4
so if you see confusing patterns that may be why
no clue where they split off/tag things
That's fair, they do a lot of CL pushes via p4
Is it possible to rebuild a specific engine plugin (OnlineSubsystemSteam in this case) with one line changed and just overwrite the plugin binaries of a launcher version of the engine and have it work?
Or do you need to move permanently to a source build to achieve this? (I know about installed builds but just curious). Assuming using the same source version to the launcher version that will have the plugin overwritten
I'd delete the intermediate and binary folders and throw it into your project plugins folder to build it on launch. Or you can package it manually through the command line and redeploy it in the engine plugin tree.
Does putting an engine plugin like OnlineSubsystemSteam in your project plugins directory essentially override the logic from the already built engine version?
is there any benefit to doing that vs just compiling from source?
if your going to that trouble - why not just build it? You can distribute the compiled binaries to your team as your own install?
I've had problems in the past from trying to compile plugins in the engine plugins folder. I just couldn't convince the it to build. I either relocate it to a project to build it or repackage it.
You have to put them in the marketplace folder or something. There's definitely something.
is there any way to enable the "Program" target for installed engine builds?
Yeah I'll just make an installed build
Just a lot of time for a single line of code to be changed
the launcher build is so convenient that I thought it may be possible to just copy paste the source built plugin over the launcher one but anyway it's fine!
I went down the Installed Build for a long time, but the effort of setting up UGS was well worth it. Its a much better solution and makes it easy to upgrade versions, make other fixes, etc.
In my case I've never had to make a source edit other than to build for consoles (and this singular line that needs changing in a plugin) so I'll probably only need 1 installed build on the machine that makes packaged builds
But will look into UGS in the future if needing to do it more frequently, thanks!
If its only on one machine, why go to the effort of an install build? Just sync the engine source and build locally.
at least in my experience the entire engine rebuilds each time you package on source builds
and if building for switch / xbox / ps4 / PC all at once it's several rebuilds
It really shouldn't... unless you are passing -clean option?
I don't think so, just the usual package from the editor
If it's not building the whole engine it's definitely building more than usual
a launcher package takes less than 5 mins for me, a source version much longer
Something definitely strange going on there. Making a new package straight after a previous one should just be a couple of minutes.
Something must be cleaning the intermediate folder?
Yeah need to look into it
But the good thing about the installed build is that it can be backed up and just works
And I don't have to worry about accidentally dirtying source and it rebuilding
Ok well whatever works for you 👍
Has anyone tried creating a C++ project with 5.3 preview 1? I get the following error when creating a brand new Third Person project.
Generating VisualStudio project files:
Discovering modules, targets and source code for project...
Available x64 toolchains (1):
* D:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.36.32532
(Family=14.36.32532, FamilyRank=0, Version=14.36.32537, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64)
Unavailable x64 toolchains (1):
* D:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.31.31103
(Family=14.31.31103, FamilyRank=4, Version=14.31.31107, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64, Error="UnrealBuildTool has banned the MSVC 14.30.0-14.33.99999 toolchains due to compiler issues. Please install a different toolchain such as 14.36.32532 by opening the generated solution and installing recommended components or from the Visual Studio installer.")
Unable to find valid 14.31.31103 C++ toolchain for VisualStudio2022 x64
I also get the same issue when attempting to build 5.3 preview 1 from source. I can build 5.2.1 perfectly fine but can't build 5.3 preview 1 or ue5-main. Anyone any ideas on how I can fix this?
Did you read the error in front of you?
The VS2022 toolchain version you have installed is on a list of banned compilers due to compiler bugs that interfere with UE
So you're saying if I remove 14.31.31107 and install 14.36.32532 it should be good? Fairly sure I've tried this many times but I'll give it another go now.
Now it doesn't complain that its banned but still complains that it can't find it
Generating VisualStudio project files:
Discovering modules, targets and source code for project...
Available x64 toolchains (1):
* D:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.36.32532
(Family=14.36.32532, FamilyRank=0, Version=14.36.32537, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64)
Unable to find valid 14.31.31103 C++ toolchain for VisualStudio2022 x64
Switching over to building from source. I get the same running GenerateProjectFiles.bat . Looking at the logfile there isn't really much new info. there is a callstack so I may be able to add additional logging and see if I can figure out why it thinks is still needs 14.31.31103 (which seems to be banned). I suspect something is wrong with my Visual Studio installation so I may wipe it and reinstall it from fresh.
