#engine-source
1 messages · Page 9 of 1
Where does the source of Content/Editor/Templates come from?
After I build a source version of UE, I can edit the default templates inside that folder. But I want to source control those templates with some changes, and it doesnt seem to be in the source code itself? Is that pulled from somewhere via the setup.bat and we dont have control over that (other than replacing post install)?
They are uassets, and if you're acquiring source from GitHub they'd be part of running setup.bat
Also depending on what source control you use and how you branch, that's not much of an issue if you have the engine versioned
The use case for modifying an engine asset is a little questionable
I like to change the default c++ templates, so that they dont have all the comments, set tick to false etc. So each time I create a new c++ class, it is preset how I want.
it works perfectly, just need to make sure it stays as I upgrade
Huh? What "templates" are even in this folder?
like when you make a new Pawn.cpp file
the text that exists in the file
i.e. a new class
That is all customisable via the template folder.
So I like to remove all the "comments" from the files etc and setup a few things I use on every c++ file (such as GetLifetimeReplicatedProps() etc)
Since they're text then they might actually be pre-setup.bat. the engine will have a content directory the same way a project would
Though that's kinda the thing that code review would catch. I would have to take a look at the logic on my PC to see if you can override rather than replace
thats what I thought too - but I cant find it in Github on the source prior to installation
which brings me to the original question - where does it come from
Epic's CDN when you run Setup.bat it is then
ok... so we cant change it pre, just need to source control it seperately then?
thanks
I guess if you can't do a project-level override then yes, but at least with Perforce I've always had a "clean" engine depot which gets merged to the project's copy of the engine
Then at least you get a merge conflict if Epic updates the template
Hi, any idea how to reduce engine 5 size when building from source ?
Greets Ehab. Did you ever solve where to get the boost files from?
You can fix the issue by deleting the holosens folder in the directory "\Engine\Source\Programs\Holosense"
Then open the Engine Source Build and remove the holosens from the programs explorer on the left hand side.
Then build the Automation Tool first and rebuild the whole source build after cleaning.
No, I solved it by Using the UE 5.2 source code instead of UE 5.1
Hey, do you know if the Unreal Engine containers have the prebuilt binaries for dedicated server and client ? Thankyou
https://unrealcontainers.com/docs/preliminaries/quickstart
Try this on for size. I'm really not all that familiar with it myself, but this seems like a fairly good resource.
i get this, when trying to add those plugins to my editor from source.
how do i build them ?
i know, i had to add chaos in early version myself to source.
i believe it's the same thing
but that is years ago
cannot remember...
That seems unusual. Are you building a clean, fresh fork, and what version?
I just built a fresh 5.2.1-release with 1 problem in SteamVR, but pretty smooth sailing
If you're using a native build then if you enable a plugin you need to exit the editor and compile from your IDE
Since disabled plugins don't get built
Hey guys sorry for the probably stupid question. I'm currently trying to build unreal engine 5 from source through the latest sources provided, the 5.2.1 release on github.
It gives me these errors you can see in the picture. Ther first two files are actually there but can not be opened, but there is also no intermediate folder in the visual studio project file do I need to add that maybe? I tried it but that didnt seem to help.
The C1083 errors might be the result of the D8022 errors but I cant be certain, the files it is searching for are definitely not created though.
Could you guys tell me how to fix these and or what I could at least try? I was thinking of completly disabling these plugins since I do not want to build for mobile platforms or want to have any midi signals (which seem to be the purposes of these plugins). But is that even a valid aproach?
I still get 1>[1/2] Link [x64] UnrealEditor-CoreNetwork.dll 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'
This only became a problem after my MSVC got updated
I'm trying to track down where/how UPROPERTY are loaded into the engine. I know they are macros in the UHT prior to compile, but obviously what they are changed into is eventually loaded into C++ somewhere since the data is used by the engine itself?
For my example, I want to override the default Category tag. Currently if you do not set a Category name, it will default to the object name as the category name. I cant seem to work out where this occurs?
Sorry for the late response my internet wasn't working for forever. I have checked the raw output tab but it doesent ive me any more information.
To test the Setup I also ran the setup and Generate.. scripts again. The Generate scripts says that Android is not setup correctly. Since one of the errors at least seems to be a problem with an android plugin I'm currently setting up the android sdk ti check if that will fix the error
Anyone care to take a look at a question I asked over in #source-control about some helixcore/perforce issues Im having. I was told to pop a link over here to see if anyone would take the bait.
Hello sorry if this isn't the correct channel to post this in however is there any chance someone knows what is causing this error? I've been trying to build Unreal Engine from source for a while now with no success. I've followed both
https://docs.unrealengine.com/5.2/en-US/downloading-unreal-engine-source-code/
https://docs.unrealengine.com/5.2/en-US/building-unreal-engine-from-source/
However when my build ends I end up with the following error
I've tried just running this command myself and I get this error (I did realize that I was trying to use UE4Editor as an argument and replaced it with UnrealEditor which seemed to allow it to run correctly not sure why my Visual Studio is running it incorrectly, though when it runs in visual studio with the new target it doesn't seem to run at all and fails with a MSB3073 exited with code 6)
Sorry if this is an obvious issue I've tried searching about it but can't seem to find out what is causing it. The main reason I wanted to build from source is to my knowledge its a requirement for learning/making dedicated server games.
https://docs.unrealengine.com/5.2/en-US/setting-up-dedicated-servers-in-unreal-engine/
If this is the wrong channel let me know and I'll move the post to there
Yeah I noticed that and changed it however it didn't work unfortunately. Currently trying to update everything and redownload and setup it from source again
Just started learning C++ unreal dev. the visual studio seems not recgonize UFUNCTION
Get visual assist or resharper. Or Rider.
Also #cpp
They are not free unless you happen to get a beta release or you're a student.
This is a clean install from GitHub the only thing on this drive is Unreal Engine unless there is possibly remaining files on other drives that are being shared with all installs as I have installed unreal engine from epic games on a completely seperate drive.
The error seems to be
CompilationResultException: Error: OtherCompilationError
at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute, List`1 TargetDescriptors, ILogger Logger) in F:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 399
at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger) in F:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 753
at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments, ILogger Logger) in F:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 248
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in F:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 599
WriteFileIfChanged() wrote 0 changed files of 0 requested writes.
from the UnrealBuildTools log. I've found that there can be multiple build configuration locations and I had some from previous engines in
<USER>/AppData/Roaming/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml
My Documents/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml
So I have removed them in case they're causing possible conflicts?
If there is a way to clear anything from a previous engine that may have conflicts or other files I have no problems doing that and then trying to reinstall from source again with newly installed tools. So far I've tried clean installing from source multiple times updating Visual Studio and Visual Build Tools and now removing these shared build configuration
It seems to have gotten further than before after doing the above steps I also rebuilt Unreal Build Tools solution and then rebuilt UE5 solution and it seems to be at least running and doing first time shader compilation
8>C:\backup engine\Engine\Source\Runtime\Core\Public\Math\TransformVectorized.h(1739): fatal error C1001: Internal compiler error.
8>(compiler file 'D:\a_work\1\s\src\vctools\Compiler\Utc\src\p2\main.c', line 224)
8> To work around this problem, try simplifying or changing the program near the locations listed above.
8>If possible please provide a repro here: https://developercommunity.visualstudio.com
8>Please choose the Technical Support command on the Visual C++
does it matter (?
Getting this error while compiling the engine
I think you have the wrong build tools installed
also it's really weird the compiler is on another drive... I'm amazed you can even do that
what do you mean (? Beware im able to compile other version of unreal with no issues
I dont know thats weird
I installed it on c
*Just tried to compile by deleting most of the files in the win64 folder
I just left android folder
might try rolling back to an older vs 2022?
its compiling fine on vs 17.6.4
what is "its"
https://learn.microsoft.com/en-us/answers/questions/1283394/c1001-internal-compiler-error-while-building-fresh brutal... I have no idea why this is coming up for you now though
this issue is happening on some machines with the project im working on
like 7 devices work fine, 4 dont
sadly It doesnt work in any of my 3 devices, just mac
compare their exact local VS stuff
im working from a remote pc
that pc has exactly the same components
but its running on vs 17.6.4 (im running on latest version)
this is not a harward thing this is your build tools
If I was in your position I would just be trying to smash the other ones to fit the ones that work... I don't even know how to append that CL command line to the build
I assume in the engine internal CL -crap call
not sure from where I can download a previous version of vs
the rollback feauture only allows me to go back to 17.7.0
downloaded version 17.6 from here
you don't need to downgrade your VS build tools installation
if you install the VS2019 build tools in optional components, it'll prefer using that
@heady sparrow downgraded and somehow it got worse
gotta clean out binaries
rebuild would be easier
and yeah if 2019 fits here then just do that
already tried, doesnt work
@stable hemlock Thanks Kein! That worked!
How should I go on about disabling/removing plugins for the engine itself? I find that if I disable plugins in my project, the engine will no longer start standalone (for e.g starting a new project).
I would really love to minimize the size of engine, as the folder currently takes 184 GB
And I'm probably not going to use most of the more situational features
Hey guys I'm currently trying to compile the engine from source and this errors/does not compile what do I need to do? Some other errors I was able to fix by having it redownload the files because they were corrupted but this error message seems weird. Do I actually have to do something to the include order here?
I'm using the files from the latest 5.2.1 release from github.
Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" UnrealVersionSelector Win64 Development -WaitMutex -FromMsBuild
5>Creating makefile for Unsync (no existing makefile)
5>Building Unsync...
5>Using Visual Studio 2022 14.34.31946 toolchain (D:\VisualStudio\VC\Tools\MSVC\14.34.31933) and Windows 10.0.22621.0 SDK (C:\Program Files (x86)\Windows Kits\10).
5>[Upgrade]
5>[Upgrade] Using backward-compatible include order. The latest version of UE has changed the order of includes, which may require code changes. The current setting is:
5>[Upgrade] IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_0
5>[Upgrade] Suppress this message by setting 'IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_2;' in Unsync.Target.cs.
5>[Upgrade] Alternatively you can set this to 'EngineIncludeOrderVersion.Latest' to always use the latest include order. This will potentially cause compile errors when integrating new versions of the engine.
5>[Upgrade]
5>Determining max actions to execute in parallel (4 physical cores, 4 logical cores)
5> Executing up to 4 processes, one per physical core
5>Building 3 actions with 3 processes...
5>[1/3] WriteMetadata unsync.target cancelled
5>[2/3] Link [x64] unsync.exe cancelled
5>[3/3] Compile [x64] UnsyncCore.cpp
5>D:\VisualStudio\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "..\..\Build\BatchFiles\Build.bat Unsync Win64 Development -Project="E:\ue\Engine\Programs\Unsync\Unsync.uproject" -WaitMutex -FromMsBuild" exited with code 6.
no, but why do you need to build unsync at all?
I'm afraid I'm a bit rusty, how would I rebuild the engine without them? Like, where/how are they defined? I'm trying to search and figure it out, but google has crapped itself completely these days and keeps reinterpreting what I'm searching for.
I'll have a look at the installed build script
I'm just building it because it is being build when I try to do a source build of the engine. My goal is to be able to compile dedicated servers of a project. For which cases would I need Unsync then/or why not and how would I go about removing it?
yes but when you source build you don't have to build everything
and the answer is not building it. if you have a native project you only need to compile your game, which figures out the engine components it needs
So I literally just "connect" the source files/the source version of unreal engine to my project and simply compile the project without having to precompile the source build of unreal? That would have safed me a ton of time...
you still compile the engine source, it just figures out what it needs to build based on modules and plugins actually in-use by your project
you can just build "UE5" to compile the entire engine, but skipping the programs
Meaning I should not try to compile "UE5" but only the "ProjectName" and it will build the engine, but only the parts it needs? Sorry for all the questions I'm pretty new to this side of Unreal
yes if you are using a native build (the engine root is one level up from the project root), it might work with a foreign build too (project and engine in different locations) but I'm not sure of the specifics
if your game project shows in UE5.sln after running GenerateProjectFiles.bat then it was done correctly
Okay thank you so much for the answers I will try that out and set up an environemnt around that.
So basicly I have to:
- Copy the source files for Unreal engine to a directory
- Create/Move an C++ Unreal Project of mine into that folder to have it there as a sub folder
- Run Setup.bat and GenerateProjectFiles.bat in the root direct (the root of the Unreal Engine Source files)
- Open up the UE.sln
- Build the file for my Project that should show up as a child of UE5
Is that correct?
if you've already run Setup.bat you don't need to do it again, but once the project is under it you should be able to run GenerateProjectFiles.bat and see it there
Okay awesome thak you so much for your help!
The folders containing the plugins? The rebuilding process figures the rest out on its own?
