#engine-source

1 messages · Page 8 of 1

small surge
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Cannot find this on Github

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and I compiled 5.1 lol

iron dome
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Are you looking at tags or branches?

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Anyway, food bbl

small surge
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branches

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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

outer kelp
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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

pulsar kestrel
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hidden hedge
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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

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^ <@&213101288538374145>

pulsar kestrel
fleet dock
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this?

fleet dock
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which configuration? development editor?

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I'm just trying to be able to make dedicated servers

pulsar kestrel
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Just use Development Editor then package using the resulting editor.

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But you absolutely have to make sure you're only building your game target, not the solution.

fleet dock
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how would I make sure I'm building the game target?

pulsar kestrel
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Ctrl + F5.

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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).

fleet dock
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I can't see Server.target, I'm assuming it's because I did something wrong

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Yeah I think I have no choice but to build from source and just start it tonight then go to sleep

umbral crag
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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??

pulsar kestrel
# umbral crag I can't seem to find the assistance I'm looking for, maybe you guys can help. I'...
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Also, yeah, having just seen the discussion in #cpp, agree you should walk before you try to run.

umbral crag
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right, i guess i'll figure it out, huh.

distant venture
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can someone please explain to me why engine components get compiled and replaced when I am using the UBT to compile a project?

fleet dock
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I FINALLY BUILT FROM SOURCE

iron dome
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You now get to experience the joy of accidentally changing UObject.h and having to rebuild the engine.

iron dome
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Close the errors list.

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Never look at it again.

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Use the output tab.

fleet dock
iron dome
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Copy+paste the text.

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Screenshots for for blueprint noobs.

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(blueprint pros can copy+paste the blueprints as text too 😂 )

fleet dock
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am I allowed to copy paste this entire log?

iron dome
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Sure.

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Not much point, though.

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Just look through it. You should spot errors.

fleet dock
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yeah I see the error

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I cloned my project so I can test dedicated servers

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I'm gonna try on the original project since I have it backed up on drive anyways

fleet dock
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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.

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idk what this error means

iron dome
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That's the "there was an error" error.

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You are looking for errors before that point.

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This is why the errors list is bad, it often hides those other errors.

fleet dock
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LES GO GOT MY FIRST DEDICATED SERVER

fleet dock
heady steeple
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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?

heady steeple
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I know

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but I would like to know if we can change the device

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lets say I have a three GPU's and I would like to use e.g., second one

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can we specify it with e.g., CVars?

ripe island
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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.

ripe island
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That fixed it, just overlooked a simpler solution to this problem since I was so flustered about how it happened. Thank you! : )

pallid lagoon
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Part of why the Source Build ends up being so big is because it made/contains the Debug Symbols, right?

pallid lagoon
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Thanks

fleet dock
fleet dock
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huh

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apparently restarting visual studio fixed it

frigid perch
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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

iron dome
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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)

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Just adding a plugin will not cause a rebuild.

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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.

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As for adding new engine plugins? Idk if they will require the other people to be using source builds. Possibly not.

frigid perch
iron dome
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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.

iron dome
frigid perch
iron dome
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The key part is getting the exact same version

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You can do that by checking out tags from the UE git repo. Not a specific branch, but a release tag.

fleet dock
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do I have to rebuild the engine to enable linux support

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or do i build

frigid perch
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right, we are on 5.1.2 right now, i assume on github thats branch 5.1? or 5.1 preview

fleet dock
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I used the installer

frigid perch
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oh release tag

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ill have a look at that thanks

iron dome
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The main branch, Probably the "release-5.1.2" tag. Idk their exact tag system.

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It's pretty easy to find on the page, it's next to the branches button iirc.

iron dome
fleet dock
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so I can get a linux server

iron dome
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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.

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Though do not take my word for that.

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It does, of course, require you to build it from source.

fleet dock
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also, would I use the automatic installer or the manuel one for source build

iron dome
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I don't know about that.

frigid perch
iron dome
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Honestly never tried.

fleet dock
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now I don't have to pay 50$ for a test vps :)

iron dome
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Virtual private server?

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To test what? Whether you can just stick the compiled plugin in?

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Or was that about making an installer?

fleet dock
iron dome
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Me either.

full jewel
normal saffron
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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

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has something like this happened with anyone else?

left sundial
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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

small surge
iron dome
left sundial
# iron dome 17k odd is what you get for a complete editor non-unity build. Have you done wei...

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

normal saffron
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I deleted the intermediate, Saved and Build folder. Nothings changed

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Should I open the sln file and do something there?

jovial marsh
jovial marsh
# normal saffron I want to tell you guys something that has never happened before, I have 32 gigs...

