#engine-source

1 messages · Page 9 of 1

midnight jay
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anyone had this issue after compiling?

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just had to recompile it

south vortex
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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)?

hidden hedge
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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

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The use case for modifying an engine asset is a little questionable

south vortex
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it works perfectly, just need to make sure it stays as I upgrade

hidden hedge
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Huh? What "templates" are even in this folder?

south vortex
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like when you make a new Pawn.cpp file

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the text that exists in the file

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i.e. a new class

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That is all customisable via the template folder.

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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)

hidden hedge
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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

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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

south vortex
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which brings me to the original question - where does it come from

hidden hedge
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Epic's CDN when you run Setup.bat it is then

south vortex
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ok... so we cant change it pre, just need to source control it seperately then?

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thanks

hidden hedge
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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

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Then at least you get a merge conflict if Epic updates the template

pure star
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Hi, any idea how to reduce engine 5 size when building from source ?

astral elm
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Greets Ehab. Did you ever solve where to get the boost files from?

gloomy stone
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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.

unkempt beacon
pure star
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Hey, do you know if the Unreal Engine containers have the prebuilt binaries for dedicated server and client ? Thankyou

limber sundial
faint sinew
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i get this, when trying to add those plugins to my editor from source.
how do i build them ?

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i know, i had to add chaos in early version myself to source.

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i believe it's the same thing

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but that is years ago

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cannot remember...

astral elm
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I just built a fresh 5.2.1-release with 1 problem in SteamVR, but pretty smooth sailing

hidden hedge
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Since disabled plugins don't get built

faint sinew
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i understand !

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didn't know that

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and it helped

compact goblet
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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?

midnight jay
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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'

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This only became a problem after my MSVC got updated

south vortex
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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?

compact goblet
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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

echo zealot
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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.

echo hatch
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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

echo hatch
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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

dense fjord
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Just started learning C++ unreal dev. the visual studio seems not recgonize UFUNCTION

iron dome
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Get visual assist or resharper. Or Rider.

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They are not free unless you happen to get a beta release or you're a student.

echo hatch
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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

echo hatch
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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

tawny depot
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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++

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does it matter (?

tawny depot
heady sparrow
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also it's really weird the compiler is on another drive... I'm amazed you can even do that

tawny depot
heady sparrow
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usually vs stuff likes to be on c

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ah yeah, you did say that

tawny depot
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I installed it on c

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*Just tried to compile by deleting most of the files in the win64 folder

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I just left android folder

heady sparrow
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might try rolling back to an older vs 2022?

tawny depot
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its compiling fine on vs 17.6.4

heady sparrow
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what is "its"

tawny depot
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this issue is happening on some machines with the project im working on

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like 7 devices work fine, 4 dont

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sadly It doesnt work in any of my 3 devices, just mac

heady sparrow
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compare their exact local VS stuff

tawny depot
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im working from a remote pc

heady sparrow
tawny depot
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that pc has exactly the same components

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but its running on vs 17.6.4 (im running on latest version)

heady sparrow
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this is not a harward thing this is your build tools

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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

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I assume in the engine internal CL -crap call

tawny depot
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not sure from where I can download a previous version of vs

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the rollback feauture only allows me to go back to 17.7.0

tawny depot
hidden hedge
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you don't need to downgrade your VS build tools installation

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if you install the VS2019 build tools in optional components, it'll prefer using that

tawny depot
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@heady sparrow downgraded and somehow it got worse

heady sparrow
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gotta clean out binaries

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rebuild would be easier

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and yeah if 2019 fits here then just do that

tawny depot
midnight jay
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@stable hemlock Thanks Kein! That worked!

minor latch
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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

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And I'm probably not going to use most of the more situational features

compact goblet
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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.
hidden hedge
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no, but why do you need to build unsync at all?

minor latch
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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.

minor latch
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I'll have a look at the installed build script

compact goblet
hidden hedge
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yes but when you source build you don't have to build everything

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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

compact goblet
hidden hedge
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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

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you can just build "UE5" to compile the entire engine, but skipping the programs

compact goblet
hidden hedge
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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

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if your game project shows in UE5.sln after running GenerateProjectFiles.bat then it was done correctly

compact goblet
# hidden hedge if your game project shows in UE5.sln after running GenerateProjectFiles.bat the...