I am trying to create a seperate mod editor to be added as a steam tool for my game using the UGC Plugin. Has anyone here successfully made a standalone mod editor like Ark/Robo Recall and could help me create one myself?
I helped ship a mod editor a couple of years ago, albeit without the "UGC plugin" (whatever that is)
In latest UE5, there's something called CookedEditor. I haven't managed to get it to work, but it's what Fortnite's UEFN uses.
How did you do it?
1>UnrealEditor-MetasoundEditor.suppressed.exp : error LNK2001: unresolved external symbol "int `public: virtual struct FLinearColor const & __cdecl FMetasoundGraphSchemaAction::GetIconColor(void)const '::`2'::$TSS0" (?$TSS0@?1??GetIconColor@FMetasoundGraphSchemaAction@@UEBAAEBUFLinearColor@@XZ@4HA) 1>..\Plugins\Runtime\Metasound\Binaries\Win64\UnrealEditor-MetasoundEditor.dll : fatal error LNK1120: 1 unresolved externals 1>[4/6] Link [x64] UnrealEditor-Engine.dll 1> Creating library ..\Intermediate\Build\Win64\x64\UnrealEditor\Development\Engine\UnrealEditor-Engine.suppressed.lib and object ..\Intermediate\Build\Win64\x64\UnrealEditor\Development\Engine\UnrealEditor-Engine.suppressed.exp 1>Module.Engine.53_of_66.cpp.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: int __cdecl FPrimitiveSceneInfo::GetIndex(void)const " (__imp_?GetIndex@FPrimitiveSceneInfo@@QEBAHXZ) 1>..\Binaries\Win64\UnrealEditor-Engine.dll : fatal error LNK1120: 1 unresolved externals 1>[5/6] WriteMetadata UnrealEditor.version (MMORPG_ClientEditor) cancelled
Anyone knows why those functions are missing orr how can I solve it?
Since we already used a native source build, we didn't have to do much. It was essentially the same editor we used with sensitive data (eg. DLC and source code) stripped out and some configuration for the asset registry
Mods were content plugins that got cooked to pak files
any clue (?
is there anyone good with RHI stuff?
I'm getting this and I can't figure out why despite multiple attempts at debugging
I've been trying to port deformmeshcomponent (https://github.com/AyoubKhammassi/CustomMeshComponent/) from 4.27 for ages
https://github.com/EpicGames/UnrealEngine/commit/d758896471913c315a497897378dbec1db86bb81 a large amount of verse code just got added to main
Make a binaries only build of your uproject or rebuild it using headers only if you're worried about people reversing important stuff and ship that
Set your build type to modular if you want people to be able to do c++ mods
any advice? anyone? I'm slightly desperate because it feels like I've been repeatedly attacking this brick wall of a problem and it won't even crack.
omg I think the problem is a bug in the engine itself, look at this
both source files from the engine mostly unmodified (turned off optimizations so I can look at variables otherwise optimized away)
look at how GPUScene's memory goes haywire
Working with UE source I noticed some components like live coding didn't compile (it didn't automatically build when I tried opening it in engine, but UE insights did), should I compile the VS projects as I need them or just compile the whole solution
Hey guys I'm trying ot build an unreal engine server for linux arm64 on windows 10 and I'm getting the error:
invalid sh_type for clang++
Several times which makes the packaging fail at the last step.
hey there, is someone up to date about the Optimizations made in the 5.3 branch (? I'm porting some back to custom 5.2.1, already ported some volumetric cloud optimization's)
Really confused on what my ApiUrl should look like for UGS
Should it be local to the server?
"local to the server"?
it should point to metadata server, as a URL, each client with UGS installed will hit this endpoint
Got it, thanks for the clarification
Also, looks like UGS requires a Windows Server? Guessing I can’t run in on a Linux machine? IIS is only Windows from what I can tell. ASP .Net should be able to be installed on a Linux server.
the one in the official repo does, but there's a fork that runs on .NET 6
https://github.com/sswires/UnrealGameSync/ this is my fork of a fork, it's what I ended up deploying
I might try and do an open source replacement since this fork (and the one it's based on) might break the Unreal EULA, but oh well
Interesting. I’ll have to go through and check it out. Would be super nice to have UGS run on a Linux instance for us.
that's what I ended up doing after miraculously finding the fork, I updated it to .NET 6 as that's an LTS release
Pretty cool. Looks like you've made some other changes as well. I'll see if I can get this deployed properly on CentOS
In order to get Steam working properly in editor (e.g. launching with -game cmd) I had to add this to my MyProjectEditor.Target.cs
bOverrideBuildEnvironment = true;
GlobalDefinitions.Add("UE_PROJECT_STEAMGAMEDIR=\"myproject\"");
This works great, but now after running GenerateProjectFiles.bat, when I build the project in VS it rebuilds the engine. Once this is done it's fine until I run GenerateProjectFiles again.
Before modifying the Target.cs it was fine.
I'm guessing something to do with the bOverrideBuildEnvironment param, but the same param for Game/Server build etc does not cause rebuild.
I have tried deleting my Intermediate folders but the problem just comes back.
Anyone got any ideas before I give up and remove the change to the Target.cs ?
making a change like this will invalidate your engine build, yeah
not sure why you need to do it to the editor target though
Yeah I can understand it invalidating it once. But then GenerateProjectfiles causes it to invalidate again, each time I run it
As for why I need to do it, if UE_PROJECT_STEAMGAMEDIR is not set correctly in the Editor target, I cannot test Steam without doing a packaged build.
It's an inconvenience, but not as inconvenient as having to rebuild the project every day.
Setting up UGS with Linux seems a little harry :/ may have to use a windows server barfs
You know you don't NEED the metadata server to use UGS? It's a nice to have feature.
Yeah a lot of functionality is lost without it
Guess it doesn't matter as I can't even get AutomationTool.P4Connection.GetClientInfoInternal to work
ERROR: System.ArgumentException: Requested value 'noallwrite,noclobber,nocompress,unlocked,nomodtime,normdir,noaltsync' was not found.
Hmm
Looks like it doesn't like the noaltsync perforce option
but ue5-main of course has the fix...........unreal
Project folder should be alongside the Engine folder
My fork had a docker file. I could add a dockercompose with a mariadb server
Hey guys, working on a project right now that i pulled from source no issues with my old build built a new rig and running into a crash upon launching after building. Here is the last GPU operation tracked prior to crash. 5.2 C++ source build
Specs 13900k
4090
64gb ddr5
"3D Queue 0 - End: Frame 765 - Scene - Translucency - ClearRenderTarget(Translucency.AfterDOF.Color, slice 0, mip 0) 1996x1024 ClearAction"
its causing a full driver stop on my gpu when it happens, locks up my video for a minute or so then crashes
Also getting this, with dlss installed to the project.
Hi! Im building UE4.27-plus.
I have this error(Hololens module): '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
Do I need to delete only the line with the #if command or the whole block inside?
Do you have the correct Windows 10 SDK installed? https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DevelopmentSetup/VisualStudioSetup/
I used a newer version(somethong like 10.0.22xx). This time I will try 10.0.18362.
Looks like the instructions here https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DevelopmentSetup/VisualStudioSetup/are wrong.
This line:
Windows 10 SDK (10.0.18362 or Newer)
But it worked for me only exactly with version 10.0.18362 but not 10.0.22000.0 (which is newer). If anyone is in touch with the developers, can you make sure?
Couldn't find target rules file for target 'MyGameEditor' in rules assembly
I get this error when trying to build via BuildGraph
MyGame is a native project within my engine structure
In my project directory, yes
Yes
../../Engine/Build/BatchFiles/RunUAT.bat BuildGraph -Script=%BuildDefinition% -Target="Submit To Perforce for UGS" -set:EditorTarget=MyGameEditor -set:ArchiveStream=//Game/MyGame-Bin -p4 -submit
The part it seems to get upset about is -set:EditorTarget=MyGameEditor
Are you sure the -Target is correct?
Yeah I've verified the target matches the script
Or -set:EditorTarget isn't meant to be just -set:Target ?
Removing -set:EditorTarget defaults the value to -set:EditorTarget=UnrealEditor
But I figured that would not include my project binaries and only the engine binaries
Maybe there's another thing you have to set that targets your project specifically
Shrug
According to this
Pretty sure I am suppose to set the Editor Target to the name of my project specifically
Yeah...
Your best bet would be to report the issue: https://www.unrealengine.com/en-US/support/report-a-bug
I have tons of compilation errors for Linux source even after setting up Clang v22 properly and everything, I checked out to Tag 5.3.0-preview-1 and I get these errors.
anyone resolved this yet ?
since 5.3 is now using C++20, tons of deprecated errors are popping up sigh
Does anyone know if there's a way to have phind.com use the UE source for answers? It looks like it doesn't know anything about the UE source atm
Just got this issue while compiling, any clue (?
turns out a lot of dlls had this issue
just burned the engine folder
Heh
err, they were everywhere also in the plugins folder
Can I get help with that? tyring to install the UT editor and running Setup.bat I get this: (picture), I looked at the pinned message but there is no Engine/Build/Commit.gitdeps.xml file there, so can I get some help?
I think UT uses 4.15. Maybe try the corresponding Commit.gitdeps.xml for 4.15?
do you mean downloading 4.15?
also there is no file like that in the repo too
It's on the releases page: https://github.com/EpicGames/UnrealEngine/releases?page=6
they said to replace the current one but there is no current one for the UT editor
@limpid mountain
Looks like it's under UnrealTournament/Build
That's the build folder @limpid mountain
Yes, and?
there is no file like that there, so I won't replace it with the new one bc there is nothing to replace
oh it's in the Unreal Tournament folder
I will try that
btw @limpid mountain should I install unreal 4.15 for that or not?
Just follow the instructions for building UT.
ok
I think this fixed it not sure yet, thanks!
how can I download vs 2015?
anyone?
I just googled it and found it. Surely you can do the same?
I did that too. I downloaded but it didn’t work
The update 3 one
And I also tried the shell ones or something. Didn’t work
So can you help me with that
?
Is there anyway to add Unreal source version to the launcher? If not how do I add my marketplace assets to my project as it is not showing up in the launcher
install the launcher, download assets to the 5.2 libarary version.
Copy asset folders over to your source version
So the long way it is, i wish there was a way to add the source verison to the launcher
?
Bc of
That
That’s what it says. I’m trying to download ut editor
And I’m so close
I have no idea what this is, would you kindly elaborate?
it's a command line tool for EGS
and you can use it to download unreal assets without having a launcher engine installed
Thank you
https://swires.me/2023/07/using-legendary-for-unreal I wrote up this last month
A common pitfall of working with Marketplace content for Unreal Engine is that you require an actual engine installation for a compatible engine version in the Epic launcher to download content you’ve acquired from the Unreal Marketplace. There are a few situations where this can be especially frustrating: You’re on a source build. You’re u...
So much better, Thanks again
?
classic googleable problem
That’s where I’ve downloaded it from
Does your visual studio installer show 2015 along with 2022?
Just an update, after installing the Launcher version of UE 5.2.1 all my source projects also appeared in launcher and I am able to add marketplace assets in them directly from launcher
No
That’s what it says
Any help?
Unreal tournament editor
Then it is not properly installed, go to the link I sent and download the 2015 version
That’s what I did
The update 3 one
The other ones are shells or extensions or something like that
?
- maybe run it as admin
- this sounds insane but try clicking the window and pressing an arrow key or something similar
I always run it admin and i off windows firewall
in some cases the cdn can be down too, check the pins
I need some help with build graph how to increase compile time and why its making a full engine in local builds folder and inside Installed DDC folder
What is build graph used for, can i get builds from it I mean Game Build for android ios and mac ???
hi guys why cant i reach github tab for source codes?
oh ok i thought i accepted the invite, i didn't thanks
If you build the engine with visual studio, can you just copy the built engine to another location? And what folders must be included?
getting error again and again trying to build unreal from source
I think you have to connect your git account with Epic to gain access? There are instructions on the Epic website some place. https://www.epicgames.com/help/en-US/epic-accounts-c5719348850459/connect-accounts-c5719351300507/how-do-i-link-my-unreal-engine-account-with-my-github-account-a5720369784347?sessionInvalidated=true
As you might know if you got to this page, I am quite an active member on the Unreal Slackers discord. Over time I noticed a lot of the same issues kept popping up, so I decided to write something down to save myself some typing time (hopefully). Table of...