I'm assuming no one else has issues otherwise it would be mentioned in the 5.3 preview 1 forum comments. And since I the the same problem with ue5-main is seems like its specific to me.
Thanks for the suggestion though about removing the banned toolchain, going to keep looking in to it.
Has anyone else had like a million conflicts when trying to merge their custom engine build with a newer branch? Trying to merge a custom build with minor changes based on the current release with 5.3-preview is giving me like 14k+ conflicts...
Found out what my issue was. Had to debug the UnrealBuildTool to find out where it was getting its data from. There was a file in "My Documents/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml" Containing
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<WindowsPlatform>
<Compiler>VisualStudio2022</Compiler>
<CompilerVersion>14.31.31103</CompilerVersion>
</WindowsPlatform>
</Configuration>
This compiler version was causing everything to fail if it wasn't found. Just mentioning it in case this affects anyone else in the future.
That definitely isn't there by default.
Hey all, just incase anyone is out there searching for something similar, if they only wanted a commit or two they made to the engine but don't want to merge and deal with a million conflicts by merging a new branch into their current custom branch. I ended up just cherry picking the one commit I needed on top of a branch based off of 5.3 (the branch containing the new changes I wanted from the github source). It hasn't finished building yet haha so wish me luck, but so far it looks good to go 😛
Thanks for this! Wasn't seeing this reported elsewhere, but it helped solve our crash after updating.
You are welcome.
Hey, does someone know whether Unreal Engine 4.27 source can be built in Visual Studio 2022? Or is 2019 (at most) required?
When first opening the UE4.sln file to try building. Visual Studio made me upgrade the .NET 4.5 framework to 4.8 for the project. Then, I tried building it, and got errors
The errors are mostly from Windows Kits
and then one error is from VS 2022 MSBuild
VS2022 should work
I did not upgrade any of the .NET projects
Ok good. Trying to clean the project then build again.
It says I have to download the 4.5 framework from the web then
did you have to do that?
possibly, but with engine source not all the of the projects are required
not all of the what?
you have a bunch of .NET programs in the engine source that are not required for the engine to function
you also have a bunch of C++ programs that aren't required either
I see ok
thank you!
i think i had some dependancies missing in my vs. adding now then will try and rebuild
Is anyone else having trouble running the editor from the ue5-main branch on macOS? Since sometime last week I've been unable to load the Editor - it fails to compile shaders with an error that looks like:
[UE] Shader debug info dumped to: "/Path/To/Project/Saved/ShaderDebugInfo/METAL_SM5/Global/FOculusAlphaInverseShader/0"
/Path/To/Engine/Engine/Shaders/Private/OculusShaders.usf(): Shader FOculusAlphaInverseShader, Permutation 0, VF None:
unable to parse shader model.
The actual shader changes each run and before enabling the ShaderDevelopmentMode I was getting complaints about Global Shaders failing to compile. Any ideas?
You shouldn't really expect ue5-main to work in a stable way, or even to compile at all sometimes. It's only really meant for making PRs from.
I expect to have such problems. I'm curious if anyone else has run into this issue. It's one of those things where I'd expect someone (a build system or whatever) to have flagged the issue and for someone at Epic to be working on a fix. But in the meantime, if anyone else has run into it and knows why or a workaround, then that's what I'm looking for.
To be clear, it is hard to feel comfortable issuing a PR when you can't test that your PR works in said branch.
i see what you mean. 4/5 of the errors were for HoloLens, which I don't need.
So those weren't an issue when trying to F5 run it. But, the 5th error is still a problem, and it threw a breakpoint that stopped the build:
In Microsoft.MakeFile.targets
The line of code that made the breakpoint: UE_LOG(LogModuleManager, Fatal, TEXT("Unable to read module manifest from '%s'. Module manifests are generated at build time, and must be present to locate modules at runtime."), *FileName)
The error:
Severity Code Description Project File Line Suppression State
Error MSB3073 The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6. UE4 C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44
k looking now
'UE4Editor.exe' (Win32): Loaded 'C:\Windows\System32\profapi.dll'.
Fatal error: [File:C:......../Documents/UnrealEngine/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 1032]
Unable to read module manifest from '../../../Engine/Binaries/Win64/UE4Editor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime.
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UE4Editor.exe.