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.

iron dome
mossy wave
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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?

normal saffron
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One points to lighting and texture build error, another one to audio buffer run

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Error: Assertion failed: NumMips >= (int32)PlatformData->GetNumMipsInTail() [File:G:\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\TextureDerivedData.cpp] [Line: 2370]

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then this one, could it be my source engine is corrupted?

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Landscape_0.Texture2D_360 is missing derived mips

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from what I found out its a problem of some landscape texture of the persistent level of the menumap that loads on startup

normal saffron
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I loaded my editor by changing the map in the config settings

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but those maps still got issues dont know how

static helm
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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?

south spoke
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where is the entry point for unrealbuildtool?

static helm
south spoke
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I don't use visual studio regularly, and I've never used .net or C#, I don't really know how to do that

iron dome
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Neither .net or c# knowledge is required to check a callstack.

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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.

ornate smelt
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I see lines calling CreateDebugUAV with a debug name in a few locations in the source, is it possible to visualize these textures?

heady sparrow
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those might be just chilling in the content browser

ornate smelt
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They are render targets. For example, the motion blur usf has one called DebugOutput, presumably for debugging the output.

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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

heady sparrow
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r.TSR.Debug.ArraySize is the only thing I can find

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not sure if these are in a visualization step

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I imagine a gpu dump would catch the pass?

ornate smelt
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Ok so VisRT brings up a gui to look at all the render textures

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I don't see my motion blur debug targets. So either looking in the wrong spot, or there's a missing debug flag.

heady sparrow
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might want to go full renderdoc

ornate smelt
mint garnet
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hey all

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I'm trying to compile Metahuman plugin on top of UE 5.1.1 src but I have links issue

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i'm using VS 2022

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I recompiled manually the 2 thirdparty libs (dlib & OpenBLAS)

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but no way to compile the RLibV that needed for MetaHumanMeshTracker and AutoRigService

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did someone managed to compile the Metahuman plugin here ?

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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

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sorry for the logs mixing english and french

paper iris
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Can I use 2022 visual studious for unreal engine 4? and if so why am I hav ing these 8 errors

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And If I cant use 2022 for ue4 what can I use 2017/via 2019?

pulsar kestrel
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It's literally telling you.

paper iris
placid flame
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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

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usually is that way in my experience

wintry coral
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is unreal engine down? I get this when trying to build from source

pulsar kestrel
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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

paper iris
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🙂 🙂

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🙂 🙂

hidden hedge
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and it does literally say out of space

paper iris
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🙂 🙂

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🙂 🙂

hidden hedge
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it's writing to the temp dir

paper iris
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🙂 🙂

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🙂 🙂

foggy jewel
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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?)

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also, the many smileys are distracting, can you not?

wintry coral
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@pulsar kestrel I downloaded new verison and it still has errors

opal gorge
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The ENGINE module cannot see the private part of the RENDER module. Does that sound correct?

fading dagger
# opal gorge The `ENGINE` module cannot see the private part of the `RENDER` module. Does tha...

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?
...

▶ Play video
small surge
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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.

foggy jewel
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why is your project in the same directory as the engine?

small surge
# foggy jewel why is your project in the same directory as the engine?
foggy jewel
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they should live in separate repositories.

small surge
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I have just compiled 5.1 and switched the engine version for now

small surge
small surge
foggy jewel
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that doesn't sound right. it's called source control for a reason.

nova sleet
foggy jewel
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oh, you want the engine binaries to be in the project's repository?

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That's not something I've ever done.

small surge
foggy jewel
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Then you'll have to add the engine binaries to source control, yes. They are probably excluded in the .gitignore files by default.

small surge
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Yea that is the pipleline I was thinking about how to get to work

foggy jewel
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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.

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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).

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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.

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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.

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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?

south vortex
foggy jewel
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Yes, you need the source to build them, but does everyone on the team have to do that?

nova sleet
nova sleet
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It's pretty common for larger projects to have a modified source build

haughty warren
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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?

iron dome
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Depends what and how much you change.

haughty warren
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I honestly only plan to modify some shader code, very simple stuff

iron dome
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Then you're probably fine.

nova sleet
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We have about 70 ish commits and it takes me about 2-3 days to update the engine
To resolve conflicts, etc...

