#engine-source
1 messages · Page 10 of 1
(Sorry for a 2 month necro of this comment. This was prior to the new AMD threadrippers been announced).
Something like the new 7970X (32cores/64 threads) - that seems like a easier buy if I'm constantly compiling c++ all the time (including engine builds)?
where is this graph from? I'm thinking of maybe the 7970X that is 32 cores - trying to work out the speed improvement over my current non-threadripper Ryzen 7 5800X 8 core...
and if it is 7970X (32 cores) vs a 7950X (16 cores) - is there a way to determine speed difference (without having actual benchmarks for another month)?
I'm doing more research now and discovering that the threadripper motherboards are also insanely expensive, so I'm thinking I'll just grab the 7950x. But I'll sus it out.
Thanks
Hi guys, I'm compiling UE5 for the first time, I downloaded the release branch from github, got everything setup and then a brainfart and instead of building just UE5 target I started building the entire solution. I'm half way done. How f'ed am I?
Does someone know what the default command is to build the source engine after running setup.bat + generate project files is? I am writing a ps1 script and rider abstracts away the build command
I cant build my unreal server anymore it always hangs with 3 things left to compile
So I aborted the build and try to run it again on JUST the UE5 target and it finished instantly after fixing one thing so I think I got the engine itself.
My folder is now 285GB, how much of that is unnecessary mess that I could clean up and how would I go about cleaning it up? :v
Have you noticed the documentation uses the phrases "Build Configuration - State" vs "Build Configuration - Target" to refer to the UBT TargetConfiguration and TargetTypes? Any insight on that difference in naming?
What stands out to me is calling it a Build Configuration a "State". Does this term make sense to you? How is Debug vs DebugGame a state?
hello everyone - could anyone help me understand how to add the metahuman plugin to a source build of 5.3.1?
i cant find any steps on how to do it
do i just drag the plugin into the plugins folder and run the build command again?
nevermind found a forum thread
@wintry coral That means you don't have the C++ compiler and other Visual Studio pieces needed to build Unreal Engine from source. You want to install those things.
Does anyone know where in UnrealBuildTool the Visual Studio Solution structure is defined? I want to change the names of the folder and add my own.
@proper igloo every single time I follow the directions I get that Message and still I have corruption , it never mentions to install that so I am wonder what else I need that it isnt telling me
Did you click on the install button in the bottom right?
yes it installed but when I build my server it always hangs with a like 3 things left to build
I already reinstalled vs studio and ue5.3.1 source again same issue
When it reaches the last stage, how long do you wait for it to finish?
im going to go into the shower and see it never took this long
it builds pretty fast if I didnt have a fast PC I would have gave up
took a while but
I rebuilt it and it worked
lets see if it makes it through a pack
sadly the nightmare continues
what can I do to even fix these issues is what I am saying, never had these issues with ue4
What does this mean? When I tried to open UE5 editor it's working either source nor launcher based. But When I tried to open the project directly this creepy is showing up
Edit : Version 5.3.1
And following these too
Doesn't it say that the file isn't compatible with windows if they are that size?
I just had a blast (/s) coding a ComponentPicker for the engine that actually works as intended (on the blueprintEditor)... it never dawned on me that stuff worked so damn differently when editing CDOs
I'm probably debating if people would actually use something like this... but I most likely would prefer picking an object like this instead of writing its name and probably getting it wrong
I built UE5.2 from source, works well, but packaging a project fails because it cant copy epicwebhelper.exe. Looking in the file location, its actually not there. How do i build this?
Found it, built it, checking if this solves the problem.
My friend is getting this error trying to compile. It has sth to do with the name of a material. I am not getting the same error on my system. anyone has any idea?
Unhandled exception. System.ArgumentException: Path fragment '"Content/Megascans/3D_Assets/Stair_Building_Combined_wjfmed1dw/\330\241\331\200Stair_Building_Combine.uasset"' contains invalid directory separators.
You're hard coding directory paths with \ instead of using / ?
Also, right in the middle there you have .../\...
\330\241\331\200 is four octal characters at the start of the filename. If you go into windows explorer and look at the file, do you see the same text or do you see something different?
Oh indeed. It might be some unicode characters or something.
I already fixed it. It was a git problem
未经处理的异常: System.ArgumentException: Path fragment ‘“Content/\351\237\263\351\242\221/Cheetah\302\240Mobile_Games_-_\347\254\254\345\215\201\344\270\203\345\205\263\302\240Cube\302\240\345\207\240\344\275\225\350\277\267\351\230\265.uasset”’ contains invalid directory separators. 1> 在 Tools.DotNETCommon.FileSystemReference.CombineStrings(Direc...
Hi!
Couldn't find a good channel for UE Editor tooling/workflow/extending so I'll try it here.
I really am trying to find a good way to visualize stuff in the editor windows. In our case a hexagon grid with some text (data).
It is very doable in runtime but harder otherwise.
These are the options I know:
Component Visualizers - Problem here is that they are only showing when object is selected and I want our artists/designers to be able to work with other stuff with the grid visible.
Component SceneProxy - Used in screenshot. Even if FText3d can be added in the proxy I cannot find it being rendered anywhere, just basic shapes. Just isnt there in FDebugRenderSceneProxy::GetDynamicMeshElementsForView.
Are there any other way of visualizing stuff in editor that I'm not aware of? Can you create custom modes under Show-tab in editor???
Have you looked at components like the CameraComponent that have a mesh visible all the time in the editor?
Not specifically that one but yes, SceneProxys can add static meshes as well which is probably what Camera is doing.
Hmm. Looking into it now it seems like they are using a ProxyMeshComponent being setup in editor at OnRegister. Might work for text objects as well. Will give it a try.
Have you tried adding it to your system fonts?
please help I cant build unreal 5.3.1 on os x because I cant find the UE5.xcodeproj
Did you run the setup file?
yes
there is nothing called ue5.xcodeproj
is there anyone here who can help? its a nightmare when you follow directions and it doesnt work
Maybe someone should tell epic their directions don’t work
Run generateprojectfiles.command
Pretty sure they do work. Which guide are you following?
Did you do step 1?
It that encounters errors, it won't generate the solution...
The solution doesn't even exist until you do step 1.
You're suspiciously not responding about whether you did it or not.
let me try it all over again
I downloaded it again and i am running set up to download dependancies
All you had to do was run the generate project files command...
it said it worked
same result. as before
there is no ue5.xcodeproj in the folder
2nd time I followed the directions and it didnt work
In a situation like this what can I do?
It's generated a sln file, not an xcodeproj file.
You may need to do some magic to get it to generate a different of project.
Maybe try openign the workspace file?
is there directions on how to perform these magic spells ? why isnt epic updating their directions @iron dome workpsace for ios opens this
Try looking in Intermediate/ProjectFiles/UE5.xcodeproj
Is there a way to have the source build show in here?
@autumn ingot there us no file named ue5.xcodeproj
You got an Intermediate folder created at least?