Has anybody successfully printed the script (blueprint) callstack in the crash reporter? I have the lines of code below, but they only result in the output shown below the code here:
const FString BlueprintCallstackString = FFrame::GetScriptCallstack(true /* bReturnEmpty */);
const FString ReportString = FString::Printf(TEXT("%s\n\n%s\n\nBLUEPRINT:\n%s"), *FPrimaryCrashProperties::Get()->ErrorMessage.AsString(), *CallstackString, *BlueprintCallstackString);
DiagnosticText = FText::FromString( ReportString );
[Empty] (FFrame::GetScriptCallstack() called from native code)
Error NU1105 Unable to find project information for 'C:\UnrealEngine-SelShader\Engine\Source\Programs\Shared\EpicGames.Box\EpicGames.Box.csproj'. If you are using Visual Studio, this may be because the project is unloaded or not part of the current solution so run a restore from the command-line. Otherwise, the project file may be invalid or missing targets required for restore.
anyone else getting a bunch of these trying to compile 5.3
it just fails outright with no changes
Are you compiling your own project or the entire ue5 solution?
i created a new branch and based it on upstream/release
...like ive done the last 5 engine versions lol
so yeah the engine source not an unreal project
You don't want to be compiling the entire solution
Have you tried just starting the ue5 project in development editor mode? (or whichever Editor mode you want to use)
my settings are the same as when I compiled 5.2 when that came out
development editor, win64, unrealbuildtool
That isn't what I'm asking
im not sure what youre asking
The first question was clear enough
What I'm saying is, to start the editor, you don't ahve to build the entire thing. There are a lot of extraneous shit in the solution that isn't needed.
And if you have errors compiling it, it really makes no difference.
So start the UE5 project and see if that will compile/run, instead of building the entire solution .
im doing this lol
like Ive done the last 5 engine versions
So you haven't tried it then. Okay.
there is no associated ue5 project
yeah?
Run that.
and that's what im right clicking just like the epic guide says lol
Alright then.
So a simple "yes" to my first question would have sufficed.
Well, my second question.
And what is the compiler output for the build?
yup
Copy+paste the contents of that window, after building, into this channel.
Build started...
1>------ Build started: Project: UnrealBuildTool, Configuration: Development Any CPU ------
Failed to restore C:\UnrealEngine-SelShader\Engine\Source\Programs\UnrealBuildTool.Tests\UnrealBuildTool.Tests.csproj (in 275 ms).
Failed to restore C:\UnrealEngine-SelShader\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj (in 274 ms).
Failed to restore C:\UnrealEngine-SelShader\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\UE5ProgramRules.csproj (in 275 ms).
Failed to restore C:\UnrealEngine-SelShader\Engine\Intermediate\Build\BuildRulesProjects\UE5Rules\UE5Rules.csproj (in 275 ms).
Failed to restore C:\UnrealEngine-SelShader\Engine\Source\Programs\AutomationTool\AutomationUtils\AutomationUtils.Automation.csproj (in 276 ms).
Failed to restore C:\UnrealEngine-SelShader\Engine\Source\Programs\AutomationTool\Localization\Localization.Automation.csproj (in 276 ms).
Failed to restore C:\UnrealEngine-SelShader\Engine\Source\Programs\AutomationTool\SteamDeck\SteamDeck.Automation.csproj (in 276 ms).
there's like 20 more of these
with varying files
NuGet package restore failed. Please see Error List window for detailed warnings and errors.
1>C:\UnrealEngine-SelShader\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj : error NU1105: Unable to find project information for 'C:\UnrealEngine-SelShader\Engine\Source\Programs\Shared\EpicGames.Box\EpicGames.Box.csproj'. If you are using Visual Studio, this may be because the project is unloaded or not part of the current solution so run a restore from the command-line. Otherwise, the project file may be invalid or missing targets required for restore.
1>Done building project "UnrealBuildTool.csproj" -- FAILED.
2>------ Build started: Project: UE5, Configuration: Development_Editor x64 ------
2>Using bundled DotNet SDK version: 6.0.302
2>Building UnrealBuildTool with Microsoft Visual Studio Community 2022...
2>C:\UnrealEngine-SelShader\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj : error NU1105: Unable to find project information for 'C:\UnrealEngine-SelShader\Engine\Source\Programs\Shared\EpicGames.Box\EpicGames.Box.csproj'. If you are using Visual Studio, this may be because the project is unloaded or not part of the current solution so run a restore from the command-line. Otherwise, the project file may be invalid or missing targets required for restore.
2>EXEC : error : Failed to build UnrealBuildTool.
2>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 999.
2>Done building project "UE5.vcxproj" -- FAILED.
========== Build: 0 succeeded, 2 failed, 8 up-to-date, 0 skipped ==========
========== Elapsed 00:02.419 ==========
and that
Well that's worrying
like idk if this is a new issue from the release i only know surface level shit about vs and C++ lol
did you check out the latest in the release branch?
Or did you check out a specific tag (the 5.3 release tag) ?
i just made a new branch in github desktop based on upstream/release
and that was updated 5 hours ago, when 5.3 came out
Git is frequently broken. You should check out the specific 5.3 tag.
Not branch, tag.
And make sure you run the setup.bat file too
the setup.bat file is a year old so it hasnt changed since I last ran it but I guess I'll try that
rerunning the setup didnt change anything and i dont see anything in github desktop about tags
i think im just gonna wait a day or two to see if anyone else runs into this because there's nothing on google or this discord about this error so I suspect that the problem might not be on my end vOv
thanks for the help tho man
Does anyone know anything about this error from 5.1.1?
Pass Light::StandardDeferred has a read dependency on ShadowMaskTexture, but it was never written to
Why does Epic tell you to install a Lyra project in the top-level directory of your custom engine build folder? If you want to create a git repo it is awkward to have a git repo inside of a parent git repo when it isn't a submodule
It's just a way to set up a project. You can just put it anywhere.
Ok
In the past I put it elsewhere and I got some errors trying to build it
anyways, I'll see if I have better luck this time. No point in explaining why having outside before caused issues.
Best to ask how to solve those errors than assume it's not possible"!
Question that I'm not entirely sure how to phrase, or maybe I'm just thinking of this the wrong way. I often have to dig through source code to see how things work, as I deal a lot with the editor and such. I know I can put down breakpoints in the code and debug to then hit those points, but is there a way I can see what is being called without having breakpoints and whatnot? Like see some sort of call trace when I click a button and see exactly what in the code is being called and executed so I can better figure out how to replicate functionalities. Does that make any sense?
Do you know that you can proceed step by step line of codes when breakpoint hit?
Yeah, I know I can do normal debugging stuff like that. I'm more looking for an easier way to find out where something even starts. Often I'll find words or things that I can search the code for to find where, when pressing a button for example, that kicks off some code so I can then figure out what's going on.
Button. Hm. Do you know about widget reflector?
By this, you can see where code of button(or else of UI element) is.
the If button you said means, the button of the editor:)
Sick! Yeah that looks like it'll help a bit. I'll dive into it a bit. Thanks!
Error: 'UpdateResourceW': is not a member of 'UTextureRenderTarget2D'
Anyone else having a hard time compiling 5.3
Oddly I get this error on UpdateResource() so I don't know why it thinks its really UpdateResourceW()
Pretty sure UpdateResourceW() is a win32 function...
Thanks, I'll have to look into this.
Yup, found that. Thank you
Wonder why it happens though
Surely I did something wrong and Epic didn't push 5.3 with that error
Just curious what your guys compile time usually is compiling the engine?
About 15m
I don't include Windows.h anywhere, I was just trying to compile UE5 source unmodified
But if it was Epic I would of thought other people would of had the same issue
does any of Unreal 's C# modules use other GUI framework than the console ? if they are/would, which framework {is it / would it be} ?
There isn't a consistent answer for this. I've seen WPF and WinForms in use. Is there a specific reason to keep it consistent with Epic?
I'd probably consider Avalonia
what about Uno Platform ?
the reason is to decrease the amount of work
what is this running on? i.e. cpu's etc?
Too much.
Hello folks,
1)Engine compiling questions. MSbuild requires a massive 1.5GB per core to multithread compilation, but when running, the task manager indicates that I have at least 5GB of unused RAM at all time.
Can I reduce the 1.5GB requirement to something lower ? as the processes clearly do not use all that.
2)I only managed to use half my cores (3 out of 6) when closing everything but VS and compiling the engine from source takes at least 3 hours with this setup (which seems abnormal if the documentation is anything to go by).
I seem to be missing on a lot of available memory when starting the compilation (task manager reports more than 10GB free, MSBuild sees less than 5).
Am I missing some setting that would let me claim all the available RAM for compiling ?
- You can, but it might cause problems. I have the limit disabled, but I have a shit ton of RAM. I max out at about 1.25GB/process.
3 processes taking 3 hours sounds abour right.
To disable the limit (and potentially screw yourself in some other way) you can cahnge your buildconfiguration.xml file
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<ParallelExecutor>
<MemoryPerActionBytes>0</MemoryPerActionBytes>
</ParallelExecutor>
</Configuration>```
am getting this when am building from source . is there any issue?
i followed the procedure given in github. setup -> generate -> build
9>Done building project "ScriptGeneratorUbtPlugin.ubtplugin.csproj" -- FAILED.```
hi, I've exported my dedicated server numerous times and all worked fine when trying to run it, today i exported a new build and i got this error message:
any ideas why?
So, what's the equivalent of FSlateApplication::Get().OnApplicationPreInputKeyDownListener() but for KeyUp?
Looked through the whole class and there isn't one in SlateApplication.. (For whatever reason)
Use an input preprocessor
Was straight forward and worked right away, much appreciated!
Np
Tried deleting intermediate and the saved folder, now building the engine through visual studio again. I don't think this is correct is it? this would take me about 20 hours
That's correct.
Though you don't need to build all 6321 actions. It should be closer to 3500 actions.
So don't compile the entire project. Link your project to the source build and compile your project.
Hey, everyone. I've been in a bit of a difficult situation lately and I was hoping to ask for help.
I submitted my game to ID@Xbox a while ago, and unfortunately, they have been pushing me towards the Xbox Live Creator's Program instead. The big issue I've been running in to, though, is the fact that Xbox Live games reply entirely on UWP, something that UE has not supported since 2016.
Is there any, ANY way I can make this work? My project was made in Unreal 4.26, so downgrading is not an option. I need a way for an engine, 4.26 or higher to be able to export for UWP. Is this possible? Is there a way to take the source code of something like UWP and bring it to higher unreal versions? I know that someone got it working a while ago, with HTML running in 4.27, so I figured I might as well shoot my shot and ask
This servers kind of far on my server list so, if anyone replies, please make sure the @ is on, so I can see your message
Grab the old version off git and see what works?
Is there anyone using a new Xeon W for building?
I'm personally working on UWP for UE 5.2, but it's not finished yet as I don't have PC available yet due to a move going on rn lol.
Someone was working on UE 4.27 UWP, but it hasn't been updated and doesn't compile rn
I guess that's their soft rejection for ID@Xbox
not even games on the Xbox launcher use UWP anymore (they're GDK)
Sea of Thieves is still UWP which is surprising tbh lol
I guess i just ask here...
I cloned the 5.3 repo, setup the engine, generated the project files and built the engine.
Worked..
Now.. when i add Plugins or change Plugins, open the solution and Start Debugging.. it always fully recompiles the whole Engine..
Any idea what causes that problem? It always takes forever to finish... and IS not a problem with the 5.2 source...
Hi everyone, I need help on this issue, I was gonna reinstall my UE5.2 preview source build (github), then I try to run the setup.bat file then suddenly this happened? How can I fix it?
Why fo you want the 5.2 preview?
Why not the 5 2 directly.. Or 5.3?
getting this when building 5.3, any fixes? https://forums.unrealengine.com/t/how-can-i-fix-this-error-building-5-3-from-source/1290352
So I should compile not with autorfmtests?
Just delete the project from your hard disk
You don't need it. You can't compile it.
It shouldn't even be in the public release.
@lunar wigeon
My favorite. Deleting code! Thanks @viscid zodiac
@iron dome can you comment the answer in the post so i mark as ✅
I did hours ago
oh right sorry
🙂
Just trying it out
Hey there everyone, not sure if this belongs here but:
I have a custom engine build I would like to push to private a private repo, either in Azure dev ops, or GitHub to share with some people.
Whenever I have used Git LFS to push to either of these providers, I get the ol' "Remote closed due to going over max size" (or something of that description).
Does anyone have any recommendations or have any suggestions on how to share their Custom engine builds with folks within their team via GIT? Or am I chasing a fairy tale?
Use perforce? 🙂
Then you'll get potential UGS integration, which is nice for sharing builds.
Hahah shoot - I knew this day would come eventually. I haven't really ever heard of UGS before now, although it looks pretty handy. Does perforce have any issues with large pushes like GIT? I am assuming it doesn't due to being designed for large binary files
Might spin up an instance on a raspberry pi to see if it works for distributing the custom engine build.
If not, I did see some things about distributing custom engine installers? Not sure if I dreamt that or not though haha
hey ppl, how do i make a source build of the engine available as an engine version like "X.XX" to uproject files instead of an uuid on windows?
i know how to alias it on Linux but dunno how on windows.
it's a registry key
I can't grab the specifics right now but it should be around somewhere..
regedit can get it
No ideas about this?