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Depends on what part of the engine you are modifying

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Shader code sounds pretty painless

haughty warren
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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?

nova sleet
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Pretty much the same
We are running P4 for the project and git for the engine

haughty warren
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Ohhhh interesting, you split it up. I'll have to do some research on that haha. Thank you!

foggy jewel
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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.

hidden hedge
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at every studio I've worked at we've also had a P4-based workflow to upgrade the engine

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binaries are then delivered to non-programmers with UGS

foggy jewel
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So I was wrong. There are many ways to skin this particular cat.

hidden hedge
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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

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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)

smoky goblet
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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!

small isle
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Or you can let one machine generate the Id and then export that key

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Software\Epic Games\Unreal Engine\Builds

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I think that’s it

smoky goblet
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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.

opal gorge
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How would I get the engine to compile to use AVX2 instructions?

cold wigeon
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Has anyone modified WorldPartitionHLODsBuilder to "resume" building when crashing a 16 hour HLOD build... this is getting real old.

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Note: The docs are not 100% correct. It appears it does not "skip" already built HLOD's unless the entire group was built.

small surge
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how?

haughty warren
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Having a native project makes me so scared of screwing up something in git and killing my project lmao

haughty warren
nova sleet
haughty warren
nova sleet
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or push the binaries

haughty warren
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In my case everyone = me

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lmao

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So I could just compile it normally and not worry about it?

haughty warren
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Gotcha, thanks a lot for all the help 😄

opal gorge
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Getting a FunctionGenerator.h(1): [C4335] Mac file format detected: please convert the source file to either DOS or UNIX format

hidden hedge
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How did you even make a file with Classic MacOS line endings

opal gorge
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No idea

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Guessing somone at Epic was editing it with a Mac?

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Btw the solution was to use dos2unix -c Mac filename.h

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Got that fixed but now Metascans Plugin is giving unresolved external symbol errors FMLLLLLLL

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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)

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MetaHumanImportUI.h doesn't even have a OnKeyDown() function

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Line 687

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const TSharedRef<SOverwriteDialog> OverwriteDialog = SNew(SOverwriteDialog) .ParentWindow(ModalWindow) .Header(Header) .ReleaseNotes(ReleaseNotes) .IncomingMetaHumans(IncomingMetaHumans) .ExistingMetaHumans(ExistingMetaHumans) .UpdatedFiles(UpdateList);

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This is what causes that linked error

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Ok so turns out MegascansPlugin.Build.cs is missing two modules!

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InputCore and ToolWidgets

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How does that even happen

haughty warren
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Btw, I got this

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I'll just rebuild without excluding GoogleTest I guess

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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

quasi laurel
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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?

Epic Developer Community Forums

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...

quasi laurel
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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..

quasi laurel
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so.. a tutorial and help on that, would be wellcome 😅

pulsar kestrel
elder matrix
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Getting a weird issue after building the server for my game. Cant see anything in the cmd. Does anyone have any idea why?

hidden hedge
strange shale
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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

quasi laurel
hidden hedge
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Look at pretty much any Build.cs in the ThirdParty directory

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For a fact the Steamworks SDK stages a DLL

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And uses delay load

quasi laurel
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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..

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In my Case...:
"Copy the DLL from the project root directory.. to the Binaries/Win64/ of the Packaged Game"

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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...

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😣

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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?

hidden hedge
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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

lilac silo
#

Where in the engine source does it handle the conversion of models into the engine?

frigid perch
#

does creating a dedicated server for linux NOT require a unreal engine source build like creating a windows dedicated server does?

iron dome
#

Anything linux will require a source build or a custom installed build that includes the required files (which you build from source)

frigid perch
iron dome
#

Cross compile requires engine source

#

Unless you only cross compile the project and the binaries for linux game are already available?

frigid perch
#

im just bracing for the 16 hours or whatever it normally takes people

iron dome
#

If it takes you 16 hours you need to upgrade your potato!

frigid perch
#

oh maybe ive just been reading from people with potat

iron dome
#

Full source compile takes between 10 minutes and 10 hours.

frigid perch
#

i have a ryzen 7 5800X

iron dome
#

Depends on having an SSD and enough memory too

frigid perch
#

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

iron dome
#

Should be!

#

For one compile configuration

south vortex
frigid perch
#

oh cool ok thanks

paper iris
#

Why is thiss happening

#

🙂 🙂

#

🙂 🙂

iron dome
#

Because you're using the errors list instead of the output tab.

paper iris
#

Do I need to fix them 🙂 🙂

#

🙂 🙂

iron dome
#

shrug

paper iris
paper iris
#

🙂 🙂

iron dome
#

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.