Correction : Engine/Intermediate etc
I'm pretty sure that's just for getting the ready builds from Epic
@astral elm Then I will have to keep a binary version installed to have easy access to which plugins updated 
Or use Legendary
A common pitfall of working with Marketplace content for Unreal Engine is that you require an actual engine installation for a compatible engine version in the Epic launcher to download content you’ve acquired from the Unreal Marketplace. There are a few situations where this can be especially frustrating: You’re on a source build. You’re u...
Thanks, I will check it out
Have you tried opening UE5 (Mac).xcworkspace ?
He did. It worked fine.
How much space does ue5 source normally use? Mine is taking 300+ gb so wondering if that's it.
214 GB
@low quail im going to try that now and see
it seems to be trying to build an unreal game when I go to build it, and its small like 620 lines or what ever codes they are called
i know the engine is like 6000 + lines of code that compiles it
so I am still in the same nightmare
I guess I will let it run and see what happens
well it made some kind of unreal app
it just crashed
what are my options? reinstall os x?
it crashes
that wasnt the game e ngine
how to find the list of dependencies and/or build options that can be excluded for the source build of the Editor? There are blog posts that show adding -exclude parameters is possible when running the Setup.sh, how do they find this build target names for the Editor?
Do you not have Engine/Intermediate/ProjectFiles/UE5.xcodeproj in there?
Are you trying to run a game or the editor?
Because you compiled unreal "game", which is the default game code with, probably, no actual game. That's probably why it crashed.
Anyone know if I can keybind a console command for the Editor? Havent found a way and when our artists work with the editor they want to toggle on and off some custom visualizations quickly (not typing in console)
Sure you can
Not sure why you're asking in her, but...
What I tend to do is use the level editor module to grab the command list and then map the command there.
It's mostly editor tooling and there is no such section (and the general chat is flooded by chit chat). Great, thanks! I will check that one out.
We have setup an unreal installed build but noticed it is not versioning files correctly...
Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.
I would prefer not to ignore such errors, but fix it.
The docs on the subject are... a bit complicated, could anybody point me in the right direction on how this should be handled?
https://docs.unrealengine.com/5.2/en-US/versioning-of-assets-and-packages-in-unreal-engine/
REM Trying now to just hack in the Build.version file CL to match the store version
Ah I see. We're trying as long as possible not to extend the actual unreal engine source but to build on top of it if possible. Mapping a few more commands in FLevelEditorCommands would need that as I understand .
@stable hemlock I need to build the unreal engine source on mac 5.3.1 so it matches with the windows 5.3.1
but the mac isnt working
Confirm you don't have Engine/Intermediate/ProjectFiles/UE5.xcodeproj in there?
I dont
go in deeper... Engine folder, Intermediate etc
That said, I am on 5.2
Maybe this has changed in 5.3
ok, there you see UnrealEditor (Mac).xcodeproj, that looks good
so you are saying use that?
try launching it to xcode and build
Not at all. That's what the level editor module is there for.
FLevelEditorModule->GetLevelEditorInstance->GetLevelEditorActions->Map
The "level editor commands" itself is just the default command objects, you're right, but you can map any command in the level editor by accessing the actual command list.
The level editor won't always be there when you want it, though, maybe in your module startup. So you can also bind to "on level editor created" and bind the commands when that fires too.
@autumn ingot it seems like its building something, dont know if its the engine because on windows its at least 6000+ lines of .h and .cpp things it needs to complie but it might work
looking good, I am fairly certain you are on the right track now
If you build 6000 actions on windows you are doing it wrong.
Somewhere between 3.5k and 4k is all you need for the editor.
Damn!
Default new engine build is way more than that, though!
Doing latest now and it's only 3285. And that includes, I'm sure, over 1000 actions from our local stuff.
I have been following the directions and its been 4000 in ue4 and 6000 in ue5.3.1
Probalby because you're compiling the entire ue5 solution.
You never need to do that.
The instructions may just be wrong.
well its going to take hours on this airbook ill come back later hopefully it works
Nice1
I've disabled about 20 or so that I don't need/care about.
Of the 500+ :/
Nice.
Sadly I'm compiling off an external encryped usb-c drive.
Let's say it has affected my compile speed a little.
If there are existing ( and still current ) forum/blog posts on optimizing engine compilation times, I would love to see them : )
Disabling plugins you don't need
Never compile the engine, only ever compile your project
Should reduce 99% of available compile time.
To give a reference, back in 5.0, I tested compiling the sln vs project. If the whole solution took 20m, the ue5 project alone took 15m and just my project, with the required engine modules, took just 10m.
Ah, but we do need Installer Builds to distribute, so for those it is clearly an engine compile
When I say "my project with the required engine modules"
I mean "I compiled my project in editor mode and it built the required engine modules to run the editor as well"
In between each I did a full p4 clean on the engine folder.
So it was a from scratch build each time.
Massive thanks - lots of interesting stuff and written with a bit of flair : )
well it seems like it did build lets see if it works
tension is unbearable
well I get this now and still no xcode file but this happened before but I have some code that might fix it
seems this code works ./GenerateProjectFiles.sh -project="/Volumes/ExtreamPro/Embryos_101623/Embryos.uproject" -game
i get errors but this is what I had to do before to make it do something years ago
so the code for dummys is ./GenerateProjectFiles.sh -project="THE LOCATION OF YOUR UNREAL GAME" -game
I found this code somewhere and it helped I think I have old plugins or something
Is the "Generate Project Files" file explorer tool still useless in 5.3? ( never worked for me, always had to run it from terminal )
yeah it worked one time but it never worked ever again so its unreliable
Have anyone tried build UE5 on MacOS Sonoma with XCode15?
Just want to get back to you and thank you for your help! Works like a charm. As a newcomer to this engine, this is for sure the best resource for Unreal (yeah yeah, the source as well...) Kudos!
Any time. 🙂
So I am trying to upgrade my project from 5.2.1 to 5.3.1 and I got the dreaded “trying compiling/rebuilding from source” error. I’ve gotten this when I went from 5.1 to 5.2 and now I’m getting it again but this time I really don’t know what the issue is. When I tried to build from source it gives me an error that is something about directory issues
which one do i pick?
They have work spaces for IOS TVOS or IOS
i picked mac but its only like 600 or so lines of code things
Hello . Just upgraded my project from 5.1 to 5.3 and every thing worked fine until I opened a blueprint and hit compile (It had green tick too) , and it triggered a break point (when built from source) .
Assertion failed: (Parameters.DestClass->GetPropertiesSize() >= Parameters.SourceObject->GetClass()->GetPropertiesSize()) [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2915] Source and destination class sizes differ. Source: SparseDelegateFunction (288) Destination: Function (264)
I heard 5.2 also has this problem . I checked again on 5.1 backup project and it has no such issue . Anyone else faced the same problem ? If yes how'd you fix it ? I'm very close to rollback to 5.1 as I can't find any solution to this.
its been a nightmare on 5.3 for me i think im going back to 4.27.2 plus if I cant get it to work
my dedicated server crashes on windows
so the mac build and it said it worked
i thought I just build it but I guess not
im confuse how can I build the project without the xcode thing?
the engine seesm to open thought but the project file isnt picked up as an unreal game which is weird
That should not be critical.