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:

  1. Copy the source files for Unreal engine to a directory
  2. Create/Move an C++ Unreal Project of mine into that folder to have it there as a sub folder
  3. Run Setup.bat and GenerateProjectFiles.bat in the root direct (the root of the Unreal Engine Source files)
  4. Open up the UE.sln
  5. Build the file for my Project that should show up as a child of UE5

Is that correct?

hidden hedge
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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

compact goblet
minor latch
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The folders containing the plugins? The rebuilding process figures the rest out on its own?

stiff wolf
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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?

hidden hedge
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I helped ship a mod editor a couple of years ago, albeit without the "UGC plugin" (whatever that is)

west dune
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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.

midnight jay
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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

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Anyone knows why those functions are missing orr how can I solve it?

hidden hedge
# stiff wolf How did you do 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

tawny depot
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any clue (?

south spoke
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is there anyone good with RHI stuff?

south spoke
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I'm getting this and I can't figure out why despite multiple attempts at debugging

vague peak
pallid meteor
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Set your build type to modular if you want people to be able to do c++ mods

south spoke
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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.

south spoke
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omg I think the problem is a bug in the engine itself, look at this

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both source files from the engine mostly unmodified (turned off optimizations so I can look at variables otherwise optimized away)

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look at how GPUScene's memory goes haywire

spark hamlet
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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

compact goblet
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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.

tawny depot
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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)

opal gorge
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Really confused on what my ApiUrl should look like for UGS

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Should it be local to the server?

hidden hedge
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it should point to metadata server, as a URL, each client with UGS installed will hit this endpoint

opal gorge
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Got it, thanks for the clarification

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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.

hidden hedge
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the one in the official repo does, but there's a fork that runs on .NET 6

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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

opal gorge
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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.

hidden hedge
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that's what I ended up doing after miraculously finding the fork, I updated it to .NET 6 as that's an LTS release

opal gorge
calm mason
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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 ?

hidden hedge
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making a change like this will invalidate your engine build, yeah

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not sure why you need to do it to the editor target though

calm mason
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Yeah I can understand it invalidating it once. But then GenerateProjectfiles causes it to invalidate again, each time I run it

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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.

opal gorge
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Setting up UGS with Linux seems a little harry :/ may have to use a windows server barfs

calm mason
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You know you don't NEED the metadata server to use UGS? It's a nice to have feature.

opal gorge
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Yeah a lot of functionality is lost without it

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Guess it doesn't matter as I can't even get AutomationTool.P4Connection.GetClientInfoInternal to work

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ERROR: System.ArgumentException: Requested value 'noallwrite,noclobber,nocompress,unlocked,nomodtime,normdir,noaltsync' was not found.

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Hmm

opal gorge
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Looks like it doesn't like the noaltsync perforce option

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but ue5-main of course has the fix...........unreal

opal gorge
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Anyone seen this before?

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I have the project nested within the engine

calm mason
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Project folder should be alongside the Engine folder

hidden hedge
spark jetty
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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

spark jetty
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Also getting this, with dlss installed to the project.

proper river
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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?

limpid mountain
proper river
proper river
opal gorge
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Couldn't find target rules file for target 'MyGameEditor' in rules assembly

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I get this error when trying to build via BuildGraph

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MyGame is a native project within my engine structure

iron dome
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Do you have a MyGameEditor.Target.cs?

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Also balls. When you accidentally hit rebuild!

opal gorge
iron dome
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Specifically in your Source folder.

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How are you invoking teh build graph?

opal gorge
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Yes

opal gorge
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The part it seems to get upset about is -set:EditorTarget=MyGameEditor

iron dome
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Are you sure the -Target is correct?

opal gorge
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Yeah I've verified the target matches the script

iron dome
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Or -set:EditorTarget isn't meant to be just -set:Target ?

opal gorge
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Removing -set:EditorTarget defaults the value to -set:EditorTarget=UnrealEditor

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But I figured that would not include my project binaries and only the engine binaries

iron dome
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Maybe there's another thing you have to set that targets your project specifically

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Shrug

opal gorge
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According to this

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Pretty sure I am suppose to set the Editor Target to the name of my project specifically

iron dome
#

Yeah...

limpid mountain
tardy pollen
#

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 ?

tardy pollen
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since 5.3 is now using C++20, tons of deprecated errors are popping up sigh

brave wave
#

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

tawny depot
#

Just got this issue while compiling, any clue (?

iron dome
#

Delete the dll file

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Recompile.