Btw, I added more C++ and .NET dependancies into my VS 2022. After that, I ran Setup.bat in the github directory, and i didn't see any downloads happen (like they used to, before i changed vs 2022)
Not sure if that makes a difference or not
Here is the project directory after runnign Setup and GenerateProjectFiles
I think it should be ok though... I tried to run just UE source engine from VS, but it wouldnt run. Yet, I converted a project to generate files from the source version, and the project built fine and is opening. So, my use case should be addressed. If not, i will follow up here again^
Hi there..
I tried to compile my PluginExporting project, including my Module i want to create, to have CommonUI and my created Widgets and Enums/Structs..etc bundled in a single System..
But i got this Errors of VS22
Does one know what this thing wants from me??
nvm.. got it working.. somewhere in a code is a gameplay tag used for the Input controls..
Had to include that dependency, too
I d/led git release of 5.2.1 but when I run setup.bat I got error 403
The remote server returned an error: (403) Forbidden.
after searching it seems this is a recurring problem, was happening for some people in 5.0 and 5.1 and supposedly a fix was pushed for 5.1 eventually but has that regressed?
I have tried all the suggestions I found but nothing made a difference so far.
https://github.com/EpicGames/UnrealEngine/commit/54f46295900dfc95da07159fb9bb42ad31b12d02
StateGraph - State machine framework plugin modeled as a directed graph that supports timeouts, hotfixing, runtime modification, and more.
👀
Hi everyone, Im new here, and I was told this was a good place to start looking for answers to a problem I'm having with building unreal from its source. I posted a bug report on the forums (though im not 100% sure if its in the appropriate sub forum to garner attention from the right people). If anyone could help point me down a path to fixing this issue id be enternally greatful. This is a link to the original forum post. https://forums.unrealengine.com/t/building-unreal-engine-5-from-source-is-failing-when-running-setup-bat/1249059
Im currently trying to build Unreal engine 5 from source since it will be required down the line in order to create dedicated servers for my networked project, but I am currently running into an infuriating bug that I cant seem to find a solid solution for. After I clone from my github fork of the Unreal engine project and switch over to my pref...
Did you follow the instructions and check out the link they suggested to ensure that you had the .NET prereqs installed?
https://learn.microsoft.com/en-us/dotnet/core/install/windows?tabs=net60#dependencies
You said in the forum thread that you did and showed the --info output to be sure... Safe to assume you are also on a supported version of Windows?
Well, looking up the error code is interesting: https://superuser.com/a/1251753/1426910
This error code is supposed to mean 'Access Denied', and the solution given everywhere on the net (eg. https://stackoverflow.com/questions/3808954/dllunregisterserver-failed-with-error-code-0x80070...
if im reading that right
Could be a permissions issue.
Unreal's build system uses .NET 6. You'll need to switch to that tab.
Yeah. Seems like ensuring that the DLL has permissions necessary to run is important.
(I don't have a Windows box handy to look into what that looks like myself and I don't recall off the top of my head.)
Once you get this figured out, you should post whatever works in your thread. Additionally, you should write out the error contents from the shell so that people can actually google it (including the 0x80070005 number). Google and Discourse don't index information in screenshots so the likelihood of your solution helping someone else is going to be very, very low without the text 🙂
I suppose that's something that gets lost in Discord is the web searchability
And in addition to the above, if you find the solution elsewhere (ie. here) then update your post on the forums too so other people with the same problem can find the solution
yeah I deff will post a solution once I get there
So, I removed and re-cloned the entire source repo on my machine, and I uninstalled visual studio 2022 and rolled it back to 2019 which was what the docs told me to install originally, and rolled back .Net versions.
Still seems to be happening though
But... did you check the folder and file permissions?
yeah I was about to type that one out
something weird is happening there
getting a weird error message saying that the permissions are out of order
one sec ill screen
The SO answer I posted above suggested:
The error 0x80070005 means Permission Denied accessing the folders or files
this is when I go to view the permissions via the security tab
when I go into it to edit the different permission groups
now I've reordered it once
and it didnt effect it
From here (https://stackoverflow.com/a/61535820/5285364):
Assuming that you have lots of files/folders to fix (like I did) go to the folder above the ones you need to fix. Right-click and choose Properties on that folder, click on the Security tab. Then click the Advanced button at the bottom of the security tab.
HP doesn't tell you this but I had to in the Advanced window take ownership of the folder. The second line of the Advanced dialog lists the Owner of the folder and has a Change... link beside it. Click that link and find the user that you want to own the folder. Click the checkbox to apply this change to all children. You will then be prompted to close all properties dialogs because you have changed ownership.