So are we now in your own project, have generated Intermediate/... .xcodeproj
Building and running that in xcode
I did do that but it only builds the workspace and when I build that and try to open my project it says i need my ide to compile
Because my plugins are out of date
So I’m not sure what to do
It never generated any xcodeproj files
Did you check in the intermediate folder for the project file?
yes I checked and I think I see something thats working !
it looks like its working now, the project is opening up
yes the project did open up, so it seem they need to update the instructions
is there a way to change the source code editor without opening unreal?
my coworker installed unreal 5.3 which apparently needs VS2022. So he deleted VS2019 and downloaded VS2022. Now when he clicks on "generate visual studio project files" it says that it cant find VS2019.
you can either call GenerateProjectFiles.bat -2022 to specify VS2022 project files, or (probably better) set up your preferred compiler and project file types in BuildConfiguration.xml
but, you have to wonder why it's not defaulting to 2022 already
so it's possible that there is already a BuildConfiguration.xml somewhere asking for VS2019 files
thx i will try these
why is my server build giving my server provider this error: A D3D11-compatible GPU (Feature Level 11.0, Shader Model 5.0) is required to run the engine
They say it's because the servers dont have a graphics card
I ran GenerateProjectFiles.bat -2022 in my projects folder in cmd and it said it doesnt know such a command.
also BuildConfiguration.xml file in my project file is pretty much empty.
there is other BuildConfiguration.xml files in Documents/UnrealEngine/UnrealBuildTool and appdata folder which I havent tried
in your projects folder? I'm not sure this makes a difference, but since you're doing this for an engine build you should probably run it from the UE5 source root
gives this output for me, basically also telling you to use BuildConfiguration.xml instead like I said above
but it should work
BuildConfiguration.xml can exist in a few different places, and they have a hierarchy to them
oh yeah, the tip about setting the preferred compiler UBT gives here is also a good one... that should be in Engine.ini
e.g. in a DefaultEngine.ini of mine, I've got
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
Compiler=VisualStudio2022
check if you don't have a similar override specifying 2019 somewhere
oh yeah, note that the compiler and project file generator aren't necessarily the same thing... just to be clear they are different settings in the XML file
and the project file generator is the one you want
(so that you can set the compiler to clang
)
this worked! thanks alot!!!
yes exactly, that's what I'm saying
it may not be immediately obvious to someone that generating VS 2022 projects doesn't need to imply compiling with MSVC 2022
oh yeah I agree, I wasn't being entirely serious... but I do happily eat the build times for a PGO + LTO optimized build because of the performance difference
wdym
I specify
<bla...>
<ProjectFileGenerator>
<Format>VisualStudio2022</Format>
</ProjectFileGenerator>
<UEBuildConfiguration>
<!-- Broken time wasting trash -->
<bAllowHotReloadFromIDE>false</bAllowHotReloadFromIDE>
</UEBuildConfiguration>
<WindowsPlatform>
<Compiler>Clang</Compiler>
</WindowsPlatform>
</Configuration>
oh yeah, I wouldn't ever compile debug/game with clang
well yes
I want to use VS the IDE, plus $compiler of choice
usually
and if I need to switch compilers, I regenerate
then... I think we're doing the same thing? except I guess I'm regenerating because of paranoia from UE4 days
which probably isn't needed now
yeah
I'm guessing it doesn't pass the compiler name to UBT, but rather UBT picks it up itself from the XML right? that'd make more sennse
hmm
..\..\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -2022
oh wait 😂 I think this -2022 is only here just beacuse I regenerated to make that screenshot of UBT above
not entirely sure
yep, did another regenerate and it's cleaned up now
no more -2022 to UBT when building from VS
yes, the command line would take precedence
which is why I was a bit worried about finding this in the UBT invocation
but, it was just my own stupid fault
forgot to answer this earlier by the way... the performance difference can be pretty crazy (I've seen +30% fps), but only if I really kill basically anything GPU related and render at 320x240 or something
for "real" performance, the difference is negligible
but still in clang's favour
I should note I do always enable AVX2 as the minimum codegen spec, which favours clang because MSVC's autovectorizer is so shit
After installing UE Source i am left with all these folders, and the engine is in Engine>Binaries>Win64, Everything together is 241 GB, I was wondering is there some like installation files in here which I can delete after I built the engine or do I need all of it for the working of engine? I am low on storage that's why wanted to find this out 😓 , Thanks!
Sorry I tried but can't really understand what to delete from this..
yeah, that's likely true
though I have to say I've never compared the perf difference between server builds
in general the dedicated server performance isn't really holding back anything for me, but of course it could make a much bigger difference for someone else
hello, anyone know how to fix this ? I can't open the project anymore,
I have this error
Assertion failed: false [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp] [Line: 3042] FName's 1023 max length exceeded. Got 25730 characters excluding null-terminator: Misc,PostProcessVolume.TransformCommon.Transform,PostProcessVolume.Path Tracing.Path Tracing,PostProcessComponent.PostProcessVolume.Lens,PhysicsConstraintComponent.Constraint Behavior.Projection,PhysicsConstraintComponent.Constraint Behavior.ShockPropagation,PhysicsConstraintComponent.Angular Limits.Swing Limits,PhysicsConstraintComponent.Angular Limits.Twist Limits,PhysicsConstraintComponent.AngularMotor.Orientation Drive,PhysicsConstraintComponent.AngularMotor.Velocity Drive,PhysicsConstraintComponent.LinearMotor.Linear Position Drive,PhysicsConstraintComponent.LinearMotor.Linear Velocity Drive,StaticMeshComponent.Materials.MaterialList,StaticMeshComponent.Physics.ConstraintsGroup,StaticMeshComponent.Collision.Collision,StaticMeshActor.Materials.MaterialList,StaticMeshActor.Physics.ConstraintsGroup,StaticMeshActor.TransformCommon.Transform,SceneCapture2D.PostProcessVolume.Rendering Features,SceneCapture2D.SceneCapture.General Show Flags,SceneCapture2D.SceneCapture.Advanced Show Flags,SceneCapture2D.SceneCap
U
That's the strange thing though because earlier it worked just fine
Only recently it stopped working
any idea?
You've tried to make an fname/name with a ridiculously long value and it's broken the engine.
Or you have data corruption.
hmm so I can I fix ?
It worked earlier today
I saved and quitted and now it does not work anymore
with this message
i don't know how 😦
This sort of thing is why you want to have version control. If something goes weird, you can always roll back to previous revision as needed. So, if you have versioning, I would start by rolling back a change and figuring out what went wrong that way
well the reason for the assert is pretty obvious I would say
you're trying to construct an FName that is waaay too long
(the string above isn't the stacktrace, it's the first 1024 chars of the attempted FName)
so, a proper stacktrace might also help
so that you can see how or why you are somehow trying to construct this FName
I solved it by removing intermetiade derived data cache and saves folders from the project folder
There is no information on internet to help. Wtf ...