#engine-source message
I added the next plugin, that got updated from 5.2 to 5.3.. And again.. The whole engine recompiles...
i never add plugins to the engine source itself. I put them in each project
5.3 added more aggressive compliance requirements. Make sure all your build.cs files, even the plugins you added, are set to use .Latest instead of like .V3 or .V2 etc.
thanks a lot!
There is no .V2 or such in any of the Plugins build.cs ...
Then who knows?
ok... i cloned the whole engine again, yesterday..
Setup.bat
GenerateProjectfiles.bat
Opened SLN..
Build..
Was running..
Now.. i started my PC.. tried to start the engine again..
And it again needs to build the full engine...
WTF? I´ve no plugins added yet..
ok.. took a look in my AppData folder's Local
Seems olike the UnrealBuild Tool only creates a Saved Folder.. but not an Intermediate, DerivedDataCache, Config and COntent Folder.. for 5.3
Again.. 5.2 has all of them...
Does your project have any settings 9n it's build.cs?
it´s not the project... it´s the engine..
I open the UE.sln and it always wants to recompile the whole engine..
reason is obvios.. no Intermediate and DataCache Folder in the AppData is created.. but i wonder, why is Unreal Build Tool not creating them..
Hmm. 😦
That's got nothing to do with the engine needing to build.
It's probably just building somewhere else.
i now try to clone the whole thing again.. maybe there is something corrupted on the way...
There should be a message at the top as to why it's rebuilding.
Maybe check the full build log it says too
just a side-question related to the Plugins Folder of the projects..
Can i add subdirectories to that?
Like:
Plugins/Subs/PluginName
Plugins/Market/PluginName
So i can separate the Submodules i added via Git.. and the Plugins i copy & pasted from the Marketplace
?
Sry to ask.. cause i normally don´t work with marketplace assets, copied to the project..
So.. the Projects Plugins work recursice and find the Subfolders on their own? Or do i need to specifix the Paths somewhere?
They should just work recursively, I think.
ah, super...
Way more organized 😅
(50MB/Sec downstream possible.. and git loads with 12.. 🙈 )
and a little rant...
I hate, that unreal stores the ColorThemes created in the Editor, into the Saved/.../EditorPerProjectUserSettings.ini
It gets cleared on engine change.. it gets cleared on diverse error solvings.. its just a really really bad location to store a color theme...
I'm trying to get NvRTX UE 5.2 working, but am running into a ton of issues.
Steps I took:
Built NvRTX 5.2
Open DLSS3 demo project
Add C++ class and Nvidia Reflex package
Restart editor
Now I get this error. What could it be?
- regenerate project fiiles
- open .sln
- run on debug mode
The sln of UE5 or of the project?
Project
Hi! Is there any way to reduce the disk space size of generated builds from source?
Help, UE5 Source lag every 2 second in editor
jesus christ. i was wondering why unreal was 238 MB in a shipping build. tracked it down to the entire hecking Chromium engine being dragged along in the third party stuff.
Why??
Because I had the OnlineFramework plugin enabled, which apparently has a module which uses WebBrowser to handle Facebook logins. . .
I fiddled around with a source build, and stripped down that module to not depend on WebBrowser anymore, and managed to make a 23.8 MB build of the engine. Litterally a 10th the size.
you can maybe try profiling it... I'm going to assume a details window slowdown
@heady sparrow idk how to profile it
@heady sparrow How do I know what exactly is causing the lags?
zoom in and find something that looks larger than it should be
you could do another profile in a project without the issue for context?
notice the big spikes here?
try looking at those
@heady sparrow i think its upd msg receiver
it's 24 microseconds there, look at the actual timings in the graph that are horizontal
that table will just confuse without context
If I click on this line, it highlights Basepass on the right side
@heady sparrow this was recast nav mesh
i delete it from level and now all good
It was not super clinical. Just removing the reference to WebSocket from the LoginFlow.Build.cs and commenting out all the lines in the two cpp files that used web browser classes. I also put 'bWithCEF3 = false' into my projects build cs but I'm not sure what effect if any that had.
Well I wouldn't exactly say that it did nothing. It did cause packaging to fail with an error about not being able to override the build environment. I was able to fix that by adding the 'bForceOverrideBuildEnvironment' or whatever it's called. I would have assumed that it matches up with the predefined WITH_CEF3 macro. Where do you get that it does nothing from?
This was done in a source build of 5.3 btw.
Explude. Haha, I like that. From what I see in the engine source the cef3 binaries are included by the WebBrowser engine module (which is different from the WebBrowser plugin with the same name). There is some additional code that is inside #if WITH_CEF3 blocks. I think that might be what bWithCEF3 is for.
As long as WebBrowser isn't being included in the build (either manually or implicitely via another module like in my case) then cef3 shouldn't be included. I'm testing more tonight in any case. I want to see how small of an engine build I can make.
Late to this, not to come across as rude, but I don't know if I can rely on this version of the engine. I've not seen proof of it even really existing, even though I was told by Rose at the start of the summer that I'd have it in my hands "in several days", so that's why I'm looking for other options right now
Yea, they were saying random shit, there's a reason why they left.
I am the main person working on it. It was heavily delayed due to me having a horrible move right now. It'll get done, just haven't been able to delegate work properly for it
Gotcha, I'm glad to know there actually is progress going on with it then, I'm sure you can understand why i was so skeptical though. I do appreciate the transparency
Yea, I understand. Hopefully by November I can work on it more. We have it at a point where the editor compiles and properly has settings for UWP as a platform. Just needs some packaging adjustments and actual real world tests
Wasn't planning on it taking so long, but the housing has been in the tank for a bit lol
Yes, Kobo and MinoDab are working on it too, but they've been waiting so I can sign off on some changes that were made that break stuff like HoloLens lol
Gotcha okay
If they need a game example they could port, I recently took an older VR title of mine (amatuer-ish FNAF VR fangame i made when i was 16, still pretty good though lol) and made a version that works with gamepad and flatscreen, just to test the game out properly
Would it be alright if i maybe sent them my project files ,and they could use it as a good benchmark?
it's a pretty heavy game graphically compared to my newer stuff, and the filesize is pretty big too so it'd be a good way to test a fully completed game
It'll still be a bit, but you can send it over and they'll test it as soon as packaging and libraries are setup properly.
Alrighty! i'll try and get it all set up
Hey I was reading this article: https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/DownloadingSourceCode/UpdatingSourceCode/
Describes how to update your fork of the Unreal Engine source code to get the latest fixes and new features.
and I noticed at the bottom there was an updating process for perforce
But it required this: After getting Perforce access from our support team
Would this be one of those things where you need to have one of those expensive unreal licences to access?
Sorry if this is the wrong place, but it does directly relate to the source code
You can copy this work flow by getting the new version from git and then integrating it into your perforce server using the same workflow they describe, but before I resort to that I thought I'd ask
Has anyone tried building the engine on a remote machine? I'm looking for tools that can do that.
you will have to download it
and visual studio and 24 things more
looks unfeasible
What's unfeasible is wasting my evenings waiting for the engine to compile...
I started setting up EC2 with Incredibuild. My EC2 instances run linux while I run Windows on my local machine. Does anyone know if it'll cause any conflicts with building unreal?
https://docs.unrealengine.com/5.3/en-US/updating-to-the-latest-changes-from-epic-in-unreal-engine/ - With the latest documentation, the Perforce section has been removed. Probably it's restricted for just NDA'd platforms now.
EDIT: As I thought, now it's located here: https://docs.unrealengine.com/5.3/en-US/downloading-unreal-engine-source-code/#:~:text=If you are an Unreal Engine licensee%2C you can access the source code through our Perforce server instead of the public GitHub repository.
Thanks
Hey, if I want to make a dedicated server for my game, do I really have to open my game with a source-built UE and then convert my project into a source-built UE project?
I'm not sure you need to make your project a c++ enabled one, but you do need a source build of the engine to package a dedi server.
Is it still true? Because I saw plus branch contains some things for mobile as well. As I can tell by commits, 4.27-plus is still relatively supported version, but not just for consoles.
Any tips on using Incredibuild? (BuildConfiguration settings, AWS Agent setups, etc...)? I'm trying to optimize it as much as possible
My build is slow and it doesn't look like I'm fully utilizing the Helpers... am I doing anything wrong?
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<ProjectFileGenerator>
<bIncludeEnginePrograms>false</bIncludeEnginePrograms>
<bIncludeDotNetPrograms>false</bIncludeDotNetPrograms>
<bIncludeTemplateFiles>false</bIncludeTemplateFiles>
<bAllDocumentationLanguages>false</bAllDocumentationLanguages>
</ProjectFileGenerator>
<BuildConfiguration>
<bUseXGEController>true</bUseXGEController>
<bAllowXGE>true</bAllowXGE>
<bUseAdaptiveUnityBuild>true</bUseAdaptiveUnityBuild>
<MinFilesUsingPrecompiledHeader>1</MinFilesUsingPrecompiledHeader>
<bShowXGEMonitor>true</bShowXGEMonitor>
</BuildConfiguration>
<BuildMode>
<bIgnoreJunk>true</bIgnoreJunk>
</BuildMode>
<ParallelExecutor>
<ProcessorCountMultiplier>4</ProcessorCountMultiplier>
<MemoryPerActionBytes>2147483648</MemoryPerActionBytes>
</ParallelExecutor>
<XGE>
<MinActions>1</MinActions>
</XGE>
</Configuration>
Uninstall incredibuild and install octobuild
where can I find more information about Octobuild? The information on GitHub is very limited
Do I just install it or do I need to modify the environment variables?
hey, a while ago I tried extending unreal's renderer to try to implement sea of thieve's cloud rendering tech myself
I found out about SceneViewExtensions, RDG and RHI and tried to figure them out from source code to no avail, just too complex for me
I come from Unity where drawing a mesh to a render target with a specific shader/material is just 2-3 function calls minimum
I've been told in order to understand unreal's rendering APIs I should learn other rendering APIs ie openGL or DirectX
For someone who doesn't have a comp sci degree but has some experience with unity's high level rendering api and with cpp, what is the ideal learning path here? what should I learn in what order?
bonus point if it's practical learning and not just reading or watching stuff for hours before I get to do anything
Hi anyone having any success building Lyra from the 5.3 source code?
I keep getting this: plus I can't generate project files from a source build. I can from a launcher build.
you sure you have the right visual studio build tools version installed?
hmm good question what version should it be?
Just installed the latest versions:
going to give it a go, thanks
Hello everyone, let’s say I created a level editor in UE5, can I get the packaged build to export a Windows executable containing the level the user created so that they can distribute it? In a way like a simple game maker app.
As long as you didn't package any level editor code.
You'd have to create a "level editor" from scratch.
I don't think you can get it to produce another exe, but you could get people to use your "game" with custom maps.
You could have a "level editor" map.
will do, thanks
Guys is it a good idea to contribute javadocs and documentation to engine source?
You'd have to get someone to care enough about the docs to vet it and then you'd probably get refused unless it was absolutely perfect.
Grammar, etc.
Anybody know where window creation is handled in the source?
Which place should i look for those header files ?
Learning slate a lil bit for plugins. But can not find good examples. So looking to make replica of the current viewport of the engine but it seems i dont know how to navigate to the slate part. If you know please help
I need the EngineTest project (which is mentioned here) but I don't understand where/how to get it. Can someone help?
However, the EngineTest project (located in the engine’s perforce streams) has several networking test maps that run both blueprint and C++ functional net tests, which are made up of client and server steps that run on their respective instances
If it's on Epic's perforce stream, you may simply not have access to it.
Just tried building from source and I get this when launching the editor:
Fatal error: [File:F:\Dev\Games\UnrealEngine\UE5\UnrealEngine\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 1167]
Unable to read module manifest from '../../../Engine/Binaries/Win64/UnrealEditor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime.
For reference, I can say that the closest thing I know of is the "Building Unreal Engine as a Library" documentation page. I don't really think it's exactly what you're looking for though.
https://docs.unrealengine.com/5.3/en-US/building-unreal-engine-as-a-library/ Also, just be aware that the UE5 documentation page for this is not updated yet. Adding 4.27 for comparison: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/BuildAsALibrary/
Speaking of which, considering the documentation page above, I'm a bit confused by the "Engine Tools" EULA warning that it has. I read the part of the EULA that deals with Engine Tools, but... well, I'm still confused by it.
Suppose I made a project that followed the documentation above, and I was creating a project with Unreal Engine built as a library that the application could run. The project would be 100% non-commercial, and it would be a game. The reason I want to package it as a library is to use some external editor tools that will run before the game can be played properly. That said, could I allow end-users (players) to download and run this, according to the EULA?
which must choose to build the engine ?