tawny depot
#

just burned the engine folder

iron dome
#

Heh

tawny depot
#

err, they were everywhere also in the plugins folder

shrewd spindle
#

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?

limpid mountain
shrewd spindle
#

also there is no file like that in the repo too

shrewd spindle
#

they said to replace the current one but there is no current one for the UT editor

#

@limpid mountain

limpid mountain
shrewd spindle
limpid mountain
shrewd spindle
shrewd spindle
#

I will try that

#

btw @limpid mountain should I install unreal 4.15 for that or not?

limpid mountain
shrewd spindle
#

ok

shrewd spindle
shrewd spindle
#

how can I download vs 2015?

shrewd spindle
#

anyone?

iron dome
#

I just googled it and found it. Surely you can do the same?

shrewd spindle
#

The update 3 one

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And I also tried the shell ones or something. Didn’t work

#

So can you help me with that

#

?

storm bramble
#

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

south vortex
storm bramble
#

So the long way it is, i wish there was a way to add the source verison to the launcher

shrewd spindle
shrewd spindle
#

Bc of

shrewd spindle
#

That’s what it says. I’m trying to download ut editor

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And I’m so close

storm bramble
#

I have no idea what this is, would you kindly elaborate?

hidden hedge
#

it's a command line tool for EGS

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and you can use it to download unreal assets without having a launcher engine installed

storm bramble
#

Thank you

hidden hedge
# storm bramble Thank you
storm bramble
#

So much better, Thanks again

shrewd spindle
storm bramble
hidden hedge
#

classic googleable problem

shrewd spindle
storm bramble
#

Does your visual studio installer show 2015 along with 2022?

hidden hedge
#

UT editor

#

Not sure why they'd be a need to use it but here we are

storm bramble
#

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

shrewd spindle
#

Any help?

#

Unreal tournament editor

storm bramble
# shrewd spindle No

Then it is not properly installed, go to the link I sent and download the 2015 version

shrewd spindle
#

The update 3 one

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The other ones are shells or extensions or something like that

warm lintel
#

form 2h it's at 0%

#

my internet is working fine

shrewd spindle
heady sparrow
# warm lintel
  • maybe run it as admin
  • this sounds insane but try clicking the window and pressing an arrow key or something similar
warm lintel
heady sparrow
#

in some cases the cdn can be down too, check the pins

bitter turret
#

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

bitter turret
#

What is build graph used for, can i get builds from it I mean Game Build for android ios and mac ???

pure trout
#

hi guys why cant i reach github tab for source codes?

#

oh ok i thought i accepted the invite, i didn't thanks

eager jungle
#

If you build the engine with visual studio, can you just copy the built engine to another location? And what folders must be included?

warm lintel
#

getting error again and again trying to build unreal from source

iron dome
manic edge
#

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)

onyx light
#

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

iron dome
#

Are you compiling your own project or the entire ue5 solution?

onyx light
#

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

iron dome
#

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)

onyx light
#

my settings are the same as when I compiled 5.2 when that came out

#

development editor, win64, unrealbuildtool

iron dome
#

That isn't what I'm asking

onyx light
#

im not sure what youre asking

hidden hedge
#

The first question was clear enough

iron dome
#

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 .

onyx light
#

im doing this lol

#

like Ive done the last 5 engine versions

iron dome
#

So you haven't tried it then. Okay.

onyx light
#

there is no associated ue5 project

iron dome
#

There is a UE5 project in the solution.

onyx light
#

yeah?

iron dome
#

Run that.

onyx light
#

and that's what im right clicking just like the epic guide says lol

iron dome
#

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?

onyx light
#

I

#

dont know what that is

iron dome
#

Open the output tab.

#

Make sure the dropdown at the top of that tab is set to 'build'.

onyx light
#

yup

iron dome
#

Copy+paste the contents of that window, after building, into this channel.

onyx light
#

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

iron dome
#

Well that's worrying

onyx light
#

like idk if this is a new issue from the release i only know surface level shit about vs and C++ lol

iron dome
#

did you check out the latest in the release branch?

#

Or did you check out a specific tag (the 5.3 release tag) ?

onyx light
#

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

iron dome
#

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

onyx light
#

the setup.bat file is a year old so it hasnt changed since I last ran it but I guess I'll try that

onyx light
#

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

iron dome
#

You can get the tag cl from github directly.