Followed setup steps for your engine version faithfully? https://docs.unrealengine.com/5.2/en-US/linux-development-quickstart-for-unreal-engine/
( Assuming your OS is linux )
Is This a Bug in the Engine? Compiled two times now happens each time does not happen in binary version can anyone confirm? Using 5.3 source
trying to server build, all i've changed is OnlineSessionAsyncServerSteam.cpp
whats the best way to reinstall windows 11 from within the OS or with the USB stick
Hey guys, I'm get the unreal source from github, but when I create mi project I have this error, I'm using the 5.1 version
nevermind
Ok After several source build compile later the problem was that .net in the binary folder ie ''UE_5.3Fork\UnrealEngine\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows" was not running as admin once i mark it to run as admin the problem got solved. Hope this help Some One.
which thing are we suppose to use to build is the unreal build tool correct?
ok hopefully this stops my crashing of the dedicated server in 5.3
Sadly unreal keeps crashing building shaders when trying to open the project…what video drivers are everyone using I was using the game easy drivers got nvida
does anyone know how to fix d3d errors on a windows server? I run the server find but my testing server says, "A D3D11-compatible GPU (Feature Level 11.0, Shader Model 5.0) is required to run the engine"
you are right it was not the cause as compiling the project now is failing how do i not use bundled dotnet can you tell me?
I'm kinda desperate at this point, I'm doing a full rebuild but the server says it has all directx runtimed
my unreal keeps crashing when trying to start my project
How to build clean version of engine without debug info and .pdb symbols?
something related to Unreal Build Tool but once untick The dotnet from run as administrator the problem goes away but the same problem occurs that is UnrealEditor has 64+ services running under it with .Net host and console window host running multiple times.
As you can see here
sanity check
- were you able to open your own project previously?
- can you open a clean blank project normally?
@autumn ingot it seems to open after I rebuilt the engine...my 12 series CPU is paying off at least....must have rebuilt 3 times today
well, this is obviously not an optimal state of affairs. There must be some reason for it
I notice my engine source build has this error sometimes and it ask for SDK
when I try to pack it seems like a restart of the engine fixes it
Is 5.3.1 (Source Build) compatible with 5.3.2 (Precompiled from Launcher)?
I would like to bring on another team member who is not technical. I will direct them to the precompiled but it's now been updated to 5.3.2. I can't seen an option to use 5.3.1. Is it safe for us to work on the same project together using these minor version mismatches or do I need to upgrade my source to 5.3.2 and redownload everything?
It's also worth mentioning that hotfix level releases should be safe to integrate
However, you should have a way of distributing a source build (be it installed build, UGS, or some other mechanism with a native build)
Thanks, good to know. I'm only using a vanilla source to debug and build the server, so want to try and accommodate them using the precompiled, they've had some issues building from source
Thanks, sorry for the late reply! What do you mean an 'Installed 5.3.1 build'?
An installed build is probably the play for a vanilla engine you never intend on modifying
Hi, so I'm trying to download the source code for UE 5.2 but it is too large for my awful internet connection and Github doesn't allow resumes. Is there any alternatives for Github, or can someone just upload the source code zip file to Mega or something and help me out?
can you tell me how would i use that exactly?
Ok, back again with another stupid question I'm sure, but Google has once again failed me.
I have gotten a clean copy of the engine (5.3.1), I've run Setup.bat, and im trying to generate project files.
All I'm getting is a bunch of MSBuild Errors.
If anyone can spot what I've missed I'd appreciate it. My device should be generally setup as I can run Generate Project files on an older 5.2 installation
I've literally installed other dotnet packages!
Right, I guess I'm gonna go update that.
Sadly, that does not seem to have resolved the issue
I did, same result. Something really is unhappy.
"All projects are up-to-date for restore."
I'm gonna try splatting the entire folder again, see if windows forgot a directory or something.
how in darnation did I manage that!
Thanks for your help.
Post for Posterity : On an Installer Build, one should set the build.version "Changelist" value to avoid getting "empty engine version" on files saved with the Installer Build. We set it to match the store version of the editor.
I'm attempting to look into why distance fields don't work on es3.1 in unreal 5.3. The release page says that mobile forward renderer supports global distance field now. As far as I can tell, only metal has explicit support coded in while gl/vulkan seem to need to query for bSupportDistanceField.
The other half of the problem is that material graph will error out if you try to compile distance fields into es3.1. What's going on here?
when building from source, would it conflict with the previous launcher version if opened from another end user? Like do all team members be on the same version if rebuilding from source?
Not sure I understand the question? In terms of conflicting with the launcher build, it shouldn't. How the source build is shared between team members has a few approaches (native build or installed build are the main ones)
Mhm so i was wondering if I on my end build from source and push some files, and another team member, who is still using the latest launcher engine version, would still be able to open those files? (the usual backwards incompatible thing)
what does native build or installed build mean? sorry very new to the source build topic 😅
depends how it's setup. if it changes the engine changelist or you bump the licensee version, then it won't work on launcher
however, you should really have a way of distributing the source engine build to the team to ensure compatibility
Installed builds are essentially packaging your own binary build of the engine, very similar to what Epic ships on the launcher, however you can customise platform and dedicated server support
Native builds are what Epic and larger projects tend to do internally. The engine is side-by-side with the project, which makes for easier engine modifications. Epic distributes the UnrealGameSync tool to make this easier, but requires Perforce since that has a way of distributing binaries to non-coders
Alright, i see. Thank you very much for the insights, will take a look at both solutions. 🙏🏻
What would you say is easier/faster to setup? We are currently pretty in crunch time and i don't want to take away too much time from the "actual" development
Yeah I thought so, will do some research 👍🏻
They pretty much have similar setup "cost"
An installed build might be marginally easier, but you're spending a lot of time compiling the entire engine. With a native build, you only build required components but every programmer will end up compiling the engine (20-60 minutes depending on the machine for the initial compile or after engine or compiler upgrades).
It also depends on your current source control and CI setup.
Distributing an installed build might be a bit more jank
Mhm yeah makes sense. We are currently using PlasticSCM (i know not a lot do that with ue 😄 ) so a switch to perforce might be then a bit of an additional stretch. Obviously best case scenario would be EPIC releases a hotfix for 5.3.2 soon, but not sure if we can rely on that 😅
My condolences on having to use Plastic
mhm yeah, just found that tool for building the binaries, ever heard/used it? https://www.buymeacoffee.com/ryanjon2040/unreal-binary-builder-v3-0-released
Yeah.. thanks 😂
This is just a baby's first tool for running the CLI UnrealBuildTool
Ah i see, well thanks for the time being, will do some further research now 😄
Hey folks
I've a running engine version built from ue5-main, it's a few months old and I want to update it with latest changes.