I went into the 'Everyone' permission and set the perms to full for everyone and it still wasnt working
Try to take ownership. You might do that for the entire Unreal Engine folder...
sounds like a vector
ohhhh, this could be because Im using my git through cygwin
that article you linked me, one of the solutions is blaming cygwin for messing with the perms
Hah! I would not have guessed that you're using cygwin git. I literally did a quick search for "git for windows permissions" to see what came up and that lead to that blurb above.
That's some important context when on Windows 😉
I would be willing to bit that cygwin git is involved in this issue.
that was it!
Hi, is it possible to use metahuman with source builds? Seems like marketplace version of the plugin doesn't provide source code so I can't build any configurations other than development since unreal complains about missing metahuman modules🤔
Hi, does anyone know how Unreal links "FBoneReference" up with the skeletons? I see throughout the engine that these references are automatically linked but I cannot seem to find the part where this actually happens :/
I wanna understand how Unreal automatically does this so i can create similar functionalities for my own stuff
Hi there! I changed the original UE file and the compiler shows me errors that weren't there even though I reverted my changes. How can I fix this?
wth is wrong with Unreal Source
I am in Debug Editor
it keeps throwing me errors about random plugins
if I delete any entry about them in my uproject they disappear
but this one is not even in my uproject or anywhere
your binaries are goofed
delete the binaries for these plugins
the reason this plugin is enabled is like kein said:
Yeah I've realized
Was just odd to me that every nearly every binary file was bad right after a rebuild
Can anyone give me the download link of Unreal engine 5.1.0?
What is 4.27-plus on Github?
It was some special branch for use with last-gen consoles.
It's actually both last and next-gen, to keep it up with current SDK and TRC requirements
version of 4 that supports next gen consoles
iirc
where in the source code would I find what exactly various console commands do? I'm trying to understand if UGameUserSettings::SetResolutionScaleValueEx is equivilent to the console command setting r.screenPercentage (or not)
the Nvidia DLSS 3 plugin applies the various DLSS modes via blueprint by a macro that executes a console command to set r.screenPercentage whereas the epic overall scalability settings apply a resolution scalle change and I am trying to understand why those are different, from just playing around with it, it seems calling execute console command to set r.screenPercentage completely overrides using the resolution scale.
Anyone experiencing issues on Unreal source Main
3days ago i started having issues with something about memory leak
I'm Compiling for the 10th time hopefully is fixed
I have compiled the UnrealLightmass on the 5.2.1 source multiple times and it still says to compile it.....
really
When you update a non-released branch (like ue5-main) do you also run both GenerateProjectFiles.bat and Setup.bat?
yes
I just recently experienced two weeks of "updates that broke Editor startup" that was fixed by running the Setup script to download/update a few dependencies.
In my case, the engine would compile just fine but would fail to complete compiling global shaders (I'm on a mac, too, so very likely a different platform).
i always run the setup and the GenerateProjectFiles before but that did not work
Can you revert that commit and have everything work?
i did and same issue
So even reverting that didn't fix the issue?
it seems that the issue is now in memory
Wut.
I would highly recommend that you try using git bisect to identify the source commit.
If you can identify the problematic commit, then you could potentially even report it to Epic (by filing a bug report).
I recently encountered a situation where the GitDependencies binaries which had been recompiled for Apple Silicon support simply "crashed" when used (I think they were not properly signed, based a recent commit).
I reported it via the Bug Reporter, they fixed it, and updated the issue when it was addressed.
@brazen lodge
thats what happen after a build is done with 0 errors
when trying to run it without debugging
cant pass this point on main no extra plugins
Heh. Compiling Global Shaders.
Were I you, I would:
- Try deleting the DerivedDataCache folders for the engine and project. Recompile.
- Run Setup.bat and GenerateProjectFiles.bat again. Recompile.
- Sync to a commit from around the time you last were able to run the Editor. Recompile and verify that you can do so still.
- Run
git bisectand specify some the commit you identified in #3 as the "Good" commit. Whenever it syncs you to a specific commit, Recompile and test and then report togit bisectabout whether or not it worked. This will help you identify the commit that broke your ability to open the Editor. If you can do this, then you can report a bug to Epic and show that reverting the commit in question resolves the issue.
I might also try looking into the callstack to see if it shows anything interesting, but from your screenshots, I suspect that you're not terribly comfortable with surfing through source code...