paper iris
#

Where is the output tab

#

??? 🙂

heady sparrow
paper iris
#

🙂 🙂

#

🙂 🙂

heady sparrow
#

delete the VisualStudioDTE folder in your Intermediate folder

#

also wtf is that folder name

hidden hedge
#

wtf indeed

#

more wtf than the 2x2 grid of 🙂 for every message

clear fossil
#

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    
hidden hedge
clear fossil
hidden hedge
#

no, more detailed error output is given by the output window anyway

heady sparrow
#

you sure you need to be on Visual Studio 2017? Unless you are on an ancient version of 4...

clear fossil
hidden hedge
#

VS2017?

heady sparrow
#

they may have followed the old instructions

#

oh, it is ue4

hidden hedge
#

even then

clear fossil
#

do i get 2023??

hidden hedge
#

well that isn't a version that exists, but UE4.27 supports VS2019 and VS2022 (the latter being recommended)

clear fossil
#

yeah this is 4.25 sooo

#

what do i use then

hidden hedge
#

is there a reason you're on an older version? it should at least support VS2019

clear fossil
#

yeah i am trying to do a challenge to make a game on every ue version

heady sparrow
#

like, udk and stuff too?

clear fossil
#

but any

#

how do i fix this??

heady sparrow
wide dawn
#

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) :

pulsar kestrel
wide dawn
#

Is there a way I can access it or more copying is ahead of me?

pulsar kestrel
#

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.

frigid perch
#

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

feral oyster
hidden hedge
#

Never use the error log in VS

#

Use the output tab

frigid perch
#

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

hidden hedge
#

Long path is generating some warnings

#

And why is it in program files

frigid perch
#

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

hidden hedge
#

That's the thing with Unreal. So many bad tutorials

frigid perch
#

it normally wouldve been yelling at me by now but its still building, hoping that was the issue, thanks !

frigid perch
short pike
#

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 old_man_yells_at_unreal

pulsar kestrel
short pike
#

Updating the build environment 🤔

pulsar kestrel
#

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.

short pike
#

I added and removed an Automation C# Project. That might have caused it.

clear fossil
#

can anyone help me with this error? it been making me struggle with builds

hidden hedge
#

Did you actually run Setup.bat before attempting to build?

hidden hedge
#

Is that file missing from your file system?

clear fossil
hidden hedge
#

What is the actual error from the output log

clear fossil
hidden hedge
#

people really still disable cleartype in windows huh

clear fossil
#

never heard of it

hidden hedge
#

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

clear fossil
frigid perch
#

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

frigid perch
#

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?

stable hemlock
#

Is there existing work on WASM targeting in UE5 using WASIX, FOSS or otherwise?

heady sparrow
#

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...

small surge
#

So I was reading this article on compiling Unreal 5.1 in C++ 20. Are thre any problems I should look out for?

stable hemlock
hidden hedge
heady sparrow
hidden hedge
#

And how is that exclusive from what I said lol

heady sparrow
#

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

hidden hedge
#

I'm sure Epic are going to revive WASM at some point

#

Since it fits into Tim's metaverse bullshit

heady sparrow
#

yeah, it's probably going to be a thing eventually

#

unreals 200mb binary coming over the web gonk

hidden hedge
#

Some websites have that much JavaScript these days

heady sparrow
#

true...

heady sparrow
#

it should be somewhat safe on 5.1

small surge
#

What kind of improvements could I expect tho?

heady sparrow
#

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

small surge
gray canyon
#

Has anyone tried to modify WorldPartition to support 3D Grid?

gray canyon
#

Yes, I want to take Actor's z coordinate into account

small surge
#

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.

stable hemlock
#

@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.

stable hemlock
heady sparrow
stable hemlock
#

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.

spiral rose
#

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

pulsar kestrel
nova sleet
#

Don't see why it wouldn't be compatible
5.2.1 includes only a few fixes and that's it

stable hemlock
#

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.

iron dome
#

Then it isn't the rgith kind of system?

iron dome
#

He says he had the right kind of system.

wanton summit
#

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

wanton summit
#

the plugin is automatically included with UE5 retail

#

it's bridge

fading dagger
#

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 "

sand drum
#

Can anyone point me to the editor source that constructs the right-click "Source Control" menu?

sand drum
fading dagger
#

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?

astral sapphire
#

Hello.
If I build Debug Editor and Development Editor, will it work correctly?

iron dome
#

Sure? Why not?

#

They've got nothing to do with each other really.

tame dock
#

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

alpine lagoon
#

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?

brazen lodge
#

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).

low sigil
#

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?

astral sapphire
#

Is it possible to bind a Debug build via "Switch Engine Version"? Issue is, the registry path only stores path to folder, not executable.

iron dome
#

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)

fringe rose
#

why do they do this to us

#

many such cases

heady sparrow
#

big W

fringe rose
#

W

last harbor
#

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?

neon nacelle
#

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

Epic Developer Community Forums

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...

vernal raptor
#

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?

pulsar kestrel
#

Ctrl + C, then run a slim setup.

pulsar kestrel
#

Yeah, it'll already have whatever it downloaded before you cancelled the script.