Completed the steps on this screenshot and couldn't find any guidance as for what's next - should I regenerate project files? rebuild the engine? any advice or pointer in that direction would be appreciated 🙏
Uh yeah? You should regen and build after an engine upgrade. Rebuild won't be necessary since everything is invalidated anyway
Thanx for the quick response 🙂
So it will be a brand new build? the whole 8 hours wait? doesn't it just update the changes?
pretty much. but I suppose you don't use a native build then
Not sure.. downloaded the code and built from the VS UE5.sln
so nope, I guess you're wastefully building the entire engine since you mentioned 8 hours
Well, if there's a better option I'd love to hear about it.
What's a native build?
https://forums.unrealengine.com/t/whats-a-native-project/264986
This is not absolutely necessary, but seems to be recommended especially if you have several projects on different custom source forks
Article written by Branden T. Various tools around Unreal, such as UGS, BuildGraph, and Gauntlet, are simpler to use or only work with native projects. A native project is one that an instance of Unreal will recognize as being a part of its directory structure. Conversely, a non-native, or “foreign” project, is a project that sits outside of th...
Not sure how that relates to your setup as such though
the tl;dr is that it's a project that is side-by-side with the engine and when you build your project, it figures out what engine components it needs which skips a lot of compilation time
thanks for clearing that up : )
? the editor build is modular (DLLs), and monolithic is statically linked (default for packaged)
and in the case of the latter, it still just builds what modules are in-use
though with an installed build, for the monolithic executables, it'll probably be depending on precompiled manifests like the epic launcher version
that has not been my experience at all on UE4 or 5
It was built with -skipcompileeditor or whatever that flag is
but it would only compile and link what is in use, similar to the DLL setup
well the editor is usually compiled before, so not really a worry, and for packaging a monolithic game executable, well the game is the relevant target
Thank you all for the useful insight 👍 👍
I'm currently having trouble with the first step of regenerating - as you can see here - some obstacles I need to figure out before moving on to the build..
( I don't care for the C# support, I'm talking about the missing component that's obviously present there)
UE5
And you just want to build the UE5 project, not the solution. Unless you want your build to take a very very long time.
I have it on UE to BUILD on UE5 and not on the solution above it solution
but what do I put in the list
should I pick unreal build tool?
also why does the new 5.3.2 release look so old ?
I don't know why it doesn't show UE5 in that list. VS is stupid.
Right-click on the UE5 project in the solution explorer and select "Set Startup Project". That should change the menu to show UE5.
Anyone using Rider to build the sources able to help me get it working? Visual Studio builds without any customizations, but Rider seems to fail and I'm not familiar enough to know where to begin troubleshooting it. Currently, I'm getting the following error:
10>UECommon.props(15,3): Error MSB4019 : The imported project "C:\Microsoft.Cpp.Default.props" was not found. Confirm that the expression in the Import declaration "\Microsoft.Cpp.Default.props" is correct, and that the file exists on disk.
Also, which MSBuild should I be using - or does it matter? (See attached image)
probably quite stupid question, but when changing the source code, i run build ue5 source again, it compiles all source files again (which takes pretty long). is there a faster way to make changes?
I think it depends a bit on what you change. If the things you change are core stuff, heavily linked to other things, then it can be a big rebuild, but I'm pretty sure I've done small changes ( for example mobile-platform specific areas ) which do not cause the whole project to recompile... That said, I don't do a lot of work on the source side, so perhaps others will have more knowledge on this
mhm thanks for the response! I only changed something in the lwc cpp file, i don't thikn this is linked to a lot of other files, but i need to build >5000k files so i guess maybe something is wrong? 😄
Regarding Rider, I have this AutoDetected + Unreal 5.2.1
props problem sounds like a toolchain issue
Yea, I'm new to working with this stuff though, so I have no clue where to even begin troubleshooting... Googling and even ChatGPTing the error rendered nothing helpful. I typically work in web development with interpreted languages, so... bit out of my depth here.
Try the MSBuild.exe that comes with Visual Studio first I reckon, since VS build works for you - that would seem to indicate your toolchain is pretty much in order
So, I want to change the version that shows in the Unreal Version Selector/About Menu (In Engine), so basically, I found this file named Build.Version, and I was curious if changing this file could do it? I don't want to rebrand it, but I have multiple branches for different projects, so that's what I want this to reflect, with a naming scheme like Unreal Engine 5.2.1-Main, or -PA. That's all I want to do.
Any ideas if this file is where I do it?
I have a linker question regarding editor and shipping builds. I'm working on a custom plugin to do some custom render passes using the view extension. I've included the modules dependencies names privately
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"Renderer",
"RenderCore",
"RHI"
Since I am using the renderer I had to also privately include another exclusive file path
PrivateIncludePaths.Add(EnginePath + "Source/Runtime/Renderer/Private");
Works fine.
In my translation unit I had to make calls to AddFXAA and Tonemapper for a work around I am doing. So In my headers I've included the appropriate files needed to use those functions. When I started out building in Debug Editor I had to copy over some not all of function implementations from their CPP files to my translation unit to satisfy linker errors I was getting so I could get it to compile. This works fine but bloats my code a little. What I don't understand is why it doesn't link the obj files when compiling Debug Editor so the functions are linked in their translation units? I did a shipping build it later to find those cpp function definitions throwing a linker error LNK 2005 which is a Redefinition error. I worked around this by adding #if With Editor guards for those functions in my cpp file to get it to compile with shipping. Now everything works. Would anyone happen to know how I can get the linker to find those definitions in Editor mode so I don't bloat my code base with function redefinitions? Note: These functions are only defined in CPP IE not exported and so they are I guess intended to remain that way by who ever wrote the code. At this point my work around is okay but was wondering if there is a cleaner approach, the guards will strip the code and link its definitions in the cpp files so it's not terrible.
I'm trying to update my forked repo from currently 5.2 to release/5.3, I'm getting an error "remote end hung up unexpectedly" when pushing?
nvm I updated thru github
Engine/Source/Runtime/Launch/Resources/Version.h - check this out first, it's very extensively commented/documented which may help with what you're trying to do here
Engine/Build/Build.version - you already found this one
Engine/Source/Runtime/Core/{Public,Private}/UObject/*Version*.{cpp,h} - lots of engine "things" are versioned here, but for the actual engine build version/CL numbers you'll want ObjectVersion.h
Engine/Source/Programs/Shared/MetaData.cs - I think this only affects .NET stuff. I'm only mentioning it here for completeness
note that these normally aren't really ever edited manually (just to state the obvious...), but it will work fine in practice so long as you read the documentation in Version.h to understand what you're getting into
the branch name in the engine version sounds like a good candidate for what you want to do, if you don't mind overwriting epic's ++UE5-Main or whatever it is
Hello, would this be the right channel to ask about the .NET environment and the UnrealBuildTool?
I am trying to get some general pointers about debugging the Build Process, to get a more fundamental understanding, as for me that is the easiest way to understand the Behavior of a System.