#

erm

#

tag commit

steep warren
#

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

quick crystal
#

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

iron dome
#

It's just a way to set up a project. You can just put it anywhere.

quick crystal
#

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.

iron dome
quasi saffron
#

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?

honest burrow
quasi saffron
honest burrow
#

Button. Hm. Do you know about widget reflector?

honest burrow
#

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:)

quasi saffron
#

Sick! Yeah that looks like it'll help a bit. I'll dive into it a bit. Thanks!

opal gorge
#

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()

opal gorge
#

Pretty sure UpdateResourceW() is a win32 function...

eager jungle
#

Thanks, I'll have to look into this.

opal gorge
#

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

cosmic river
#

Just curious what your guys compile time usually is compiling the engine?

iron dome
#

About 15m

opal gorge
#

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

waxen yoke
#

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} ?

hidden hedge
#

I'd probably consider Avalonia

waxen yoke
south vortex
iron dome
#

Too much.

upbeat osprey
#

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 ?

iron dome
#
  1. 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>```
untold lynx
#

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.```
strange herald
#

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?

snow reef
#

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)

iron dome
#

Use an input preprocessor

snow reef
iron dome
#

Np

strange herald
#

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

iron dome
#

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.

nocturne silo
#

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

iron dome
#

Grab the old version off git and see what works?

olive basin
#

Is there anyone using a new Xeon W for building?

west dune
#

Someone was working on UE 4.27 UWP, but it hasn't been updated and doesn't compile rn

hidden hedge
#

I guess that's their soft rejection for ID@Xbox

#

not even games on the Xbox launcher use UWP anymore (they're GDK)

west dune
#

Sea of Thieves is still UWP which is surprising tbh lol

quasi laurel
#

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...

pseudo patrol
#

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?

quasi laurel
viscid zodiac
iron dome
#

Ah that's what causes it.

#

I can't even see that error message in the latest code

viscid zodiac
#

So I should compile not with autorfmtests?

iron dome
#

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.

viscid zodiac
#

@lunar wigeon

lunar wigeon
#

My favorite. Deleting code! Thanks @viscid zodiac

viscid zodiac
#

@iron dome can you comment the answer in the post so i mark as ✅

iron dome
#

I did hours ago

viscid zodiac
#

oh right sorry

iron dome
#

🙂

lunar wigeon
#

Can confirm sweet sweet deletion was the key

pseudo patrol
fierce sentinel
#

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?

iron dome
#

Use perforce? 🙂

#

Then you'll get potential UGS integration, which is nice for sharing builds.

fierce sentinel
# iron dome Use perforce? 🙂

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

iron dome
#

Perforce has many, many issues.

#

But it may just work where git lfs fails.

fierce sentinel
#

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

tulip girder
#

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.

heady sparrow
#

I can't grab the specifics right now but it should be around somewhere..

#

regedit can get it

quasi laurel
#

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...

violet stump
iron dome
tulip girder
#

thanks a lot!

quasi laurel
iron dome
#

Then who knows?

quasi laurel
#

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...

iron dome
#

Does your project have any settings 9n it's build.cs?

quasi laurel
#

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..

iron dome
#

Hmm. 😦

#

That's got nothing to do with the engine needing to build.

#

It's probably just building somewhere else.

quasi laurel
#

i now try to clone the whole thing again.. maybe there is something corrupted on the way...

iron dome
#

There should be a message at the top as to why it's rebuilding.

#

Maybe check the full build log it says too

quasi laurel
#

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
?

iron dome
#

Yes.

#

I think so anyway.

quasi laurel
#

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?

iron dome
#

They should just work recursively, I think.

quasi laurel
#

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...

fluid sail
#

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?

viscid zodiac
#
  1. regenerate project fiiles
  2. open .sln
  3. run on debug mode
fluid sail
viscid zodiac
#

Project

frozen dune
#

Hi! Is there any way to reduce the disk space size of generated builds from source?

shadow thorn
#

Help, UE5 Source lag every 2 second in editor

vague peak
#

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.

heady sparrow
shadow thorn
#

@heady sparrow idk how to profile it

shadow thorn
#

@heady sparrow How do I know what exactly is causing the lags?

heady sparrow
#

you could do another profile in a project without the issue for context?

#

notice the big spikes here?