Thank you
The Fix was Removing the DerivedDataCache from within the Source Engine Folder
C:\Epic\Engine
@brazen lodge Thank you
@quartz wing Glad to hear that one of my suggestions did the trick!
Why would my source build of the editor not contain the Quixel Bridge plugin?
Looks like there's an exception for it in InstalledEngineFilters.xml
Wonder why that is?
Anyone know how to fix this?
Texture 'T_Default_Material_Grid_N', mip 4, has a BulkDataSize [512] that doesn't match calculated size [256]. Texture size 256x256, format 23```
After swapping engine version to 5.1 i get a crash in packaged build that the default material textures bulkdatasize is incorrect. I can't reimport the textures because they are engine files. I've tried deleting saved/intermediate too
Generally speaking, what are the drawbacks of changing the engine? Upgrading to a newer version seems difficult/impossible? Inadvertently doing something that's not supposed to be done.
There's two cases I've already considered doing it.
- To change the way the gamepad input keys are names - seems like a low risk change.
- To modify the Button base class to make focused buttons have the same appearance as hovered ones. I know I should make a custom base class for my own buttons, but it's way too late for that in the current project and would involve recreating the whole UI of a game that's already in early access.
Advice would be very welcome!
Difficulty in upgrades depends on the scope of your changes and your general setup. I have quite a few changes to my engine source, but my setup makes it pretty easy to migrate those changes to new engine versions. My setup doesn't work quite as well for a team based workflow. But even at work, engine changes are not usually the limiting factor in choosing to upgrade to a new version.
Personally, neither one of those immediately seem like great changes to do to the engine. The first just seems like a preference problem: They called it "Foo" I want to call it "Bar". This isn't something worth introducing engine changes for. The second isn't great since you cut yourself off from having buttons with different focused/hovered appearances. Just because you make a custom base class doesn't mean you have to replace everything in one go. You can roll out those changes slowly over time, eventually replacing all the old buttons. Or if you're so close that your UI is really locked down, maybe a tool that updates them in place to overwrite the hover config with the focus config in each button.
On issue 1: The reason was that the input names appear in the key rebind menu and they're really long. All gamepad keys have the word "gamepad" in it for instance. And the system that uses these names is plugin+engine code.
About the button. There is no such thing as a focus config afaik, that's the whole problem. Right now there's only the editor graphic to indicate a button has user focus. Though the hovering is all set up correctly, so if I could just give a focused button the appeareance of a hovered one, everything would be perfect.
Thanks for your insight 🙂
Which rebind menu? in the editor or in the game? In the editor it isn't ideal, but it shouldn't matter that much. In game, the thing that gets displayed should be localized so ultimately you could change that value in data and not in the engine. Or you just have a mapping in your game between the control key and the display name which you have full control over without an engine change.
Good point on the localization. I should have a closer look at it, I joined the project late in development.
But yes the one in-game
Thoughts on my reply about the button focus?
Not really. I can get by in UMG but that's about it. there may not be a focus config, but focus and hover tend to be pretty synonymous (but I know that's not 100% accurate either). I'm the sort of person though that's not that afraid of refactors like that so I'd end up building the real button needed and come up with some way to make it easier to swap to it from whatever is already there.
I wonder if setup.bat has this?
I could try and run it again, though i think i already did.. do you think it could be an issue stemming from Unreal Engine's current github issues with the "Commit.gitdeps.xml" stuff??
I have an existing project running on 4.25.4. I would like to move it over to a custom version of the engine. How would I do that?
open it in that engine version and convert as copy or in place
make sure that custom version is the same or higher version though, you cant go back versions
Oh okay so I just run the engine from source and look for the project?
yeah just like you would with any other engine version :)
Hey, how is it possible im getting this error when compiling?
1>D:\Program Files\Epic Games\UE_5.2\Engine\Source\Runtime\SlateCore\Public\Layout\BasicLayoutWidgetSlot.h(506): note: see reference to class template instantiation 'TBasicLayoutWidgetSlot<SlotType>' being compiled
1>D:\Program Files\Epic Games\UE_5.2\Engine\Source\Runtime\SlateCore\Public\Layout\BasicLayoutWidgetSlot.h(492): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>D:\Program Files\Epic Games\UE_5.2\Engine\Source\Runtime\SlateCore\Public\Layout\BasicLayoutWidgetSlot.h(492): error C2059: syntax error: '('
1>D:\Program Files\Epic Games\UE_5.2\Engine\Source\Runtime\SlateCore\Public\Layout\BasicLayoutWidgetSlot.h(492): error C2059: syntax error: '('```
Is that when compiling the engine or your own code?