I think for that I need to run UnrealBuildTool.dll in the Debug configuration with dotnet, to launch and attach to it with the debugger.
My question is now, if there is any added commandline options that I have to pass to either dotnet or the program to load debug symbols, or would I have to build my entire engine from Source for them?
More Context
I use VS Code for Development, out of comfort (and c++ development works fine). Now in part to learn more about .NET, I want to setup my custom debug launch task.
It launches successfully, however it is not interrupting execution. When reading the .csproj file I saw that DebugSymbols are only activated on a "Debug" Condition. (see first attached image)
And see second attached image (GIF) for Behavior that I am experiencing. First time with Target as "Debug" Build (exit code 6), second with "Development" (exit code 0)
I am a bit lost at what additional steps are needed to actually have a working debugger. Do I need to Build Engine from Scratch in Debug Configuration? That can't be the only solution to debug the BuildTool, is it?
{
"name": "Debug UBT",
"type": "coreclr",
"request": "launch",
"program": "C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll",
"args": [
"ResearchRoomEditor",
"Win64",
"Development",
"C:\Perforce\<PathToMyProject>",
"-waitmutex"
],
"console": "externalTerminal",
"stopAtEntry": false,
"cwd": "C:\Program Files\Epic Games\UE_5.1"
}
My launch command, for anyone interested.
My advice is switch to Visual Studio or Rider. I have no problem debugging UBT in VS, just set it as the Startup Project and add the command line to the debug tab in UBT's properties.
I appreciate your advice, I opened the solution with VS. And it confirmed my suspicion, that in order to be debugged the UnrealBuildTool needs to be rebuilt in Debug mode. This is what happens in the background,
thank you very much.
UBT. I got it to work with VS. But my personal curiousity would like to get it to run on VS Code aswell.
My problem is, as a Unity developer I usually just attach to the process.
And it works super nice. I like the minimal debug view of VSCode and got used to it over the years.
However since the UBT is just a linear process you can't attach to it before it stops. So I tried to launch it.
I got it also to launch from vs code launch task, however it does not recognize the debug symbols.
When I had a closer look at what VS does under the hood, it first builds the UBT in Debug | Any CPU Profile before launching it.
This is the part I can't seem to reproduce in VS Code.
Alright, in all honesty, I’d probably want to overwrite it to ++UE5-UWP, so that should work. I’ll check out the file.
yep, that should be fine
one thing to be aware of though is that BRANCH_NAME is not necessarily guaranteed to be defined at all (depending on which branch of the engine you've got checked out)
so in that case you'll just have to make one up yourself, rather than appending
as well as define BUILT_FROM_CHANGELIST to some value - probably 0 - so that the branch name will actually be used
this is normally all handled by epic's perforce builds but YMMV with github checkouts
there's an UpdateLocalVersion AutomationTool project to set the version, but unfortunately it doesn't take a branch name parameter 😔
gonna try that, thanks.
VS Code is worse than useless with UE
Been getting crashes while compiling the source since a month ago. Any clue about what it could be ?
I-ve tried reinstalling to no avail, but it could be some library or something
shouldnt be a hardware issue my ram is new
How much ram do you have? How much free disk space?
Which branch are you checking out? Which version of VC++?
my pc is more than fine, main but I unable to compile any version from 5.3
What is the correct way to include binary search paths to the runtime environment on Windows. After a very long Unreal Build Tool analysis I realized, that Windows doesn't have a dedicated ToolChain implemented and when it needs to process RuntimeLibraryPaths inside of the ExecutableLinkEnvironment, falls back to the Abstract Tool Chain and returns an Empty list. So what would be the best practice to include Module internal dll Paths to the Search Paths? Move them manually to one of the Paths that are included by default or my plugin's Binary folder, is there a BuildTool property to do this in the build process for you?
string[] dllModules = new string[]{
"avcodec-60.dll",
"avformat-60.dll",
"avutil-58.dll",
"swresample-4.dll",
"swscale-7.dll",
};
string BinaryPath = Path.Combine(PluginDirectory, "Source", "FFMpegLib", "ffmpeg", "bin");
foreach(string dll in dllModules){
RuntimeDependencies.Add(Path.Combine(BinaryPath, dll));
}
// This seems to get lost on the Windows Toolchain.
PrivateRuntimeLibraryPaths.Add(BinaryPath);
This is what I've tried so far, but doesn't work. I had a version with PublicDelayLoadDLLs aswell, which didn't work either.
Only fix I found is to paste my .dlls inside the Binary folder manually.
Easier than that:
foreach(string dll in dllModules){
RuntimeDependencies.Add(
// -> To
(Path.Combine(PluginDirectory, "Binaries", "Win64", dll)),
// From
(Path.Combine(BinaryPath, dll))
);
}
How didn't RuntimeDependencies + DelayLoadDLLs work?
When you use DelayLoadDLLs you have to load the DLL manually in an appropriate location such as StartupModule
A bunch of Unreal libraries do that so that dependencies don't all have to go next to the exe
will swap my ram later today, but damn I literarily just brought those modules
this, and not to mention that just adding 5 DLLs as big as these all as static non-delay load dependencies is going to hurt startup time of your game/editor a fair bit
use DelayLoadDLLs
After upgrading to VS 2022 17.8.0, errors appeared in these places in the Automation. What could be the reason?
are these actually compiler errors or just squiggles?
compilation errors
so what does the output tab say then, that's more helpful
Error CA2017 Number of parameters supplied in the logging message template do not match the number of named placeholders AutomationScripts.Automation F:\UE5\Engine\Source\Programs\AutomationTool\Scripts\CheckForHacks.cs 87
Error CS8604 Possible null reference argument for parameter 'other' in 'void HashSet<string>.UnionWith(IEnumerable<string> other)'. BuildGraph.Automation F:\UE5\Engine\Source\Programs\AutomationTool\BuildGraph\BgScriptReader.cs 1640
well I said output tab
don't use the error list
and did you upgrade the automation project to .NET 8 or something?
no, the project uses .net 6
1>F:\UE5\Engine\Source\Programs\AutomationTool\BuildGraph\BgScriptReader.cs(1640,37,1640,42): error CS8604: Possible null reference argument for parameter 'other' in 'void HashSet<string>.UnionWith(IEnumerable<string> other)'.
1>F:\UE5\Engine\Source\Programs\AutomationTool\Scripts\CheckForHacks.cs(87,26,87,45): error CA2017: Number of parameters supplied in the logging message template do not match the number of named placeholders (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca2017)
I'm not too sure about that since a VS update shouldn't interfere with the .NET SDK but you might have to fix them manually
These don't look too complicated
I'm not quite sure CA2017 existed before .NET 7 but that's an easy fix. The log call has a parameter in it but that's not included in the log message
anyone with a line to epic know if there is any intent to update the Commit.gitdeps for versions prior to 4.26
seems as though the dependencies have been broken for 4.5 - 4.2x for months and the source build versions of these are unusable
Commit.gitdeps for 4.25/6 to 5.3 have been updated in the last 6 months but all early versions are unchanged and fail to download dependencies
I highly doubt it
well that is bad
Has anyone tested clang V msvc ?