#

The script is designed to be cancellable and resumable, IIRC.

split roost
#

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)

normal saffron
#

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

tame prism
#

If i want to use the most stable and recent build. Do checkout 5.2 or UE5-main?

pulsar kestrel
pulsar kestrel
tame prism
#

Okay so my best option is 5.2 then?

pulsar kestrel
#

Just use the release branch (ie, clone without specifying a branch), it will get you 5.2.

normal saffron
#

this is most likely because of the .net 6 not being installed right

#

while building 5.2.1

hidden hedge
#

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

normal saffron
#

now heres this

hidden hedge
#

output log?

normal saffron
#

where?

#

theres no folder of logs

#

and none in the saved folder as well

normal saffron
hidden hedge
#

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)

normal saffron
#

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.

hidden hedge
#

how many folders do you need named UnrealEngine-5.2.1-release inside each other

#

3 apparently

normal saffron
hidden hedge
#

and 5.2 with VS2019?

normal saffron
#

wtf

normal saffron
hidden hedge
#

VS2022 is the default now

normal saffron
#

so basically i gotta rebuild the engine

#

in a shorter folder

hidden hedge
#

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

normal saffron
#

ill install it i guess

tame prism
#

which tools do i need to install in VS2022 to run Ue5 version 5.2?

pulsar kestrel
#

It'll probably be more than you need but at least it's a safe bet.

brazen lodge
pearl prairie
#

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.

vernal thistle
#

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 😛

lean rain
#

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.

wary bison
#

Has anyone ever seen this icon when opening up unreal engine editor on Mac? This happened after I built the project in Xcode

lean rain
#

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?

fading dagger
opal gorge
#

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

south vortex
opal gorge
south vortex
#

Both shipping and debug.

opal gorge
opal gorge
#

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

iron dome
#

It shouldn't be packaging the UBT

opal gorge
#

Why not? It's a necessary part of the engine

iron dome
#

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.

opal gorge
#

Right so if I want a binary build of the engine that I can ship to artists, that includes the UBT

iron dome
#

It shouldn't need the UBT to just run the editor, surely? If it's prebuilt.

#

But I guess maybe it does!

opal gorge
#

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

iron dome
#

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?

opal gorge
#

The main engine does build just fine. It's when trying to "package" it that the build fails

iron dome
#

Those aren't errors. Those are your descriptions of errors.

opal gorge
#

error C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc

#

Seems like an error to me

iron dome
#

Yes, that's an error!

#

And what does the rest of the log say?

opal gorge
#

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

opal gorge
#
<!-- 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...

violet surge
violet surge
#

And I'm compiling on a mac mini m2 chip, so isn't it supposed to show Compile [Apple] instead of Compile [Intel]?

opal gorge
#

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)

opal gorge
#

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.

south vortex
opal gorge
#

This is on default unreal 5.2

hidden hedge
#

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?

violet surge
#

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.

heady sparrow
#

it actually can have useful info in there (I kinda wish it would just put the log in the build output there...)

violet surge
violet surge
#

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.
violet surge
#

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

violet surge
#

Yeah I'm also not familiar with apple development

grim saddle
#

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

violet surge
#

And the great unreal documentation is utterly useless. No mac information there. Only windows.

dire dirge
#

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

queen jacinth
#

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.

grim saddle
#

4.27.2

queen jacinth
#

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!

foggy kiln
#

Editor just started crashing out of the blue 😦

hidden hedge
foggy kiln
#

Sorry

hidden hedge
#

And this is with a source build?

#

Did you recent update VS?

foggy kiln
#

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

hidden hedge
#

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?

foggy kiln
#

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 apushrug

hidden hedge
#

I just use Everything for that

foggy kiln
#

🤨

fierce cobalt
foggy kiln
#

Yet another random crash on startup that appears out of nowhere.

hidden hedge
foggy kiln
#

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.

hidden hedge
#

if the VS version does have a codegen bug, then you might want to try upgrading it. then you have an engine recompile ahead

foggy kiln
#

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

rapid ermine
#

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?

hidden hedge
#

if it dies before that point then it's usually a bad static variable or a linked DLL that can't be found

south vortex
#

Also check you are including your maps in the build.

hidden hedge
#

the startup map should always be packaged though

mighty charm
#

Anyone have a good .p4ignore for the engine built binaries and such?