"UnrealEngine" but it's probably going to be easier to build from your game project with it using this custom engine build instead
which is preferred as it skips compiling several hundred extra thingies
Thousand*
IncrediBuild is with a free license limited to a single normal core count of modern processors, it won't accelerate anything, so it will not help you but actually make it slower for you if you have more than 16 cores. If you want better, you need to pay them about $70-$90 per core license. That's going to be about $2500 a year if you use two 16-core machines. It's better to just buy a workstation for the amount of money you will hand them out in a few years and forever have a machine with you.
The free version of increditshit only lets you use a single process, not all the cores on 1 machine.
It's just ridiculous that it even limits you doing builds your one computer could do by itself.
just invest in a threadripper rather than expensivebuild
As an owner of a threadripper, I fully agree with this. They're great!
how much quicker is it?
i.e. I currently have a Ryzen 7 5800X (8 core) - how much quicker will it be if I got a threadripper?
I need something so I can justify it to my wife... 🙂
Well, the main difference is core count. I have 32, so 64 concurrent processes. You can get 64 (128) or even 128 cores (256 processes,) if you're super rich and get the Epyc.
Consumer cpus, like Laura mentions, are a lot cheaper and have something like 16 cores/32 threads max?
yeah - the 16core/32 threads is like 1/4 the price - so seems pretty decent... ok thanks...
No reverse iterators for the Epic containers, unless I'm missing something?
Not sure if this is sensible..
There is one, TReverseIterator or some such.
I can download the dependecies for ue4.27.2 people are saying UE is not supporting it anymore is this true
what a nightmare how can I download the source code? ever since ue5 its been a nightmare using an older version
is anyone here???
check the pins
I was able to download it but now I get this error @heady sparrow Failed to build "C:/UE4/Engine/Programs/AutomationTool/Saved\UATTempProj.proj":
How are you getting 2 process per core?
On my builds it is doing one per physical core?
Hi everyone! SetLeaderPoseComponent apparently also propagates to followers when a bone gets hidden. Is there a way to set it NOT to do that?
does 4.27.2 users need the SDK from windows 11 to pack unreal engine source?
Buildconfiguration.xml?
I disbaled e cores in my bios to get faster build
AMD best
why does it not just use all cores by default? It detects 16 logical cores, why would the default config not take advantage of that? Any negatives to using them all?
The rest of your system goes caput?
This is what I use, works pretty well: <?xml version="1.0" encoding="utf-8" ?> <Configuration xmlns="https://www.unrealengine.com/BuildConfiguration"> <BuildConfiguration> <bAllowXGE>false</bAllowXGE> <MaxParallelActions>62</MaxParallelActions> </BuildConfiguration> <ParallelExecutor> <MaxProcessorCount>32</MaxProcessorCount> <ProcessorCountMultiplier>1.9375</ProcessorCountMultiplier> <MemoryPerActionBytes>0</MemoryPerActionBytes> <bShowCPUUtilization>true</bShowCPUUtilization> </ParallelExecutor> </Configuration>
ok thanks - I'll give it a try and go from there
There is a property like "use all cores" or something, but I like giving myself a couple so my system doesn't actually die.
Can still watch youtube or something while it's compilign.
Is there currently a known issue with getting access to the sourcecode? I've removed and readded Github integration to my Epic account like 3 times and haven't gotten the invitation to the Epic Github org.
Oh my god, I had to join the newsletter to get the invite. That's so silly.
Would anyone be able to help me understand what FPersonaAssetEditorToolkit is used for?
I see that it's being used in the animation editor modules and my initial assumption is that it's used to facilitate the different MODES.
But then I noticed it was not being utilized in other modules that also contain a mode inheriting from FApplicationMode - like the "BehaviorTreeEditorMode" or the "MaterialEditorMode".
It seems that it's mostly called in modules that interact with an skeletal rig. Is there a reason for that?
Edit: I now see that both the IBehaviorTreeEditor and the FPersonaAssetEditorToolkit inherit from FWorkFlowCentricApplication - they are more connected than I first thought.
@cunning mirage Well Persona is the name for the SkeletalMesh stuff in UE iirc
Unless you mean the ToolKit part of it
Pretty sure there are more toolkits. Paper2D probably also has one or more
Thanks! Yea I was confusing Persona with Slate for some reason. 😵💫
I keep getting the error "unable to find installation of PDBCOPY.EXE whcih is required to stip symbols" when trying to create an installed build of UE5.3(source)
does it look for a specific windows 10 sdk? because the link it shows brings me to the latest version which i already have installed
nvm this looks like it should fix it https://blog.devgenius.io/error-unable-to-find-installation-of-pdbcopy-exe-when-compiling-with-vs2019-c-on-windows-2c5e33692345 really annoying that you need to modify the SDK manually
Isn't it the overkill just for desktop PC?
Hey, I have just started working with a source build. I have two directories with separate git histories and solution files - one for UE and one for my project. How do you work from them - run two instances of VS all the time for each solution or just use the source-built binary and run one instance of VS for the project?
Is there a good reference doc (other than Creating a Custom Asset Type with its own Editor in C++ community post) that can shed some light on the nuances of the AssetEditorToolkit?
Currently I'm getting a bit lost looking through existing subsystems. I've been looking through the a GenericGraphEditor project that was recommended in this discord. Since I need to add a timeline + viewport to a custom AssetEditor I've also been looking into existing implementation in Unreal and it's been somewhat confusing.
One area I hope can be clarified is the difference between a TabSummoner, a TabSpawner and a TabManager.
That's a good question
From my understanding summoners are used when we need to customize aspects of the WorkFlowTabFactory. Most classes seem to override CreateTabBody(), while others override SpawnTab(), ToolTipWidgets(), etc.
The WorkflowTabFactory contains a ptr to an FAssetEditorToolkit and is required for it's constructor. Its also used when creating a viewport, like in FPreviewViewportSummoner::CreateTabBody() in the TabSpawner.cpp for example.
Registering Tab Spawners is the bit thats confusing.
- Anything that inherits from
IToolKitcalls the void RegisterTabSpawnerS() TabMangeris part of the SlateAPI and has its own "FTabSpawnerEntry& RegisterTabSpawner()" - (no "s")WorkflowTabFactoryis part of the UnrealEd and has its own "FTabSpawnerEntry& RegisterTabSpawner()" - (no "s")TabSpawnersis part of Persona namespace and inherits fromWorkflowTabFactory, but has its own "FTabSpawnerEntry& RegisterTabSpawner()" - (no "s") and doesnt override the RegisterTabSpawner function fromWorkflowTabFactory?
When I see "Mode" should I expect there to be multiple modes within an AssetEditor, or does the "Mode" affix/signifier also apply to single mode applications? I am asking because I see the the FModeToolkit::RegisterTabSpawners() inside the BaseToolKit.cpp but only under the ModeToolkit class and not the BaseToolKit class
You'll probably find that IToolKit is an old version that was never replaced.
WorkflowTabFactory will be the newer thing.
And, yeah, there are 2 kinds of modes, I think. Application modes which reflect major layout changes and toolkit modes which reflect the tool(set) currently being used in the editor.
// FApplicationMode
class FApplicationMode : public TSharedFromThis<FApplicationMode>``` top quality documentation
Yes, I figured it out. I didn't need the first one like I thought
This is where I downloaded 2015, https://visualstudio.microsoft.com/vs/older-downloads/
How did you fix the The remote server returned an error: (403) Forbidden. (WebException) problem?
Yeah already tried that and it didn’t work. But I’m no longer having this issue but thanks
If I made a PR to implement a customizable Actor BeginPlay Order through an integer parameter made avalible on the actor, would it be considered at all to be merged
have epic shown the release notes for 5.3.1 that is now available? I cant find it anywhere?
If I create an installed version from a source build are they compatible? Or does everybody on the team need to use an installed version then
I'm guessing the install options work just like with the Marketplace ones, right? so additional options like platforms or debugging symbols shouldn't make a difference in project compatibility
What is the plus version mean? Someone said the plus version of 4.27.2 was the best 4.27.2 plus
how can I find out what it is? its generic on the github
i think 4.27.2-plus should be the LTS release for Unreal Engine 4
default 4.27 hasn't been updated in a while
I'd personally go for UE5 but i guess that's your choice
I found these https://easycomplex-tech.com/blog/Unreal-AssetEditor/
some articles go into some description of class definitions, how they are intended to be used and how they fit within the AssetEditorToolkit system. Not necessarily in a great way but it's better than nothing
https://easycomplex-tech.com/blog/Unreal/AssetEditor/UEAssetEditorDev-AssetEditorClassDef/
Development of asset editor in Unreal Engine.
1 FAssetEditorToolkit --- The basic class to develop asset editor is FAssetEditorToolkit, which contains basic functions for asset editor development. The structure is given below.
{: .center-block :} An asset editor consists of a number of tabs. The basic flow...
This has been really helpful
If you are aiming to release on consoles 4.27 plus was made to keep the SDK and so on matched so you can release. I've released a project on it and this is the version they backport most fixes. Although by now this is old news and they've given up on UE4 for good, rarely fixing only some critical things. If you intend to release this / early next year, then maybe you can still work on it, but anything further than that and you're risking beeing on 'too old' to release. Unless, of course, you're up for manually merging and keeping newest console SDK's up to date.
If you only need PC, you can use any version really.
On the Launcher Version of 5.3 if i make some small Edits on the Code of the Editor, doo i need the full Source Code for build it? (from github)
Yes. Any change you make to engine requires you to recompile it in order to work
Otherwise you just changed the C++ file, but the build binaries are from the launcher and nothing will change afaik
So just for unclamping in the Post Process Volume the Diffuse Boost , i would get the Whole Source Build thats hundreds of Gigabytes.. thats sad
but thanks for Anser @stable hemlock
i don't mean launcher versions, i mean source build and custom installed builds from that source build version
thanks 😄 yeah i'll play around with it a bit ^^
I expect that installed builds with different options like target platforms and debugging symbols should be compatible right? just like the ones from the launcher
Hello, anyone aware how can I add support for VS2022 to 4.27 ?
GetMSBuildPath.bat returns the correct path, however something doesnt detect the correct C# version
I think you need 4.27 plus @errant shale
Does anyone know if window 11 will work with unreal 4.2.7.2?
I found out a declined PR that does it.
However I have some conflict with .net versions or something like that
And trying on win 11
UBT itself builds fine
AutomationTool is the one that has all these conflicts, and it also has them when building from VS
And unfortunately, I never touched anything but C++/C/Objective C, so I lack experience with this C#
@errant shale I am about install windows 11 . What do you mean by a "declined PR" that does what? What is a declined PR? Are you using the 4.27 plus version? They say the plus version they still update
I posted a link to PR, they declined it because they don't want to add vs 2022 to 4.27
As for now i didn't manage to build 4.27 on windows 11
Yes, I am using 4.27 plus
This is barbaric, they should at least support 4.27 until at least 3 years
Ryan hummer mean when he says
Hi, thanks for the suggested fix, but we are not accepting PRs against 4.27. Support for VS2022 against 4.27 will be up to individual developers to handle.
Is he saying we are on our own?
I don't recall him holding our hands, during the journey.
So you found a fix, but they don't want to fix it, but your fix still works? Is there like a dedicated place to find "what 4.27 needs to survive" in 2023?
Because I can't be the only dev who's worried I talked to others who said EOS isn't working
I still have conflicting assemblies, and have no idea how to resolve or set them hardcoded to csproj
warning MSB3277: There was a conflict between "System.Runtime, Version=4.1.2.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" and "System.Runtime, Version=4.2.2.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a". [D:\Workspace\UnrealEngineRoma\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
Well Epic doesn't care for 4.27
they are busy with 5
Well can we use unreal 4.27 plus with the old set up with VS 2019?
I tried it today on windows 11
and it failed to compile/build
maybe win 11 is the problem - IDK
last time i successfully build it
I did on old pc on win 10
using vs 2017
Let me see I saw a fix from someone using 4.27 on Windows 11 let me see if I can find it
Also noticed in installed build:
WARNING: D:\Workspace\UnrealEngineRoma\Engine\Build\InstalledEngineBuild.xml(115): Property 'VS2022' is not defined
its an added property from the PR i linked
😐
Why did they update stuff last week but denied you?
Thats not me.