Would someone happen to know how I could get a list of possible parameters for a material instance without having to create a whole material editor?
I basically just need to store a map of parameters in a UWidget that the material actually uses. Similar to when opening a material instance and looking at it in the top of the details.
compiling some plugins
im compiling with VS2019 btw
It's possible they just haven't included files correctly.
At edit time or runtime?
how would i check that? I m trying to upgrade a 5.1 plugin to 5.2, so far just ocnstantly adding a bunch of missing headers
So add more headers.
why are you using VS2019 with 5.2
Editor.
To clarify I'm trying to make a UImage that can store a couple of maps of paramters and apply them to the material. But I'd really like to be able to display the parameters that the material allows in the customization.
If you get the editor only data from the material, I believe it has some property akin to EditorParameterMap or something
so that means the engine errors dont matter? i can just look at the rest of the errors?
im not, first time compiling so im downloading VS2022 as we speak but i just gave a test with 2019
Well, you need to fix the errors.
yeah i just wondered how come an engine file has an error, can a plugin with an error cause the engine to fail compile?
A lot of engine files don't manage their includes properly.
Probably a throwback from when they had massive monolithic include files
which means i would need to add them to the engine files? never had to adjust engine files to get a compile working
No
the error is from a header
not a cpp file
which is usually indicative of issues with include order or missing includes
okay so the plugin in that case
Yes
Just include the required header before the erroring include in whatever file is being compiled in the plugin.
got it, thanks!
Ah. Thank you. 😄 I didn't think do go looking there. The instance's Parent's EditorOnlyData's ExpressionCollection might work if I can parse it carefully enough.
It definitely has a parameter list!
Oh
It's not even in the editor only data.
It's literally Material->EditorParameters
Wait, where is this? I'm at a breakpoint looking through data and I can't find that anywhere.
It's weird that isn't showing up in breakpointed data. 😦
Are you sure you have a UMaterial, not a UMaterialInstance?
You'd need to be looking at the base material
Yeah. I cast the Parent to a UMaterial.
Ah. No this is Rider not being able to search non expanded fields apparently.
But unfortunately it seems empty. I wonder if that is the part that required the material editor to be populated.
Lol, thank you for pointing those out. I'm semi sure that those are doing exactly what I was about to write.
@iron dome Niiiice. Thank you. 😄 This should get me enough data to do what I need.
If you see the virtual production plugin (I think it's that)
It adds material properties to MIDs under the property in the details panel.
And the abiltiy to set those properties.
I'm using Unreal's render dependency graph builder (FRDGBuilder) for setting up some GPU passes. For my use case, I want to execute a few passes early on, wait for their results and then add new buffers/passes onto the graphbuilder. However when I use the Execute() command, I am unable to use the same graph again. Any suggestions on how to handle this?
Hi everyone,
I want to perform some action after I import assets using interchange framework. How can I do it?
Are there any delegates that I can use?
Hello guys I tried to build the oculus unreal engine 5 and the size is 122GB is this normal? The engine build from Epic client with oculus (meta) integration is 56GB... 😕
that sounds fairly typical for an engine build where you built everything
It was my first time, and just followed the steps from the readme in github, what should I change in visual studio before build? 🙏
The only thing really is setting up a native project and only building what you need as a result
wait I just realized, is this the full editor in my case? the other files are not needed?
Anybody knows how to build the engine only for Android Vulkan? 🙏
I guess you could remove Linux and Mac, but def keep DotNET and ThirdParty. I would move them to a temp folder before deleting so as not to lose work in case they end up causing problems if missing
Oh thank you I'll try, I am trying to follow this giude too https://twevs.github.io/2023/06/19/unreal-engine-how-to-set-up-a-source-build.html but I don't understand the step 9... Can't find any Games opening UE5.sln in visual studio
Epic’s instructions for building Unreal Engine from source unfortunately have the common effect of leading users to build much more of the engine than they need to, resulting in a waste of time, disk space, and sanity, especially when people then wonder why some modules (which were never meant to be built by the end user) are yielding build erro...