#

try looking at those

shadow thorn
#

@heady sparrow i think its upd msg receiver

heady sparrow
#

it's 24 microseconds there, look at the actual timings in the graph that are horizontal

#

that table will just confuse without context

shadow thorn
#

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

vague peak
#

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.

vague peak
#

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.

vague peak
#

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.

nocturne silo
west dune
#

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

nocturne silo
#

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

west dune
#

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

nocturne silo
#

Gotcha, that's good, at least

#

if I can ask, does anyone else work on the project?

west dune
#

Wasn't planning on it taking so long, but the housing has been in the tank for a bit lol

west dune
nocturne silo
#

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

west dune
#

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.

nocturne silo
#

Alrighty! i'll try and get it all set up

scarlet mason
#

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

blissful bramble
#

Has anyone tried building the engine on a remote machine? I'm looking for tools that can do that.

viscid zodiac
#

and visual studio and 24 things more

#

looks unfeasible

blissful bramble
#

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?

scarlet mason
#

Thanks

tranquil swift
#

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?

iron dome
#

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.

livid fiber
#

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.

blissful bramble
#

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>
viscid zodiac
#

Uninstall incredibuild and install octobuild

blissful bramble
#

Do I just install it or do I need to modify the environment variables?

thorn veldt
#

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?

thorn veldt
#

bonus point if it's practical learning and not just reading or watching stuff for hours before I get to do anything

gaunt pilot
#

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.

thorn veldt
#

you sure you have the right visual studio build tools version installed?

gaunt pilot
#

hmm good question what version should it be?

#

Just installed the latest versions:

#

going to give it a go, thanks

gusty pasture
#

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.

iron dome
#

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.

thorn veldt
#

will do, thanks

viscid zodiac
#

Guys is it a good idea to contribute javadocs and documentation to engine source?

iron dome
#

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.

lilac silo
#

Anybody know where window creation is handled in the source?

sand schooner
#

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

iron dome
#

#slate read through the pinned messages for some slate introduction.

glossy knot
#

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

iron dome
#

If it's on Epic's perforce stream, you may simply not have access to it.

zealous zodiac
#

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.

lethal ember
# gusty pasture Hello everyone, let’s say I created a level editor in UE5, can I get the package...

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/

lethal ember
#

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?

bold imp
#

which must choose to build the engine ?

heady sparrow
#

which is preferred as it skips compiling several hundred extra thingies

iron dome
#

Thousand*

olive basin
# blissful bramble Any tips on using Incredibuild? (BuildConfiguration settings, AWS Agent setups, ...

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.

iron dome
#

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.

hidden hedge
#

just invest in a threadripper rather than expensivebuild

iron dome
south vortex
#

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... 🙂

iron dome
# south vortex how much quicker is it?

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?

south vortex
#

yeah - the 16core/32 threads is like 1/4 the price - so seems pretty decent... ok thanks...

twin crane
#

No reverse iterators for the Epic containers, unless I'm missing something?

#

Not sure if this is sensible..

iron dome
wintry coral
#

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???

heady sparrow
#

check the pins

wintry coral
#

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":

south vortex
mellow depot
#

Hi everyone! SetLeaderPoseComponent apparently also propagates to followers when a bone gets hidden. Is there a way to set it NOT to do that?

wintry coral
#

does 4.27.2 users need the SDK from windows 11 to pack unreal engine source?

wintry coral
#

I disbaled e cores in my bios to get faster build

iron dome
#

AMD best

south vortex
# iron dome Buildconfiguration.xml?

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?

iron dome
#

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>

south vortex
#

ok thanks - I'll give it a try and go from there

iron dome
#

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.

stable hemlock
#

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.

cunning mirage
#

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.

hearty sand
#

@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

cunning mirage
gilded latch
#

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

gilded latch
pliant path
iron dome
#

Works great for my desktop pc.

#

Which is my work pc, of course.

soft trellis
#

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?

cunning mirage
#

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.

iron dome
#

That's a good question

cunning mirage
#

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 IToolKit calls the void RegisterTabSpawnerS()
  • TabManger is part of the SlateAPI and has its own "FTabSpawnerEntry& RegisterTabSpawner()" - (no "s")
  • WorkflowTabFactory is part of the UnrealEd and has its own "FTabSpawnerEntry& RegisterTabSpawner()" - (no "s")
  • TabSpawners is part of Persona namespace and inherits from WorkflowTabFactory, but has its own "FTabSpawnerEntry& RegisterTabSpawner()" - (no "s") and doesnt override the RegisterTabSpawner function from WorkflowTabFactory?