Any help? Is 5.4
First port of call is definitely actually looking at the output log.
And compiling in c++20 would be a start.
but isnt ue already on cpp20 by default? what do I have to tweak ?
I'd say it's not as it's complaining that it isn't. And no idea for clang. There's a build.cs option I think. Or target.cs. Maybe it doesn't work for clang?
not using clang
Oh, well, then it should definitely work.
And it'll be a misconfiguration on your part somewhere.
Making sure all your build.cs files target the latest stuff instead of .v2 or .v3 etc
(using .Latest)
And your build.cs files?
For all your modules + any plugins in your project's plugins folder.
You might have added something to your buildconfiguration.xml files for some reason too, so check those out.
You have a single build.cs file?
Also this is a target.cs file.
There are at least 2 configuration xml files.
The compilation log tells you which it is using iirc.
no, its build.cs, show you target.cs before
Er, yeah, misread that. I'm super tired.
removed use console in shipping global and compiled again}
You really don't like output logs, do you?
Hello, I have a plugin in the UE5 Epic Games version and would like to install it on the GitHub Unreal Engine source version. So, I copied the Marketplace folder from the UE5 Epic Games version and pasted it into the Plugins folder of the source version. When I rebuilt it in Visual Studio 2022, I encountered the following errors: (Refer to the video). Any assistance would be greatly appreciated:)
Did you copy+paste the dlls? Without source code?
Also don't record videos, just copy+paste the text from errors.
optimally inside code formatting, using three ` symbols at start and end
I will now send three types of errors from the build; the others are all the same, but with different files: 1: Severity Code Description Project File Line Suppression State Details Error Project "C:\Users\flueg\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Programs\Shared\UnrealEngine.csproj.props" was not imported by "C:\Users\flueg\Downloads\MyU5\MainU5\Engine\Plugins\ScriptPlugin\Source\ScriptGeneratorUbtPlugin\ScriptGeneratorUbtPlugin.ubtplugin.csproj" at (3,3), due to the file not existing. ScriptGeneratorUbtPlugin.ubtplugin C:\Users\flueg\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Programs\Shared\UnrealEngine.csproj.props 3 2: Severity Code Description Project File Line Suppression State Details Error C1083 Datei (Include) kann nicht geöffnet werden: "PlayFabCommon/Public/PlayFabRuntimeSettings.h": No such file or directory UE5 C:\Users\flueg\Downloads\MyU5\MainU5\Engine\Plugins\Marketplace\PlayFabSDK\Source\PlayFabCommon\Public\PlayFabCommonSettings.h 9 3: ```Severity Code Description Project File Line Suppression State Details
Error MSB3073 The command "....\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6. UE5 C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44
Don't look at teh errors tab. Look at the output tab. If that's Rider, there's a button somewhere to convert the errors tab to raw output.
That?
That's the one.
So there's a missing header?
Or the include path is wrong.
Or the module isn't in that module's build.cs
PlayFab/Public/IPlayFab.h": No such file or directory this seems like just a very bad path
It should be just "IPlayfab.h"
Basically the sdk is wrong.
actually, I want to get the PlayFab Sdk from github, but I get a 404 error
So it's better not to use the playfab plugin from the marketplace, right?
I have no idea
I'm trying to update steamworks sdk but the binaries aren't generating when I build the engine. What am I missing? I added the new source files and changed the version in the build.cs
In 5.2 there's a c# file called Program.cs located in "Engine\Source\Programs\UnrealAndroidFileTool" and in it is the function "static int ProcessCommand(AndroidFileClient client, bool bInShell, string[] args, int ArgIndex)", where is that called from?
Alright, this isn’t a question of I am doing this, but a question of how difficult would it be so theoretically, how difficult would it be to build a new front end for the Unreal Editor?
On top of 5.3.
It wouldn't make much sense to me. The editor is modifiable and extendable, there shouldn't be any reason to roll the whole front end anew ( unless I am misunderstanding something )
It was more a curiosity question, I didn’t really plan to do it.
Hey guys! I am working on a small tool for my editor and I need to retrieve the location/rotation for the selected control point on the Landscape Spline. I managed to achieve few things already but I can't find the exact class where the behavior is implemented inside the Editor. Can someone help?
I presume you are looking in LandscapeEdModeSplineTools?
virtual bool InputKey area looks promising
seems promising yeah thanks dude! 🙂
please help, unreal 5 has to many bugs and I need to go back to unreal 4 but my Visual Studio solution is saying its incompabible with the VS. I have both VS 19 ans 22 on my PC
I need to use visual studio 2022 or else it wont work I think
I circled where it says it, if I redownload the source for 4.2.7.2 plus and then run set up and bat it still shows incompatible
I get the typical message saying that it cant be built and the use my IDE
so when i right click and go to click build its all incompatible
I cant right click on the solution to build
i tried build UE form last commit in ue5-main branch si im getting this errors. Any ideas is it engine problem or something wrong with mu project? I saw that StatusNotEnoughArguments arg used only in one test of ue
the dangers of the main branch
Any idea when 5.4 is coming out?
Would recommend using the release branch, and of course make sure you follow the steps with setup.bat etc.
Around GDC I'd say, it seems Epic is on a two releases/year cycle nowadays
Good evening. I'm about to buy an external SSD for Unreal source code and development. Roundabout, how much storage space do I need for that? Considering that there's only Unreal plus a few smaller test projects, maybe, but not visual studio and others, those are already installed on the internal disks
Unreal source takes up about 300 GB.
I would consider a 1TB drive as an absolute minimum
That fit 2 native source build release branches just fine, maybe 3 at a stretch
And if you use a native build then the file size can vary depending on linked modules and plugins
Ok, I purchased a 1TB disk, I think that should be enough for now then... Thank you
And I don't think I'll need too many versions on that disk. I don't have much time anyways and $dayjob uses the launcher version, which is installed on the internal disks
Hey guys! How I can selectively force actors to the lowest grid level regardless of bounds in world partition?
Hello, I hope you are doing well. A few days ago, I downloaded the Unreal 5.3.2 source build. After successfully installing and building the engine, I copied the PlayFab SDK from my Unreal Engine Epic Games version 5.3.2 to the source code version. I simply copied the 'Marketplace' folder from 'Plugins' in the Unreal Engine source to the 'Plugins' folder. Then I tried to rebuild the Unreal Engine 5 source, but I encountered numerous errors. Here is the output from Visual Studio 2022 during the build process, thanks!