I stopped PRing long ago
Also when I am trying to nbuild as installed build:
D:\Workspace\UnrealEngineRoma\Engine\Source\ThirdParty\Eigen\Eigen\src/Core/util/Macros.h(615): error C2144: syntax error: 'void' should be preceded by ';'
D:\Workspace\UnrealEngineRoma\Engine\Source\ThirdParty\Eigen\Eigen\src/Core/util/Macros.h(615): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
D:\Workspace\UnrealEngineRoma\Engine\Source\ThirdParty\Eigen\Eigen\src/Core/util/Macros.h(615): error C2988: unrecognizable template declaration/definition
D:\Workspace\UnrealEngineRoma\Engine\Source\ThirdParty\Eigen\Eigen\src/Core/util/Macros.h(615): error C2143: syntax error: missing ',' before '&'
D:\Workspace\UnrealEngineRoma\Engine\Source\ThirdParty\Eigen\Eigen\src/Core/util/Macros.h(615): error C2447: '{': missing function header (old-style formal list?)
D:\Workspace\UnrealEngineRoma\Engine\Source\ThirdParty\Eigen\Eigen\src/Core/util/Macros.h(817): error C4668: 'EIGEN_CUDACC_VER' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
D:\Workspace\UnrealEngineRoma\Engine\Source\ThirdParty\Eigen\Eigen/Core(22): fatal error C1083: Cannot open include file: 'src/Core/util/ConfigureVectorization.h': No such file or directory
Some macros are not defined
And its hard to blame on windows version
Did you try this fix
Seriously, why this?? 11>Building 293 actions with 20 processes… 11> [1/293] Module.SlateNullRenderer.cpp 11>C:/UE4/4.27.2/Engine/Source/Runtime/SlateNullRenderer/Private/SlateNullRendererModule.cpp(12): fatal error C1083: Cannot open include file: ‘TextureResource.h’: No such file or directory 11> [2/293] UnrealFileServer.cpp 11> Detect...
Found it
I'll check when I get home I did the upgrade to win 11
Has anyone fixed this array out of bounds error that seems to happen randomly across multiple systems? #ue5-general message
And everything was working in window s 10
Why did you fix it 😄
Well I have a 12 series.cpu and window 11 is better for it
Also I didn't think windows 11 and windows 10 would be much different, they all look the same
I mean I might be forced to upgrade I really don't want to, I thought we could stay on old engines for at least 2 years
I'll report back and see , I did the upgrade where you can just keep your old info so everything was working, I'll see.if it rebuilds
Even this is not defined for me for some reason
PRAGMA_RESTORE_UNSAFE_TYPECAST_WARNINGS
@errant shale I was able to compile the game
and I got no errors before windows 10 gave me alot of errors and crashed
I mean so far so good windows 11 is smoother . faster, I might have to restore and reset and reinstall everything, ill let you know how that goes
someone help? trying to build ue5 from source on arch linux but it always throws "Rebuilding: AutomationTool assembly not found" and then throws hundreds of errors no matter if i manually build it or use an aur helper
another thing is that it seems to be looking in the steamapps godot engine folder for some reason ?
Can you export the from VS installation, what components you have installed?
Do you have other VSs installed?
I moved to windows10 with VS2017
And I still have these bloody retarded assembly conflicts.
Why ppl even using C# bloody mess...
It doesnt work for me on 3 PCs
2 with win 11
1 win 10
In the installer before you click on modify, you have an option to export a file with all the components
Could you please send it to me
ok hold onm
I have sense that maybe some sf I am using is messing the GAC completely...
Or I have a genetical problem... idk already...
Thank you, do you also have 2017 installed ?
I also installed the windows 11 SDK
from here
Windows SDK for Windows 11 (10.0.22621.1778)
I know that the new unreal engine after the "github disruption" needed windows 11 SDK to work
I didnt see the windows 11 on the visual studio list but I did install it
@wintry coral
Well... I uninstalled all .nets that I could.
Then modified vs2019 with your config file.
And the bloody assembly conflicts are solved now.
However I retained the VS 2017 installation.
You didnt mention you have it installes.
How did you get .NET v4.5 then ?
Or did you mofify *.csproj files to use 4.6.2 ?
I don't know I just got banned from discord from my browser
Windows 11 froze and i did a hard restart
I can only use discord in phone
Anyways yeah I don't have 2017 installed just vs2019
I wonder how did you achieve that?
Discord is broken for some
It's on reddit people have cloudfare issues or something
Hey guys, I've been looking into Mesh Drawing pipeline in UE and I need to render some meshes with custom VS, PS, possibly GS shaders.
I can relatively easily render my vertices via custom primitive scene proxy, however, I haven't yet found a way to call my MeshPassProcessor AddMeshBatches without crashing (I tried to use SceneViewExtensions derived class to bind to after post process stage)
Is it even possible to extend this via a plugin?
I think there was an online tutorial creating custom shader models or something, it may be helpful for you maybe
https://medium.com/@lordned/unreal-engine-4-rendering-part-2-shaders-and-vertex-data-80317e1ae5f3
https://medium.com/@lordned/ue4-rendering-part-6-adding-a-new-shading-model-e2972b40d72d
I think this one
Well, this tutorial already starts from modifying enginetypes.h
I guess it's fine, but would be really cool if I could do this without modifying the whole engine xD
Well, you have to add it to deferred rendering anyway... afaik
I never added anything but PP shader via RDG in PostProcessing.cpp so I am sorry, besides linking this one I cant be helpful.
Yeah, well, generally looking at source code for hit proxies for example they just add a DrawDynamicMeshPass somewhere with the needed MeshPassProcessor.
Seems relatively easy to add a delegate to bind after some rendering stages xD
Thank you still, I will definitely take another look at this tutorial!
Hello, I'm trying to use this custom build of Unreal 5.3, I'm using VS2022, with the packages recommended by Epic. I ran Setup and GenerateProjectFiles. I compiled the engine without errors, but when I try to open the editor this message appears
Any ideas what I'm doing wrong?
Have you compiled an installed build?
No, I downloaded a modified version of the source code
This page describes the Installed Build process, including an overview of how to write Installed Build scripts.
This will generate self contained binary engine, almost like you got from Epic Launcher
a source build should work without making an installed build, something is wrong
I presume you follow this doc https://docs.unrealengine.com/5.3/en-US/building-unreal-engine-from-source/
Yes
As said in the image, it shows this message in the log: Unable to read module manifest from '../../../Engine/Binaries/Win64/UnrealEditor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime.
If this is your first time building from source:
I would still proceed to sanity check each and every step of the setup.
Unreal is very strict on what the thirdparty build pipeline setup is for each version of the engine.
( this is a couple of years old, but similar )
https://www.reddit.com/r/unrealengine/comments/sxv1bh/cant_compile_ue4_from_source_noexcept_types/
If this is not your first time building from source, something else must be off. Is this a clean fork off github, no changes, one of the release branches?
Should I use Rider for editing the source code or am I supposed to use VS for the source and Rider for the game code?
Yeah, but technically isn't Rider made for only Unreal projects and CLion is for raw C++ projects. And Unreal itself is not an Unreal project 🧐
Basically I'm asking whether Rider borks itself on source code projects.
No
Rider isn't made for unreal only projects.
And Rider is quite happy opening your game project via the solution file as well as the uproject file.
Alright guys How can marketplace content be installed in source build of marketplace folder ? So I can free up space by removing binary version of Unreal Engine
Delete the launcher version and symlink the old marketplace folder to the source engine one.
install via launcher! 😄
Can you be more specific ? Should I use launcher one also !
Is the debugger in Rider supposed to detach right after a project is loaded? It feels like I'm attaching to the project launcher when I run the UE5 target, not to the engine instance itself. I guess I'm supposed to attach to the process manually once the project loads?
Well, I run the UE5 project in Development Editor mode and it opens a selection screen where I can either create a new project from a template or load an existing project.
You probably have the wrong project selected. There's a dropdown next to the 'Development Editor' selection that should be your game project.
yeah that happens when you build the engine. If you don't see your project in the configs you need to go through the folders of your solution, to Games -> ProjectName and run that, afterwards it should show up. In VS you can also make that your startup project
Well, I'm launching the engine from the engine solution, not the game solution. Is that wrong?
well that will always bring you to the project browser
where you can choose to open an existing or create a new project
so once you have a project you should switch to your game solution
Oh. So I'll have to juggle solutions if I'm going to iterate on shaders a lot on a test project.
i mean you can tick the box to always open the most recent project when launching the engine if you'll have to keep rebuilding the engine
(not sure how to undo that though)
Hmm, so that might work even if the browser never remembers last project?
I'll try that, thanks.
is it okay to not include the DDC when creating an installed build? like will that be generated on each machine anyway, or am I taking away from the functionality or speed of the engine if i don't include it?
I need to share the engine build but i'd like to keep the download size small. 7zip gets it from 120-ish to under 20gb in ~45 minutes but i'd love to reduce it a bit further if possible
does it even make a difference in size?
thanks!
does that take long?
guess i'll just include it
removing the crash stack for the others should be okay though
you can use different configs together, right? just like in the launcher versions
the different build options like different platforms, ddc cache, debugging symbols etc
If your solution depends on the UE source, and you edit the UE source while in your game solution; it will compile the source bits and launch your game from within rider. I do it all the time.
Oh. I thought it copied the engine stuff over when creating a project, had no idea it was linking directly to the original solution.@south vortex
It’s just a link. You can have one source and multiple projects etc.
Hi!
I really need to reduce my Source build's size.
I'm already using something I found in github to exclude platforms i dont need but that's not enough. How can I reduce the size further?
The obvious ones:
- Disable literally every single plugin you are not using
- Mess with the packaging settings to use compression
- Asset optimization: Smaller textures, delete unused assets, the usual stuff
The more complex:
- Use a source build, and modify the engine to not package shit like the entirety of Chromium with unreal, lmao. That saves 200 mbs.
To help with point (1): You can add this line to your UProject, which will tell unreal to disable ALL plugins, except the ones you manually enable, which personally I do for every project.
its much faster to enable the 20 you need, rather than disabling the 50 you dont
Is anyone else thats using Rider seeing the message "The breakpoint will not currently be hit. No executable code is associated with this line." Whenever you try to add a breakpoint in the engine source code?
Project breakpoints work fine, but I can't debug in the engine. Debug symbols are installed.
Can anyone help me out. My UE5.3.1 source build getting failed. And error is
C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code -1073741571.
And also don't know about that AutoRTFMTests at startup projects? WTH is that ?
To add onto Drak's points:
- Strip the PDBs. They contain a lot of data you don't need for debugging. If you are on windows, you can strip them using the built in tool called PDBSTRIP which you can find at
C:\Program Files (x86)\Windows Kits\10\Debuggers\x64\srcsrv\pdbstr.exe. I find that the resulting PDB size is reduced by a magnitude of 100, making them usually as small as the binaries themselves. - If you have engine content that you don't intend on modifying, you can pack the source content directly into a pak file which reduces the content size by about 10-20% or more if you mess with compression such as LZ4. I've had my content size halved with LZ4 before. Then for the engine to detect the pak'd, you can use the
-UsePaksflag when opening the editor - or find where it is used in the engine code and make the 1-line patch required to change the default behaviour to always load the pak file. You can continue to use the content exactly how you normally would, but again you just cannot save it. - Reducing texture quality can be done in bulk using an editor asset utility, or the bulk editor matrix asset action, or using a marketplace plugin called rdTextTools. You basically need to increase the LOD bias.
- If you aren't using static/skeletal meshes, you can strip LOD levels from them, leaving just LOD0. You can do this in an editor utility script again, such as like this.
If you'd like more detail message me and I can link you to a writeup I've made relating to all this stuff, which I'd rather not link here in public as maybe it could be seen as shameless self promotion 🙂
Optimized builds can be difficult to debug because code can be moved or optimized out. Both of those things can cause the compiler to be unable to match up a breakpoint with a place that it can stop the application.
To really debug the engine you either have to a) build Debug Editor or b) use PRAGMA_DISABLE_OPTIMIZATION to deoptimize a specific file/function. Either one requires you to be building the engine from source and not an installed version.
I'll try that now, I have a source built 5.2 version on here I can play with
It looks like option A doesnt work, same result. I'll try option B
I'm having trouble getting my unreal 5.3 source build to start in debugging mode. 5.3 source compiles and runs successfully and I can verify that the uproject is running on that version of Unreal. However, when I start the editor with Debug > Start New Instance, it tells me the UnrealEditor was built with a different version and asks if I'd like to recompile. Recompiling the engine doesn't remove this message. I can't start the debugger without this, anyone know what's going on?
it should be caused from projects build version , source version is not the same with launcher version even version numbers match, just right click on .uproject and select switch unreal engine version and if you compiled source version of plugin it should be appear on the list, the name of it is very distinguished among other versions
yes I have already right clicked the uproject and switched over to my 5.3 source build, I can confirm it's on the source build because packaging my dedicated server actually succeeds
could try again I suppose as a sanity check
after you check that,i think should click yes to rebuild incase if you switched but didnot built it
so it failed to rebuild, trying from .sln now
and I killed off /build /intermediate /saved and the other one
looks like that worked 🤷♂️ thanks
well after a single restart it's back to the previous functionality
Nope, same problem even when using UE_DISABLE_OPTIMIZATION, just seems like the engine source can't be debugged with Rider. Kind of disappointing as It looks like I've found an engine bug that I need to fix.