wooden tiger
#

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

pulsar kestrel
# wooden tiger anyone know how to make source engine compile with what needed for a project? to...
wooden tiger
#

nvm just need the https://github.com/EpicGames/UnrealEngine

pulsar kestrel
wooden tiger
#

ouh you'e the author 😮 thank you for that blog btw

#

🙂

heady sparrow
#

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

daring valve
#

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)

heady sparrow
#

so if you see confusing patterns that may be why

#

no clue where they split off/tag things

daring valve
#

That's fair, they do a lot of CL pushes via p4

still saddle
#

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

daring valve
still saddle
south vortex
#

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?

daring valve
iron dome
#

You have to put them in the marketplace folder or something. There's definitely something.

clear elk
#

is there any way to enable the "Program" target for installed engine builds?

still saddle
#

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!

calm mason
still saddle
#

But will look into UGS in the future if needing to do it more frequently, thanks!

calm mason
#

If its only on one machine, why go to the effort of an install build? Just sync the engine source and build locally.

still saddle
#

and if building for switch / xbox / ps4 / PC all at once it's several rebuilds

calm mason
#

It really shouldn't... unless you are passing -clean option?

still saddle
#

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

calm mason
#

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?

still saddle
#

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

calm mason
#

Ok well whatever works for you 👍

sand parcel
#

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?

hidden hedge
#

The VS2022 toolchain version you have installed is on a list of banned compilers due to compiler bugs that interfere with UE

sand parcel
#

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
sand parcel
#

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.

fierce sentinel
#

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...

sand parcel
#

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.

iron dome
#

That definitely isn't there by default.

fierce sentinel
# fierce sentinel Has anyone else had like a million conflicts when trying to merge their custom e...

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 😛

next patio
#

Thanks for this! Wasn't seeing this reported elsewhere, but it helped solve our crash after updating.

cold wigeon
#

You are welcome.

visual gorge
#

Hey, does someone know whether Unreal Engine 4.27 source can be built in Visual Studio 2022? Or is 2019 (at most) required?

visual gorge
#

The errors are mostly from Windows Kits

#

and then one error is from VS 2022 MSBuild

hidden hedge
#

I did not upgrade any of the .NET projects

visual gorge
#

It says I have to download the 4.5 framework from the web then

visual gorge
hidden hedge
#

possibly, but with engine source not all the of the projects are required

visual gorge
#

not all of the what?

hidden hedge
#

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

visual gorge
#

I see ok

#

thank you!

#

i think i had some dependancies missing in my vs. adding now then will try and rebuild

brazen lodge
#

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?

pulsar kestrel
brazen lodge
#

To be clear, it is hard to feel comfortable issuing a PR when you can't test that your PR works in said branch.

visual gorge
# hidden hedge you have a bunch of .NET programs in the engine source that are not required for...

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    
hidden hedge
#

NEVER look at the error log

#

always the output log

visual gorge
#

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

visual gorge
#

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^

quasi laurel
#

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??

quasi laurel
#

nvm.. got it working.. somewhere in a code is a gameplay tag used for the Input controls..
Had to include that dependency, too

halcyon shale
#

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.

blazing crown
#

👀

heady sparrow
#

holy

#

trying now

echo zealot
#

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

brazen lodge
#

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?

echo zealot
#

probably should have linked this as well

#

hmm

#

22H2

#

says .net7 only supports

brazen lodge
echo zealot
#

if im reading that right

brazen lodge
#

Could be a permissions issue.

#

Unreal's build system uses .NET 6. You'll need to switch to that tab.

echo zealot
#

alright, at least thats a coherent first step I could try

#

ill report back results

brazen lodge
#

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 🙂

hidden hedge
#

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

echo zealot
#

yeah I deff will post a solution once I get there

echo zealot
#

Still seems to be happening though

brazen lodge
#

But... did you check the folder and file permissions?

echo zealot
#

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

brazen lodge
#

The SO answer I posted above suggested:

The error 0x80070005 means Permission Denied accessing the folders or files

echo zealot
#

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

brazen lodge
#

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.

echo zealot
#

I went into the 'Everyone' permission and set the perms to full for everyone and it still wasnt working

brazen lodge
#

Try to take ownership. You might do that for the entire Unreal Engine folder...

echo zealot
#

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

brazen lodge
#

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.

junior rose
#

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🤔

half mantle
#

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

rustic scaffold
#

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?

crisp glen
#

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

heady sparrow
#

delete the binaries for these plugins

#

the reason this plugin is enabled is like kein said:

crisp glen
#

Yeah I've realized

#

Was just odd to me that every nearly every binary file was bad right after a rebuild

sick marsh
#

Can anyone give me the download link of Unreal engine 5.1.0?