If running GenerateProjectFiles.bat and opening the VS project doesn't have your game in it, then you didn't put your project in the correct location
Hello, I need help with adding PS5 support on source engine. I have the sdks installed and everything as well as the zip file for the patch, but the documentation they provided is incredibly confusing for me so if anyone could help walk me through the process please message me
are you not a licensee? it's much easier to get it off the perforce. if not, this is an NDA topic, but for the most part the confidential platforms stuff should be in Engine/Platforms
if that doesn't help, ask on the forums
im not a licensee im apart of the playstation partners program
and got access through the form epic games provided
is obtaining a license expensive?
depends on a lot of things, the main thing is UDN access which is a private support forum for licensees
whats the average price range
I don't think that's publicised anywhere
ah ok
all platform stuff goes in Engine/Platforms anyway. I never got it from the FTP method though
i but the stuff in that directory but then got errors when trying to launch the engine again
you need to build again before launching the engine
so i ran generateprojectfiles.bat
hmm right now i went back to the engine and ran it through visual studio its currently compiling some things, would that fix it?
the UE5.sln to be more specific
i ran an instance and its compiling some things
Just to be sure, if your project was BP-only, have you converted it to a C++ project? (Moved that item out of the list since it's really a prerequisite.)
I had to create a new c++ class to make the engine creates the visual studio project file yes, that was my fault. I didn't realize that "Prerequisite" part, sorry, now is working fine 👍
My fault for having previously put it in the part of the list that I said to skip if the Git repo was already cloned, sorry for the oversight.
I decided to launch DebugGame for the first time, and it triggered some compiles... but my PC crashed midway and now I'm getting exceptions when launching the engine. What could I do? 😭
Rebuild
Oh sorry, I think it's fixed. My GPU had disconnected (?) or something, wasn't working properly, probably related to the crash. Restarted my PC again and it's working just fine haha. Thanks though!
Not sure if question for #source-control or here: Our project is in a Perforce depot. We have recently decided that we want/need to build the engine from source, and it looks like the recommended way for managing that is using UGS, which stores the engine in Perforce. Correct so far? In that case, can the engine be in its own depot, or does it need to be in the same depot as our project? If same depot, so we need to move our existing project files into a subfolder, and is that a simple operation? Is there a how-to for this somewhere ?
You can make a custom pipeline, c.f. "create a custom pipeline" https://docs.unrealengine.com/5.2/en-US/importing-assets-using-interchange-in-unreal-engine/
Basically you can create a custom blueprint or C++ from Interchange Blueprint Pipeline Base.
Then you can override different function: Execute pipeline > called after translation of file format and before calling factories to create asset, Post Factory > call after factory called, Post Import > called after all asset created.
Then you add your custom pipeline to the end of the pipeline stack you want to add your extra code too.
An overview of the Interchange Framework and how it can be used to customize the import process.
I have a small follow up question to this, although a little unrelated. I see that Interchange documentation says that the framework "can be used at runtime." Does that mean you can import files into a game outside of the Unreal Editor, in the game client? Or am I misunderstanding that?
Nevermind, I answered my own question. I searched "runtime" on the documentation, and there's plenty of explanation. I feel a bit silly.
no worries. Yes runtime means packaged application. You should get obj, gltf, FBX (experimental). there is also udatasmith and some CAD format that are experimental. (USD but not through interchange)
Now keep in mind that runtime import cannot prepare the asset as well as in editor as some features are not available at runtime, e.g. no material compilation, no animation baking
Article about how to set up your project the way UGS expects it: https://twevs.github.io/2023/06/19/unreal-engine-how-to-set-up-a-source-build.html
Yes, that also says we'd have to change our folder layout (because Engine/ sits next to MyGame/, which is what's currently in the root (so everything needs to move a level down into MyGame/, first). My perforce-fu is too weak to say whether that'll be painless and not use lots more space in the p4 database (our project is pretty big).
Have this method any inconvenient? I mean because I was trying to create an apk file for Android and output is saying IOS.Automation.csproj and TVOS.Automation.csproj are missing... Dunno why is looking for that when I'm trying to build in Android... The engine is not detecting my Android SDK installation neither and seems everything is correctly installed in default folder, environment variables are working too (%ANDROID_HOME%...) 🤷♂️
hey guys am trying to compile engine from source no changes done ,, pulled 5.1.1 , run Setup , then generate vs project and compile ,, it almost finishes and i get this error
Severity Code Description Project File Line Suppression State
Error C4834 discarding return value of function with 'nodiscard' attribute UE5 .....\UE5Source\Engine\Plugins\Runtime\Steam\SteamVR\Source\SteamVRInputDevice\Private\SteamVRInputDeviceFunctionLibrary.cpp 513
Any clues
DId anyone update their MSVC version recently?