Not sure what’s going on for you, but you can absolutely debug the engine source with Rider. I’ve done it before and I was doing it today.
There’s other cases where breakpoints won’t work, but it’ll take a bit to go over them. I gotta head to bed right now though.
Strange. I think my only option at the moment is to copy the water plugin out of the Engine and put it in the project so that I can debug it
nevermind. can't do that either. Rider excludes the modules if moved. Still works in the project, Rider just wont let you read the source files
Are you using a source or launcher build?
Suppose I am using and building an editor module like PakFileUtilities in a game project. Like, I am including it in the game.build.cs as a dependency, as it would be used in some C++ code for the project I'm doing. Would this have legal ramifications for having editor functions included in the game?
https://www.unrealengine.com/en-US/eula/unreal
If your Product includes Engine Tools, it may only be Distributed pursuant to (C) above.
Okay, that's what I thought. I am still confused by the wording of that part of the EULA though. Is it applying to commercial applications only?
Er, nevermind. I think I got confused because of the "Other Royalty-Free Distributions" header.
So if I wanted to be able to unpak a pak file from my game, I would have to reverse engineer and code something myself, instead of using the tool provided?
that or negotiate a custom agreement with Epic
And how hard is that to do? (Or rather, which would be easier?)
hard to say
roll your own if you have the propellerhead chops for it, cut a deal with Epic if you are an established developer with some 'clout' and/or money to at least pay the 1500/year seat perhaps
I have none of those benefits.
Perhaps you could come up with some alternative angles of attack for the features you desire
Essentially, I am looking to be able to build a game with assets cooked into pak files. Then removing certain assets from the cooked build, thus distributing a game without certain assets like selective 3D models and such. Then the end-user would start the game, and it would take assets from a folder on their computer, and bundle and replace the missing assets in the pak files, filling in the blank spaces.
It would be a long first-time load for any end-user, but after that it would be re-usable any load after that. I'm trying to avoid loading assets at run-time otherwise. Hoping I could include a sort of automatic asset building system into a game where it would load certain things at first run, so that those assets could be re-used later, instead of relying on loading assets at runtime.
I suppose the simplest alternative I can think of would be trying to invent my own type of pak file... but it would have to go deeper than that. I would have to create my own version of UAsset files too... At that point, might as well try to reverse engineer the real thing, because I'd be studying how it works already anyways.
Perhaps you have a clear vision of why that would be worth a lot of work, but I don't really see the point. Downloading is easy, and runtime loading is fast these days. Why go to all this trouble? Or are you specifically wanting for users to create their own content?
Yes, I realize it is an absolutely stupid way to do things, if this was a traditional project. The gist is that it's a passion project remake. Can't redistribute creative assets of an old game for legal reasons, but I can make my own code. Creating a shell of the game with my own programming. Hoping I could distribute something that would import assets from old game into UE5 shell I make.
I see. Tricky stuff. Good luck, I'm afraid I don't have much knowhow in that sort of area
I took a look at "Build UE as a library" documentation, thought it would help, but I don't think that's necessary for what I need, and also it's subject to the same legal clause you quoted above.
If I did do it this way anyways, it does say it could be distributed through the Unreal Engine Marketplace... Could I publish such a thing there? It would be weird for end-users to do to download it, but possible, no? Or is the UE Marketplace subject to rules where it needs to be useful as an editor tool of some kind?
I doubt if the Marketplace would accept a tool primarily made to emulate semi-legal or illegal games, even re-makes
I mean in the end, if your intent is not to make any money, you could just do it the pakloader way anyway I guess... but don't take my word for it
Well, the intent is not to do anything illegal, that's the whole point. We can be awkward or obtuse with how we do it, but avoiding any legal issues. That's why I'm looking for other options. If it's not possible legally, then another approach should be taken, that's all.
I appreciate your time and input though. It may be time to look at a different engine for this, despite UE being first choice.
@lethal ember
I think for your use case, you're probably best off building an app that includes the code to parse the old data formats and convert to Unreal runtime formats at runtime. Later on you can look at caching these results if it's too slow, but first step is getting it working, then second step is making it fast.
Can parse old mesh formats and create procedural meshes in Unreal, etc.
When you say "convert to Unreal runtime formats"... You mean like fbx for 3d models, etc.? Yeah, loading assets at runtime is another option, and we could possibly optimize it.
Or do you mean some of the new runtime tools that came out? I haven't done a lot of research into procedural meshes and the like.
Not the new stuff. Literally create a mesh at runtime from vertex data, etc. There's a few ways to do it in engine.
Ah, I see. Well, if we have the 3d models in obj format, that could be doable and easy to read... I wonder if animations could be done in a similar way.
Quick question: Am I supposed to re-run setup.sh after updating my source installation from 5.1 to 5.3?
The answer seems to be yes.
Has anybody managed to compile 4.27pus without errors?
I am getting a lot of Chaos related errors
A shit load of people have compiled every version of the engine successfully.
I remember having that issue at some point, and since we don't use Chaos, I just disabled that from build configs... suboptimal solution though, better to search for a better answer
Is it against best practices to 'skip' versions when upgrading projects? (e.g. 5.1.1 -> 5.3.1)? Or should I follow each revision hop (e.g. 5.1.1 -> 5.2.1 -> 5.3.1)?
Yes, many times, although 4.27 is probably a bit old now so I would just be careful if you need to use older versions of VS or dependencies.
Would strongly recommend to use the latest UE version unless you have a big reason not to
I don't think it should make much difference, but not 100% sure on that... Might be you get to solve less issues at a time if you hop : )
I was going for the plus branch as that seems to be in LTS and a lot of games were shipped on it
I wanted PhysX which is why I was sticking with 4.27+
I am compiling 5.3.1 source and I changed Build configuration. And during compiling I got this warning regarding " LocalExecutor " so instead of that what should I replace ? And Followed this post from forums for my issue https://forums.unrealengine.com/t/compiler-limit-internal-heap-limit-reached/151184/2?u=eon_ai
BuildConfiguration.xml(5): warning : The element 'Configuration' in namespace 'https://www.unrealengine.com/BuildConfiguration' has invalid child element 'LocalExecutor' in namespace 'https://www.unrealengine.com/BuildConfiguration'. List of possible elements expected: 'ModuleConfiguration, ParallelExecutor, XGE, MakefileGenerator, SourceFileWorkingSet, VSCodeProjectFileGenerator, CLionGenerator, VCProjectFileGenerator, BuildMode, KDevelopGenerator, WindowsPlatform, XcodeProjectFileGenerator, RemoteMac, IOSToolChain, QMakefileGenerator, CodeLiteGenerator, TargetRules, RiderProjectFileGenerator, TestTargetRules, ProjectFileGenerator, SNDBS, EddieProjectFileGenerator, WindowsTargetRules, VCMacProjectFileGenerator, FASTBuild, Log, UEBuildConfiguration, CMakefileGenerator' in namespace 'https://www.unrealengine.com/BuildConfiguration'.
Create a BuildConfiguration.xml file… https://docs.unrealengine.com/en-US/…ion/index.html …with something like this: [FONT=Courier New] 12 12
Remove the LocalExecutor element? I thought that would be pretty clear from the message and that post is 3 years old
I downloaded the source from the release branch, and made changes. Compiles with zero errors or warnings.
However, GPULM crashes the engine when I switch to non-realtime(fast) mode.
LoginId:608005f64bf25940b944428ed3a3687d
EpicAccountId:737accaa1fba4fa1b31a0f211b85d9c6
Assertion failed: ResourceMap.Contains(Resource) [File:G:\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp] [Line: 790] Resource at 0000051662EBB980 registered with pass LightmapGBufferTile is not part of the graph and is likely a dangling pointer or garbage value.
UnrealEditor_RenderCore!FRDGUserValidation::ValidateAddPass'::2'::<lambda_8>::operator()() [G:\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:840]
UnrealEditor_RenderCore!FRDGParameterStruct::Enumerate<FRDGUserValidation::ValidateAddPass'::2'::<lambda_8> >() [G:\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Public\RenderGraphParameters.inl:15]
UnrealEditor_RenderCore!FRDGParameterStruct::EnumerateUniformBuffers<FRDGParameterStruct::Enumerate<FRDGUserValidation::ValidateAddPass'::2'::<lambda_8> >'::2'::<lambda_1> >() [G:\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Public\RenderGraphParameters.inl:50]
UnrealEditor_RenderCore!FRDGParameterStruct::Enumerate<FRDGUserValidation::ValidateAddPass'::2'::<lambda_8> >() [G:\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Public\RenderGraphParameters.inl:13]
UnrealEditor_RenderCore!FRDGUserValidation::ValidateAddPass() [G:\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:942]
UnrealEditor_RenderCore!FRDGBuilder::SetupParameterPass() [G:\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2426]
UnrealEditor_GPULightmass!FRDGBuilder::AddPass<GPULightmass::FLightmapGBufferPassParameters,GPULightmass::FLightmapRenderer::Finalize'::323'::<lambda_16> >() [G:\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Public\RenderGraphBuilder.inl:313]
UnrealEditor_GPULightmass!GPULightmass::FLightmapRenderer::Finalize() [G:\Github\UnrealEngine\Engine\Plugins\Experimental\GPULightmass\Source\GPULightmass\Private\LightmapRenderer.cpp:2309]
UnrealEditor_GPULightmass!GPULightmass::FLightmapRenderer::BackgroundTick() [G:\Github\UnrealEngine\Engine\Plugins\Experimental\GPULightmass\Source\GPULightmass\Private\LightmapRenderer.cpp:3796]
UnrealEditor_GPULightmass!GPULightmass::FSceneRenderState::BackgroundTick() [G:\Github\UnrealEngine\Engine\Plugins\Experimental\GPULightmass\Source\GPULightmass\Private\Scene\Scene.cpp:1668]
UnrealEditor_GPULightmass!TEnqueueUniqueRenderCommandType<GPULightmass::FScene::BackgroundTick'::31'::BackgroundTickRenderThreadName,GPULightmass::FScene::BackgroundTick'::31'::<lambda_2> >::DoTask() [G:\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
UnrealEditor_GPULightmass!TGraphTask<TEnqueueUniqueRenderCommandType<GPULightmass::FScene::BackgroundTick'::31'::BackgroundTickRenderThreadName,GPULightmass::FScene::BackgroundTick'::31'::<lambda_2> > >::ExecuteTask() [G:\Github\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [G:\Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [G:\Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!RenderingThreadMain() [G:\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:411]
UnrealEditor_RenderCore!FRenderingThread::Run() [G:\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:537]
UnrealEditor_Core!FRunnableThreadWin::Run() [G:\Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
This crash doesn't happen at all in the launcher version of 5.3.1
I'm using the source version in order to apply fixes from GPULM that would otherwise be released in 5.4.
But I started with compiling a stock unreal build to make sure it worked, and here I am.
Never mind. Somehow this error is also happening in the main 5.3 build even though I NEVER had it before. Now it's consistently happening.. WTF?
Update : It's builded successfully at last
hi guys, is this possible that i want to modify source file to make unreal material system can be used like the way we write shader for every single material in unity ?
The engine is indeed open to modify any way you please, but you will need a coder who is very well versed in c++ to achieve things
I am a C++ programmer, I'm just curious if the solution mentioned above is feasible. I have studied the official rendering pipeline and the code related to FShaders, but I haven't found a good starting point.
There's a node that allows you to write shaders manually in the material editor. It's called 'custom expression' or something
That might alone solve your issue, or that's the best starting point
Keep in mind that using it you have to take care of cross-platform support on your own - not all custom shaders will compile ok for xbox or playstation. The Epic's material nodes are free of the issue.
You can write shader files without modifying the material editor.
Or there's literally a raw hlsl node you can use.
does anyone know the toolbar extension point name for the debug/play menu in the blueprint editor? The main editor one is LevelEditor.LevelEditorToolBar.PlayToolBar but I can't seem to find the one for the blueprint editor.
I had to go back and look at an 8 year-old Unreal Editor video to find this. Go to the Editor Preferences and in General-Miscellaneous, check the Debug UI Extension Points and restart the editor. The extension points appear as green labels at the point you can add things.
The original video https://www.youtube.com/watch?v=zg_VstBxDi8&t=55s at 12:40
Engine Programmer Michael Noland walks us through a project designed to show how to add custom functionality to the editor.
Hello, I have registered my assets category. I passed EAssetTypeCategories to AssetTypeActions, but for some reason the asset appears in almost all categories, who knows what the reason is?
he there, does someone else having an issue while opening the development editor with engine source?