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

iron dome
#

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
soft trellis
#

Yes, I figured it out. I didn't need the first one like I thought

round tendon
shrewd spindle
#

Yeah already tried that and it didn’t work. But I’m no longer having this issue but thanks

plush schooner
#

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

south vortex
#

have epic shown the release notes for 5.3.1 that is now available? I cant find it anywhere?

gilded latch
#

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

wintry coral
#

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

gilded latch
cunning mirage
# iron dome You'll probably find that IToolKit is an old version that was never replaced.

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/

cunning mirage
#

This has been really helpful

stable hemlock
# wintry coral What is the plus version mean? Someone said the plus version of 4.27.2 was the b...

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.

royal river
#

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)

stable hemlock
#

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

royal river
#

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

gilded latch
#

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

errant shale
#

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

wintry coral
#

I think you need 4.27 plus @errant shale

#

Does anyone know if window 11 will work with unreal 4.2.7.2?

errant shale
#

And trying on win 11

errant shale
#

Which one is proper?

#

Directly via VS ?

errant shale
#

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#

wintry coral
#

@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

errant shale
#

As for now i didn't manage to build 4.27 on windows 11

#

Yes, I am using 4.27 plus

wintry coral
#

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?

errant shale
#

I don't recall him holding our hands, during the journey.

wintry coral
#

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

errant shale
#

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

wintry coral
#

Well can we use unreal 4.27 plus with the old set up with VS 2019?

errant shale
#

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

wintry coral
#

Let me see I saw a fix from someone using 4.27 on Windows 11 let me see if I can find it

errant shale
#

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

errant shale
#

😐

wintry coral
#

Why did they update stuff last week but denied you?

errant shale
#

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

wintry coral
#

Did you try this fix

errant shale
#

Found it

wintry coral
#

I'll check when I get home I did the upgrade to win 11

hushed plinth
#

Has anyone fixed this array out of bounds error that seems to happen randomly across multiple systems? #ue5-general message

wintry coral
#

And everything was working in window s 10

errant shale
wintry coral
#

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

errant shale
#

Even this is not defined for me for some reason

#

PRAGMA_RESTORE_UNSAFE_TYPECAST_WARNINGS

wintry coral
#

@errant shale

#

its opening on my system, going to rebuild

wintry coral
#

@errant shale I was able to compile the game

#

and I got no errors before windows 10 gave me alot of errors and crashed

wintry coral
#

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

stable hemlock
#

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 ?

errant shale
errant shale
#

I moved to windows10 with VS2017
And I still have these bloody retarded assembly conflicts.

#

Why ppl even using C# bloody mess...

wintry coral
#

you might have a hard ware issue

#

try to reset your ram sticks

errant shale
#

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

wintry coral
#

ok hold onm

errant shale
#

I have sense that maybe some sf I am using is messing the GAC completely...

wintry coral
errant shale
#

Or I have a genetical problem... idk already...

errant shale
wintry coral
#

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

errant shale
#

Yes, this one comes inside vs2022 installer

#

Thank you

errant shale
#

@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 ?

wintry coral
#

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

errant shale
#

I will try to do the same things in my Win11 PCs

#

Thank you very much

errant shale
wintry coral
#

Discord is broken for some

#

It's on reddit people have cloudfare issues or something

glacial frost
#

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?

errant shale
# glacial frost Hey guys, I've been looking into Mesh Drawing pipeline in UE and I need to rende...

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

Medium

How our C++ code is linked to our GPU code, and how we format the data to put on the GPU.

glacial frost
#

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

errant shale
#

I never added anything but PP shader via RDG in PostProcessing.cpp so I am sorry, besides linking this one I cant be helpful.

glacial frost
#

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

glacial frost
maiden patio
#

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?

errant shale
#

Have you compiled an installed build?

maiden patio
#

No, I downloaded a modified version of the source code

errant shale
#

This will generate self contained binary engine, almost like you got from Epic Launcher

astral elm
maiden patio
#

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.

astral elm
# maiden patio As said in the image, it shows this message in the log: Unable to read module ma...

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?

stable hemlock
#

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?

iron dome
#

What

#

Use whichever IDE you like

#

As long as those are Rider or VS with ReSharper.

stable hemlock
#

Basically I'm asking whether Rider borks itself on source code projects.

iron dome
#

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.

leaden sequoia
#

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

iron dome
#

Delete the launcher version and symlink the old marketplace folder to the source engine one.