livid fiber
#

What is 4.27-plus on Github?

pulsar kestrel
hidden hedge
heady sparrow
#

iirc

sick glade
#

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.

quartz wing
#

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

rapid nexus
#

I have compiled the UnrealLightmass on the 5.2.1 source multiple times and it still says to compile it.....

quartz wing
#

really

brazen lodge
quartz wing
#

yes

brazen lodge
#

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).

quartz wing
brazen lodge
#

Can you revert that commit and have everything work?

quartz wing
brazen lodge
#

So even reverting that didn't fix the issue?

quartz wing
#

it seems that the issue is now in memory

brazen lodge
#

Wut.

quartz wing
#

i tried on my loptop same issue

#

im trying again now and illl share progress

brazen lodge
#

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.

quartz wing
#

@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

brazen lodge
#

Heh. Compiling Global Shaders.

#

Were I you, I would:

  1. Try deleting the DerivedDataCache folders for the engine and project. Recompile.
  2. Run Setup.bat and GenerateProjectFiles.bat again. Recompile.
  3. 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.
  4. Run git bisect and 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 to git bisect about 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...

quartz wing
#

Thank you

quartz wing
#

The Fix was Removing the DerivedDataCache from within the Source Engine Folder

C:\Epic\Engine
#

@brazen lodge Thank you

brazen lodge
#

@quartz wing Glad to hear that one of my suggestions did the trick!

opal gorge
#

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?

steep warren
#

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
uncut flower
#

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!

smoky goblet
# uncut flower Generally speaking, what are the drawbacks of changing the engine? Upgrading to ...

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.

uncut flower
# smoky goblet Difficulty in upgrades depends on the scope of your changes and your general set...

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.

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Thanks for your insight 🙂

smoky goblet
uncut flower
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But yes the one in-game

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Thoughts on my reply about the button focus?

smoky goblet
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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.

heady sparrow
steep warren
uncut flower
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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?

steep warren
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make sure that custom version is the same or higher version though, you cant go back versions

uncut flower
steep warren
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yeah just like you would with any other engine version :)

stuck meadow
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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: '('```
iron dome
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Is that when compiling the engine or your own code?

dapper silo
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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.

stuck meadow
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im compiling with VS2019 btw

iron dome
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It's possible they just haven't included files correctly.

stuck meadow
iron dome
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So add more headers.

hidden hedge
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why are you using VS2019 with 5.2

dapper silo
# iron dome At edit time or runtime?

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.

iron dome
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If you get the editor only data from the material, I believe it has some property akin to EditorParameterMap or something

stuck meadow
stuck meadow
iron dome
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Well, you need to fix the errors.

hidden hedge
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breaking changes between engine versions is not uncommon

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so yeah

stuck meadow
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yeah i just wondered how come an engine file has an error, can a plugin with an error cause the engine to fail compile?

iron dome
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A lot of engine files don't manage their includes properly.

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Probably a throwback from when they had massive monolithic include files

stuck meadow
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which means i would need to add them to the engine files? never had to adjust engine files to get a compile working

iron dome
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No

hidden hedge
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the error is from a header

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not a cpp file

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which is usually indicative of issues with include order or missing includes

stuck meadow
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okay so the plugin in that case

iron dome
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Yes

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Just include the required header before the erroring include in whatever file is being compiled in the plugin.

stuck meadow
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got it, thanks!

dapper silo
iron dome
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It definitely has a parameter list!

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Oh

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It's not even in the editor only data.

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It's literally Material->EditorParameters

dapper silo
iron dome
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TMap<FName, TArray<UMaterialExpression*> > EditorParameters;

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On UMaterial

dapper silo
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It's weird that isn't showing up in breakpointed data. 😦

iron dome
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Are you sure you have a UMaterial, not a UMaterialInstance?

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You'd need to be looking at the base material

dapper silo
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Yeah. I cast the Parent to a UMaterial.

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Ah. No this is Rider not being able to search non expanded fields apparently.

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But unfortunately it seems empty. I wonder if that is the part that required the material editor to be populated.

iron dome
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Maybe

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You do have methods like GetAllParameterInfoOfType in UMaterialInterface

dapper silo
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Lol, thank you for pointing those out. I'm semi sure that those are doing exactly what I was about to write.

dapper silo
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@iron dome Niiiice. Thank you. 😄 This should get me enough data to do what I need.

iron dome
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If you see the virtual production plugin (I think it's that)

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It adds material properties to MIDs under the property in the details panel.