Failed to compile global shader FRenderSingleScatteringWithPreshadingCS . Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor.exe.```
this error means your shader file failed to compile, maybe syntax error about HLSL, if you open the choice r.ShaderDevelopmentMode in ConsoleVariables.ini, engine will tell you specific error about HLSL syntax
i forget to click reply button in last message
Hey so I'm trying to build 5.3.0 on my own machine, I've run setup.exe and GenerateFiles.exe and I've done the build command now but its taking absolutely forever, this is normal right? It's been an hour and it's only here
Yeah, the first engine build can take a while. Welcome to source builds.
Wowie, and once its done my actual engine executable ends up in the same directory right?
It ends up in the binaries directory not intermediates, but more or less.
can i build unreal engine by using rider only i don't want to install visual studio , (github version)
Okay, so I got through 10 hours of waiting just for it to fail at the end because of a missing windows 10 SDK even though im on win11. Can someone please confirm if I'm going to be missing anything else I need to look out for?
Gets me everytime I setup a new build machine.
Follow this: https://blog.devgenius.io/error-unable-to-find-installation-of-pdbcopy-exe-when-compiling-with-vs2019-c-on-windows-2c5e33692345
Oh glad to hear its not me haha
Well I'm compiling for 5.3.0 and it gave me a warning saying that I should be doing it on VS2022 so I installed that and all of the stuff with it, and I also installed the WIN10SDK from the link it gave and I'm about halfway through a build now, hopefully I shouldn't encounter it again and have to do the modify thing in settings?
You will need to install pdbcopy as described in the blog. It doesn't get installed by default.
Ah okay gotcha ty
We are starting to need to distribute our source fork of the engine to developers - we are starting off with Installed Builds. Epic docs state they do not use this path in-house : does it mean they all use the project 'normally' via having git + IDE compile the editor for all devs, or is there a third path?
hey guys i am facing some issue i was working on my project and my unreal engine start lagging which it usually do then i close the engine sucessfully and shutdown my pc when i reopned it i am facing this issue on every project and if i trying to uninstal it is showing me this can anybody tell me how can i fix this my engine is install in drive d which is working fine
I got this now, after 12 hours ...................................
What are you trying to build? Make an Installed Build?
I think so? I just need 5.3.0 to save my clouds in my project becuase 5.3.1 broke them ;w;
Yeah I want a installed build i think
Launcher does not let you sync prebuilt 5.3.0 ?
ok, tbh, no-one really 'builds' the whole engine from source usually.
what commandline you are using?
Uh I don't think so bro? I've been told once you've updated to 5.3.1 you cant go back within the launcher
D:\EpicLibrary\Unreal5.3.0\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="Engine/Build/InstalledEngineBuild.xml" -set:WithWin64=true -set:WithMac=false -set:WithTVOS=false -set:WithAndroid=false -set:WithLinux=false -set:WithIOS=false -set:WithLinuxArm64=false
What are you hoping to do in the end?
Stick to using your custom 5.3.0 build for continuing development?
do you have team members you need to send this to too?
No, my cloud scene with my SVTs turned into THIS when I upgraded to 5.3.1
https://cdn.discordapp.com/attachments/375020523240816640/1160907685567397888/image.png?ex=65365e88&is=6523e988&hm=582cc0002372397b28b75fb5d910b81aa233c36a463e9a4f7bfefbb44e63efcd&
And I just need to go back temporarily so I can work with them for a couple of weeks. This is for a commercial project that ends in a couple weeks so its a bit pressured 😅
Prettymuch
oh man, sucks to be you! 😅
Well, making an Installed Build I guess is maybe the right approach for you, if you definitely cannot fix the cloud problem in 5.3.1
but it takes hella long as you've seen
Yeah for sure its just difficult when I get random errors I don't understand and this documentation says nothing about exactly what I needhttps://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DeployingTheEngine/UsinganInstalledBuild/
This page describes the Installed Build process, including an overview of how to write Installed Build scripts.
Going back to your most recent error, looks like that Unreal Swarm project is using vs2019 to build, but maybe it's not setup for C# dev? or has the wrong components installed?
If it was just you, by far the easiest and quickest way is to setup your project with a source engine build, and it will only build the bits you actually need.
How would one do that? Is that just essentially the same as installing a version from Epic Launcher ?
i.e.
root\ <-- 5.3.0 source in here
root\GenerateProjectFiles.bat
root\Engine\... etc
root\YourProject
root\YourProject\YourProject.uproject
root\YourProject\... etc
then you run GenerateProjectFiles.bat in the root and it gives you a sln with your project and engine combined.
set your project as the 'Startup Project' and build only it.
Ah okay, lets hope that helps, I'll give that a go after I have my meeting with the other members of the team 😭😭😭 I really appreciate the help
Generally on "backporting" - if you have version control, nothing stops you from returning to a previous engine version. Generally speaking, you want to have 1 person dogfood the next-engine-version update and see how much stuff breaks, while others keep using the version you are on. Once the 1 person has things stable, optimally also packaging for your target platforms also, to catch more surprises. Then, and only then do we move to a new engine version in our operations.
I think the problem in this case is when using the Launcher version you can't get a specific minor version.
ah true ( major.minor.patch ) - patch versions are always latest it seems
Thanks for the help guys, but talked to my lead and we both think itd be better for me to try and bruteforce fix the problem and drop 5.3.0, despite the deadlines. At least I learned something about the engine if I ever need to do this again
Found out the issue was that on updating to 5.3.1, a bunch of my material nodes just decided to delete themselves. I'm kicking myself as I should have checked this first but the material compiled and gave no warning or errors that something was missing or broken or whatever, hence why I didn't check. Very annoying
If I made a really trivial PR, which really has no side effects, just a one liner at best (e.g. adding a meta specifier to auto cast the return type of an existing func), how long will it usually take for that to be accepted? or do I have to ping someone to ensure it doesn't go under the radar?
yeah, I've seen that already, and it is pretty depressing, I was just wondering if there was a way to speed up things for tiny PRs...
Your better off making the PR, but just rolling your own forked version of the source with that PR included. It’s easy to keep it in sync with all future UE releases.
Yeah I already do that, and I can easily cherry pick PRs from others too then I guess. But it's so weird to me that they don't have someone to take care of PRs. They constantly add new features while the bugs and PRs keep piling up.
Hi there.
Lets say I am a bit perflexed.. but UE4 doesn't support instancing with physics? All it does is static mesh instancing? World class game engine doesn't have this feature?
The closest I found is this: https://gist.github.com/jiangxiaoxu/c572d4064dce010a31cba3fc534ed1b3
I managed to get it compiled for 4.27 but maybe to my lesser skil in UE4 source code, I couldn't get it to work ie instances remains static. Any clue?
Can I have source build from other computer & use it in sent it to otht team member for creating dedicated server for Different games.
Without needed them to recompile editor again
uh yah not lol... $6k for latest gen.
i did a build in 2018 and got a 1920x for around 500$ - its currently 1500 for a 3960x which is nearly the same specs :/
Anyone know a way to convert a "../Map/_Generated_/Map_MainGrid_L0_X0_Y0_DL0" runtime path to an actual .uasset path? I've been browsing the source but can't find a specific method 🙏
Let me look into that and get back to you, I might be chasing my own tail 😅
Update: Looking through my content folder I can't find any .umaps like you've got.
I can find the Map_WP.umap, but no Map_WP_MainGrid_XYZ.umap. I am using OFPA if that could affect this?
Does anybody know if it is possible to build a dedicated server using installed build (the one from source, not launcher)
Thank you for the help 🙂 I'll have to check tomorrow, but I did realise I made a mistake. I'll do that cook and check Ty
Content folder is ignore by default in the ignore file. Should we ignore it when uploading engine to source control?
If it's engine content, no?
it is, I've just copy past git ignore file, problably not a good idea
anyone faced this before with the Water plugin?
i have only added custom shading models + a GBuffer and have made sure to wrap everything with macro check to not affect anything outside of the shading models I made
now the water is going epileptic and crazy
why an i getting this error how do i fix it i just installed UE5.3 src after installing the integrated build tool iam getting this error. What is this error for and how to fix this
this is not effecting anything though.
Hey, I just downloaded 5.3.1 from GitHub and it's missing the Redist folder. I assume a quick fix would be to copy from 5.2 but is there a way to report this to Epic?
Oh wait, I think I messed up when doing Setup.bat nevermind
I'm having a weird issue when running Setup.bat. For some reason, GitDependencies.exe seems to keep going into 'hibernation', or going into low power mode or something. When it's running, it generally sits at 0.0 MiB/s unless I spam the enter key in cmd and then it speeds up for a bit. If I stop spamming the enter key though it slowly drops back down to 0.0 download speed.
Anyone run into that issue before? (It's only doing it on one machine on my network so I don't think it's network related)
Err I give up. I've been fighting with this for two weeks. Ridiculous.
What version of the engine are you downloading for?
They changed the git stuff a little while ago and broke all teh old versions. Or something.
5.3
After 8 hours of the downloading during Setup.bat now it's hanging on generating the project files
Absolutely no errors, just sitting there processing taking up very little resources
Been going for 45 minutes so far
It sounds more like your computer is fubar somehow if that's the case.
I can't see how this is literally the only thing causing an issue
Generating project files doesn't do anything except access the files on your hd.
And I just came off a fresh windows install 12 hours ago
I don't think the generate files is the issue I think the constant start and stop of the Setup.bat over 8 hours is the issue and it broke the files
Doubt it.
I once had trouble doing a UE source install. Turns out I had faulty memory.
It doesn't even do anything related to your project files.
Do a memtest
The project files are generated based off the dependencies you tell it to install during Setup.bat no ?
No
The dependencies you download with setup.bat git are more like libraries adn stuff.
3rd party stuff.
The project files are 100% due to stuff downloaded from git.
Like the actual git source files, not the setup.bat stuff
I'm not downloading from git, I'm using a zip archive of the 5.3.1 release
Either way, the files in that zip are the only ones required to generate project files.
I don't think that's right. Running the generate project files before setup.bat throws an error
Well, if you haven't ran setup.bat before that is
I can confirm it does, I tried that when I first started having the issue.
It runs gitdependencies against a .XML file of required dependencies
Out of all the things I use this machine for this is the only thing that is causing an issue. It worked without issue about a month ago when I compiled 5.1 from source. Now that won't even compile. Aside from UE though anything else I throw at it works without issue.
Still pretty sure none of those are related to your project. They just download some prereqs and setup the version selector.
You can do the latter bit manually.
Either way, is it sitll generating project files?
Yep
Leave it overnight? Or something.
No errors and it's sitting at 3% cpu usage and 15% memory usage
Well I am not sure what happened, but things are going much smoother today. I started the process again this morning from the start (like the 50th time doing this), and so far things are going good.
This PC compiles about 20x faster than the other machine, so if something goes wrong during build it's not as aggravating because I can get back there fairly quickly.
Well except I just noticed the PS5 package didn't compile but didn't present any errors
Hmm weird. it seems to be doing some weird stuff. It's trying to build platforms I told it to exclude, and it's not including platforms I told it to include. For example I excluded Linux, LinuxArm64, Android and IOS, and told it to include PS5 (I have access to the SDK), and IOS, Android and Linux are all available in the final build and PS5 isn't, even though the build log shows it was compiling it.
i m getting errors trying to build UE5.3.1
C:\UE5\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.csproj : error NU3008: Package 'System.Runtime 4.3
.0' from source 'C:\Program Files (x86)\Microsoft SDKs\NuGetPackages': The package integrity check failed. The package
has changed since it was signed. Try clearing the local http-cache and run nuget operation again. [C:\UE5\Engine\Sourc
e\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
@stable hemlock where is the nuget thing
'nuget' is not recognized as an internal or external command,
operable program or batch file.
Hmm, I think I finally got everything compiled... now how do I get marketplace assets into this compiled version of the engine?
Just copying them over from the Engine/Marketplace folder says it's for a different version (even though the installed version and compiled version are both 5.3.1). Is it really needed to recompile the 'project' every time a new plugin is added to the system?
@tardy nexusn I did and I still get the error
can someone please show me the offical link for 5.3.1 source?
when I do a search for 5.3.1 I get some bot release that hasnt been fixed in months
then this is 5.3 and I need 5.3.1
it looks like someome updated it a couple of hours ago, I just need the source version of 5.3.1
If you want the official git commit, you need to check for the 5.3.1 tag, not a branch or anything.
Okay so it seems like the process is: download 5.3 plugin from marketplace using an installed build. Copy from engine/marketplace to project/plugins/ regenerate project files, build game and commit changes to your version control for everyone else to get the updates
Assuming you're allowed to share that plugin with people.
Well I reinstalled everything
and now it works
@stable hemlock do you have a working andriod set up for 5.3?
everytime I follow the directions I get some kind of new nightmare
The Android setup is janky af so you must follow it to the letter