#

install via launcher! 😄

leaden sequoia
#

Can you be more specific ? Should I use launcher one also !

stable hemlock
#

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?

iron dome
#

No

#

If you're loading the launcher when you run from Rider than you're doing it wrong.

stable hemlock
smoky goblet
gilded latch
#

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

stable hemlock
#

Well, I'm launching the engine from the engine solution, not the game solution. Is that wrong?

gilded latch
#

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

stable hemlock
#

Oh. So I'll have to juggle solutions if I'm going to iterate on shaders a lot on a test project.

gilded latch
#

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)

stable hemlock
#

Hmm, so that might work even if the browser never remembers last project?

#

I'll try that, thanks.

gilded latch
#

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?

gilded latch
#

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

gilded latch
#

the different build options like different platforms, ddc cache, debugging symbols etc

south vortex
stable hemlock
#

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

south vortex
tranquil swift
#

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?

vague peak
#

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

agile tusk
#

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.

leaden sequoia
#

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 ?

stable hemlock
#

That's not the actual error, scroll up and find it

#

You can CTRL-F for 'error'

small hamlet
# tranquil swift Hi! I really need to reduce my Source build's size. I'm already using somethi...

To add onto Drak's points:

  1. 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.
  2. 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 -UsePaks flag 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.
  3. 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.
  4. 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 🙂

smoky goblet
# agile tusk Is anyone else thats using Rider seeing the message "The breakpoint will not cur...

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.

agile tusk
agile tusk
fierce lily
#

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?

shut obsidian
fierce lily
#

could try again I suppose as a sanity check

shut obsidian
#

after you check that,i think should click yes to rebuild incase if you switched but didnot built it

fierce lily
#

and I killed off /build /intermediate /saved and the other one

fierce lily
fierce lily
agile tusk
smoky goblet
agile tusk
agile tusk
#

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

iron dome
#

Are you using a source or launcher build?

lethal ember
#

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?

astral elm
lethal ember
#

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?

astral elm
lethal ember
astral elm
lethal ember
astral elm
#

Perhaps you could come up with some alternative angles of attack for the features you desire

lethal ember
#

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.

astral elm
lethal ember
# astral elm Perhaps you have a clear vision of why that would be worth a lot of work, but I ...

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.

astral elm
lethal ember
lethal ember
astral elm
#

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

lethal ember
#

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.

calm mason
#

@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.

lethal ember
#

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.

calm mason
lethal ember
shut juniper
#

Quick question: Am I supposed to re-run setup.sh after updating my source installation from 5.1 to 5.3?

shut juniper
#

The answer seems to be yes.

small surge
#

Has anybody managed to compile 4.27pus without errors?

#

I am getting a lot of Chaos related errors

iron dome
#

A shit load of people have compiled every version of the engine successfully.

astral elm
round pagoda
#

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)?

round pagoda
astral elm
small surge
#

I wanted PhysX which is why I was sticking with 4.27+

leaden sequoia
#

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'.

Epic Developer Community Forums

Create a BuildConfiguration.xml file… https://docs.unrealengine.com/en-US/…ion/index.html …with something like this: [FONT=Courier New] 12 12

hidden hedge
unborn falcon
#

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.

unborn falcon
#

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?

leaden sequoia
last sand
#

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 ?

astral elm
last sand
#

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.

stable hemlock
#

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.

iron dome
#

Or there's literally a raw hlsl node you can use.

vivid hemlock
#

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.

proper igloo
royal tapir
#

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?

stiff geyser
#

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.```
last sand
#

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

last sand
heady jackal
#

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

smoky goblet
heady jackal
smoky goblet
#

It ends up in the binaries directory not intermediates, but more or less.

warm lintel
#

can i build unreal engine by using rider only i don't want to install visual studio , (github version)

heady jackal
#

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?

heady jackal
calm mason
#

You will need to install pdbcopy as described in the blog. It doesn't get installed by default.

heady jackal
#

Ah okay gotcha ty

astral elm
#

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?

past vapor
#

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

heady jackal
calm mason
heady jackal
#

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

calm mason
#

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?

heady jackal
#

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

calm mason
#

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?

heady jackal
heady jackal
calm mason
#

oh man, sucks to be you! 😅

heady jackal
#

Tell me about it!