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And the abiltiy to set those properties.

torn stream
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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?

alpine lagoon
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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?

unborn maple
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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... 😕

hidden hedge
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that sounds fairly typical for an engine build where you built everything

unborn maple
hidden hedge
unborn maple
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wait I just realized, is this the full editor in my case? the other files are not needed?

unborn maple
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Anybody knows how to build the engine only for Android Vulkan? 🙏

astral elm
unborn maple
# astral elm I guess you could remove Linux and Mac, but def keep DotNET and ThirdParty. I wo...

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

hidden hedge
small cairn
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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

hidden hedge
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if that doesn't help, ask on the forums

small cairn
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im not a licensee im apart of the playstation partners program

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and got access through the form epic games provided

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is obtaining a license expensive?

hidden hedge
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depends on a lot of things, the main thing is UDN access which is a private support forum for licensees

small cairn
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whats the average price range

hidden hedge
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I don't think that's publicised anywhere

small cairn
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ah ok

hidden hedge
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all platform stuff goes in Engine/Platforms anyway. I never got it from the FTP method though

small cairn
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i but the stuff in that directory but then got errors when trying to launch the engine again

hidden hedge
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you need to build again before launching the engine

small cairn
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so i ran generateprojectfiles.bat

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hmm right now i went back to the engine and ran it through visual studio its currently compiling some things, would that fix it?

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the UE5.sln to be more specific

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i ran an instance and its compiling some things

pulsar kestrel
unborn maple
pulsar kestrel
haughty warren
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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? 😭

hidden hedge
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Rebuild

haughty warren
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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!

foggy jewel
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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 ?

neon skiff
# alpine lagoon Hi everyone, I want to perform some action after I import assets using interchan...

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.

lethal ember
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Nevermind, I answered my own question. I searched "runtime" on the documentation, and there's plenty of explanation. I feel a bit silly.

neon skiff
foggy jewel
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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).

unborn maple
# pulsar kestrel My fault for having previously put it in the part of the list that I said to ski...

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%...) 🤷‍♂️

craggy fractal
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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

midnight jay
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DId anyone update their MSVC version recently?

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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'

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Is there a method to solve this without recompiling the engine (or my libraries)?

hidden hedge
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you should absolutely recompile the engine after updating VS

cobalt panther
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why does my engine source suddenly say f U and decide to rebuild half engine, putting me on hold for an hour

iron dome
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In 5.3?

cobalt panther
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5.2.1

cobalt panther
hidden hedge
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are you on a native build?

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also I helped them in another channel

cobalt panther
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me yeah

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but im gonna head back to epic install, the random rebuilds make it unusable for me

hidden hedge
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surprised that you're getting that with a native build with an hour+ build times

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also ALWAYS make sure you build your game target

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not the "UE5" target

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never hit build solution either

iron dome
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It's super annoying if you're using VS and it builds the "selected" project instead of the startup one.

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I had to install a mod to get that option.

cobalt panther
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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

hidden hedge
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nah it's not a flip of the coin

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you probably had an engine file open

cobalt panther
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no actually, no changes nothing

hidden hedge
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and that'll change the build target to "UE5", that's why the "build startup project" plugin is vital

cobalt panther
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i check if my game is start up by looking at the text, if its bold or not

hidden hedge
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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"

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that's why there's a third party plugin to fix that

cobalt panther
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what is it/

hidden hedge
cobalt panther
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okay thanks ill try that

iron dome
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You'll have to replace the keybind you're using to do that instead.

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Or you're going to press the wrong one 😛

cobalt panther
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does the plugin apply to when to you run local debugger through visual studio

hidden hedge
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but that runs the startup project?

cobalt panther
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it builds it too

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maybe making sure source files arent open when running might not trigger rebuild

cobalt panther
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accidently stepped into a engine file while debugging and caused a rebuild when live coding. seems really inconvenient

calm mason
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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?

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SOLVED - I was running the server instance as the wrong user 🤦

pulsar kestrel
unborn maple
south spoke
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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.

sturdy pond
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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

midnight mesa
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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)?

pulsar kestrel
halcyon shale
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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?

hidden hedge
halcyon shale
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as in they may never even look at it?

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cause thats mainly what I was looking for in terms of turnaround time, a quick yes or no

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would help me to decide where to spend future efforts

hidden hedge
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If it's a whole-ass feature, good luck

livid fiber
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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.

hidden hedge
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though that might not work for the editor target

livid fiber
sturdy pond
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see, I tried for windows, linux, and android. error is same, (ue4.27plus source build)

sturdy pond
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@stable hemlock see , there is no platform folder in the source folder.
My source build is ue4.27 plus

midnight jay