I get errors with my plugin because of different versions 1>UE5ClientLib.lib(ServerClient.obj) : MSIL .netmodule or module compiled with /GL found; restarting link with /LTCG; add /LTCG to the link command line to improve linker performance 1>EXEC : fatal error C1900: Il mismatch between 'P1' version '20221215' and 'P2' version '20220715'
Is there a method to solve this without recompiling the engine (or my libraries)?
you should absolutely recompile the engine after updating VS
why does my engine source suddenly say f U and decide to rebuild half engine, putting me on hold for an hour
In 5.3?
5.2.1
i commented out the code inside the function and left return false and it worked
me yeah
but im gonna head back to epic install, the random rebuilds make it unusable for me
surprised that you're getting that with a native build with an hour+ build times
also ALWAYS make sure you build your game target
not the "UE5" target
never hit build solution either
It's super annoying if you're using VS and it builds the "selected" project instead of the startup one.
I had to install a mod to get that option.
yeah i run it once and it compiles just 5 actions in my game, i repeat this each time and its flip of a coin whether it decides to build engine
no actually, no changes nothing
and that'll change the build target to "UE5", that's why the "build startup project" plugin is vital
i check if my game is start up by looking at the text, if its bold or not
yes, but if you have an engine source file as the active tab, it'll change that menu entry to "build UE5" rather than "build YourProjectName"
that's why there's a third party plugin to fix that
what is it/
okay thanks ill try that
You'll have to replace the keybind you're using to do that instead.
Or you're going to press the wrong one 😛
does the plugin apply to when to you run local debugger through visual studio
but that runs the startup project?
it builds it too
maybe making sure source files arent open when running might not trigger rebuild
accidently stepped into a engine file while debugging and caused a rebuild when live coding. seems really inconvenient
Not sure where to ask this, but I'm trying to run multiple dedicated servers on one machine.
This is broadly working but there are a lot of warnings/errors related to not being able to open or write to files in the Saved folder. This makes sense as the first instance that starts grabs them.
So, how do people usually get around this?
Ideally I'd like to be able to specify a different Saved folder for each instance - does anyone know if there's a cmdline option for this?
SOLVED - I was running the server instance as the wrong user 🤦
If you're targeting Android you can normally ignore the stuff about IOS and TVOS (unless maybe you used a template Archviz project). Have you set the Project Settings according to the following instructions? https://docs.unrealengine.com/5.2/en-US/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment/
Yes I followed that guide exactly... I don't know what Archviz is but I'm using the Virtual Reality default template with Starter Content. I even tried to disable all except Android in Supported Platforms, the error is always the same.
how the fuck does one use RHICreateStructuredBuffer with ENQUEUE_RENDER_COMMAND? I've been trying for hours and I'm constantly getting one crash or another and it's more frustrating possibly than anything else I've done coding without exaggeration.
This issue came at the time of building AutomationTool. In unreal Engine 4.27plus.
so frustrated about this, Any one please had any solution for this
should you install unreal engine source on c drive or d drive, i am kinda short on storage on the c drive. Many people say that it is a bad idea (that is what i have read)?
I installed in D drive
The drive letter makes no difference, just whether it's an HDD or an SSD.
anyone with experience at submitting pull requests have an idea on the turn around time on them?
like how long does it take for Epic to review them and then decline or accept?
accepted PRs would be expected to be in the next release if its far enough out?
This isn't what you want to hear but anywhere between a couple of days and never. If you do get a PR approved then it's usually merged into //UE5/Main
as in they may never even look at it?
cause thats mainly what I was looking for in terms of turnaround time, a quick yes or no
would help me to decide where to spend future efforts
The only way I've seen a PR expedited is for studios with UDN access or you're fixing a high severity and/or common bug
If it's a whole-ass feature, good luck
In target.cs files, is it possible to know whenever I'm building using an installed build or source version? I have some commands there that are only allowed to be used in non-installed builds.
Lyra uses Target.BuildEnvironment == TargetBuildEnvironment.Unique
though that might not work for the editor target
I found there is a boolean bIsEngineInstalled. Probably this is the one I was looking for. But thanq, I will try this one if bool won't work
see, I tried for windows, linux, and android. error is same, (ue4.27plus source build)
@stable hemlock see , there is no platform folder in the source folder.
My source build is ue4.27 plus