#

So is there no simple way to backport to 5.3.0?

calm mason
#

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

heady jackal
#

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.

calm mason
#

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.

heady jackal
#

How would one do that? Is that just essentially the same as installing a version from Epic Launcher ?

calm mason
#

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.

heady jackal
#

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

astral elm
# heady jackal So is there no simple way to backport to 5.3.0?

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.

calm mason
#

I think the problem in this case is when using the Launcher version you can't get a specific minor version.

astral elm
heady jackal
#

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

heady jackal
iron dome
#

Talos Principle 2?

#

Loved the first one.

left lintel
#

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?

left lintel
#

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...

south vortex
#

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.

left lintel
vague kettle
#

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?

Gist

InstancedStaticMeshComponent with physics support. GitHub Gist: instantly share code, notes, and snippets.

covert isle
#

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

sick pivot
#

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 :/

latent phoenix
#

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 🙏

latent phoenix
#

Let me look into that and get back to you, I might be chasing my own tail 😅

latent phoenix
#

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?

livid fiber
#

Does anybody know if it is possible to build a dedicated server using installed build (the one from source, not launcher)

latent phoenix
#

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

timber sluice
#

Content folder is ignore by default in the ignore file. Should we ignore it when uploading engine to source control?

iron dome
#

If it's engine content, no?

timber sluice
#

it is, I've just copy past git ignore file, problably not a good idea

tardy pollen
#

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

vast violet
#

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.

vast violet
somber hedge
#

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

lyric furnace
#

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)

lyric furnace
#

Err I give up. I've been fighting with this for two weeks. Ridiculous.

iron dome
#

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.

lyric furnace
#

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

iron dome
#

It sounds more like your computer is fubar somehow if that's the case.

lyric furnace
#

I can't see how this is literally the only thing causing an issue

iron dome
#

Generating project files doesn't do anything except access the files on your hd.

lyric furnace
#

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

iron dome
#

Doubt it.

south vortex
#

I once had trouble doing a UE source install. Turns out I had faulty memory.

iron dome
#

It doesn't even do anything related to your project files.

south vortex
#

Do a memtest

lyric furnace
#

The project files are generated based off the dependencies you tell it to install during Setup.bat no ?

iron dome
#

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.

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Like the actual git source files, not the setup.bat stuff

lyric furnace
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I'm not downloading from git, I'm using a zip archive of the 5.3.1 release

iron dome
#

Either way, the files in that zip are the only ones required to generate project files.

lyric furnace
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I don't think that's right. Running the generate project files before setup.bat throws an error

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Well, if you haven't ran setup.bat before that is

iron dome
#

Eh. Maybe.

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I can't even remember what setup.bat downloads.

lyric furnace
#

I can confirm it does, I tried that when I first started having the issue.

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It runs gitdependencies against a .XML file of required dependencies

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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.

iron dome
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Still pretty sure none of those are related to your project. They just download some prereqs and setup the version selector.

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You can do the latter bit manually.

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Either way, is it sitll generating project files?

lyric furnace
#

Yep

iron dome
#

Leave it overnight? Or something.

lyric furnace
#

No errors and it's sitting at 3% cpu usage and 15% memory usage

lyric furnace
#

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.

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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.

lyric furnace
#

Well except I just noticed the PS5 package didn't compile but didn't present any errors

lyric furnace
#

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.

wintry coral
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i m getting errors trying to build UE5.3.1

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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]

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@stable hemlock where is the nuget thing

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'nuget' is not recognized as an internal or external command,
operable program or batch file.

lyric furnace
#

Hmm, I think I finally got everything compiled... now how do I get marketplace assets into this compiled version of the engine?

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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?

wintry coral
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@tardy nexusn I did and I still get the error

wintry coral
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can someone please show me the offical link for 5.3.1 source?

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when I do a search for 5.3.1 I get some bot release that hasnt been fixed in months

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then this is 5.3 and I need 5.3.1

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it looks like someome updated it a couple of hours ago, I just need the source version of 5.3.1

lyric furnace
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I used the 'Releases' version of it

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the zip file

iron dome
lyric furnace
#

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

iron dome
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Assuming you're allowed to share that plugin with people.

lyric furnace
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Yeah

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Sorry, thought that was apparent.

wintry coral
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Well I reinstalled everything

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and now it works

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@stable hemlock do you have a working andriod set up for 5.3?

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everytime I follow the directions I get some kind of new nightmare

hidden hedge
wintry coral
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I have it finally set up, but now when i try to build a server in visual studio, it wont finish it just hands with 3 more things to do

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it just hangs here