You could've just copied it to a project-level Plugins directory, but there might be a bug in the plugin's Build.cs or their include paths
since usually in the include paths, you don't include the "<module name>/Public/" part
https://github.com/PlayFab/UnrealMarketplacePlugin/pull/88 this PR did exactly that
@stable hemlock I was able to get it to work in visual studio 2022 when both are installed 2022 takes over anytime I regenerate project files
I've been trying to fix that for 2 weeks now, and now it works after I corrected the things. Thank you!🤝
Hello, I hope you are doing well. Today, I tried to import a plugin (PlayFabGDK for matchmaking) into my Unreal Engine 5.3.2 source version. I created a "Plugins" folder and copied my plugin into it. After that, I generated the Visual Studio project files and opened the .sln file with Visual Studio. I built my project and then tried to open it. However, I received the following message when attempting to open the project.
Did you add the uplugin to your uproject and set it to enabled?
Well ADV_FPStemplate isn't PlayFab related is it. Is it the name of the project?
Or another plugin?
Potential engine bug? When loading a level with multiple actors creating new render targets in the constructor, it seems the engine gets stuck on waiting for the render thread to finish infinitely, resulting in a soft freeze. This only happens on my PC (rx 6700xt gpu). No errors or exceptions, only thing I got is a trace, and when I pause in VS it ends up in RenderingThread.cpp, where it appears the boolean bDone never gets set to true... (there's a line 'bDone = Event->Wait(WaitTime);' that doesn't seem to be returning correctly)
uh wait I just noticed... the EndTime which is to indicate a GPU crash is in the 52,000... That seems like a few too many seconds to wait for a GPU hang (edit that's startTime+something else, nvm?)
is there any way to add a button here to execute some code that'll run on level data? https://i.imgur.com/LLhuMZO.png
and possibly execute some code before every PIE launch
I wanna make a button that reruns the construction script of every actor in the level because I have a bunch of actors that do a lot of stuff in the CS and wrongly assumed that the CS would either run at runtime or run in the editor whenever the original blueprint was modified
The constructor of an actor? You shouldn't really be allocating RTs there
Well more specifically, you shouldn't be doing anything there but setting defaults
It's a BP constructor but I'll see about possibly moving it to onConstruction if possible. I'm not sure if it'll make any difference
The actor is implemented in blueprint- is the construction script similar to OnConstruction or the class constructor?
You might not need to even fiddle with source, just make an Editor Widget Blueprint for this
Blueprints can't access rerunconstructionscripts
If you can access the calls from c++, you could perhaps make the EWBP do your bidding via a custom c++ method.
That said, if you already have a forked source engine, it might make no difference for you how you do it. EWBP + project level c++ does have the benefit of mixing up the engine less
Anyone have any idea which part of unreal's code is responsible for the creation of EpicWebHelper?
WebBrowserSingleton I guess
Anyone know what "Unreal Build Accelerator" is? It just dropped in on Git and is marked experimental for 5.4.
Wasnt that Horde?
Horde is a custom CI
its an orchestrated distributed build system afaik.. which is why I posed that question. Just wondering what this new thing is
But it isn't though? It's a CI solution akin to Jenkins, TeamCity, etc, that's built around BuildGraph
This is more in the lines of Incredibuild and SN-DBS
ah sorry yeah now I get what you mean
that makes a lot of sense and the name fits too
C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(1229,5): error MSB3644: The reference assemblies for .NETFramework,Version=v4.5 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application. You can download .NET Framework Developer Packs at https://aka.ms/msbuild/developerpacks [C:\Unreal Engine\Source\5.1\UnrealEngine\Engine\Saved\CsTools\Engine\Source\Programs\NetworkProfiler\NetworkProfiler\NetworkProfiler.csproj]
Nothing better than getting this 8 hours into the second installed build attempt after already installing 4.6.2 after the same error came up the first time lmao
Is there a more efficient way to ensure you have all of the ones you need so I can stop walking into these hours into a build?
from the name i'm guessing that it makes building your games faster
.NETFramework,Version=v4.5 were not found.
Download
.NET Framework 4.5 is a highly compatible, in-place update to .NET Framework 4.
Ok doke, thanks guys, I'll give it another go, fingers crossed I'm not missing anymore
I'm working with a custom engine and want to create a system for easily sharing new engine distributions with artists. What is the minimal amount of content that I need to provide in the updates? Is it just the *dll files or is there more stuff changing when you recompile the engine?
For this, consider using the UGS BuildGraph Script.
You can happily get it to compile the UGS binaries for your project, then just distribute the archive it produces.
https://www.youtube.com/watch?v=xuEXqZ0nE70&list=PLQ2qTk3UW1pz-Kho7bFV_0cNwvv_jE-5c&index=1
Videos 1-3 should get you rolling, like I said, just look at the UAT BuildGraph stuff, and ignore anything perforce related.
Feel free to DM me if you get stuck, it is a bit of a beat to understand.
Disclaimer: I'm not the video creator, its just the best guide to setting up UGS that I've found.
You dont need the UGS bits either!
Taking a look at Unreal Game Sync ( UGS ) and how to set it up from scratch.
In this part, we setup our Perforce workspace using P4Admin and P4V.
UGS Documentation: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DeployingTheEngine/UnrealGameSync/
Michael Allar's Blog: https://allarsblog.com/tag/tutorials/
Workspace settings: http...
(Just moving this to the bottom so it doesn't get hidden behind my response to someone else)
Anyone else having new instances of visual studio open whenever you "Goto Definition" in the editor. I'm running the Editor in Development from Visual Studio
Unreal 5.3
Visual Studio Community 2022
Make sure your editor settings are correct under "Source code". Make sure its set to VS 2022.
yep, I set that, still occurs.
hey, I can't compile 5.1 version, anyone had maybe this problem ?
got 2019 vs
Windows 10.0.19041.0 SDK
When building from source and you get a local builds folder, which part of that folder gets redistributed? I've created an archive starting at localbuilds\engine\windows\builds\ but when anyone tries to run it ue opens for a split second then closes. I can run it fine but I built it.
The crash log indicates it's looking in a different directory for some .cpp files (the directory it's in on my build machine), but if I include those directories the folder is over 2tb. Not really something achievable for a 'team' distribution.
nvm
I'm trying to debug a crash that I am getting that only occurs in packaged builds,
[2023.12.09-03.26.40:121][115]LogOutputDevice: Error: Ensure condition failed: oldValue == newValue [File:C:\Users\gtora\Documents\UnrealEngine\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp] [Line: 311] [2023.12.09-03.26.40:121][115]LogOutputDevice: Error: oldValue(1) newValue(0) If this check fails make sure that there is a FTaskTagScope(ETaskTag::EParallelRenderingThread) as deep as possible on the current callstack, you can see the current value in ActiveNamedThreads(102), GRenderingThread(e52583c0), GIsRenderingThreadSuspended(0) [2023.12.09-03.26.40:121][115]LogOutputDevice: Error: Stack: [2023.12.09-03.26.40:121][115]LogOutputDevice: Error: [Callstack] 0x00007ff74dd382be temp.exe!IsInParallelRenderingThread() [C:\Users\gtora\Documents\UnrealEngine\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp:311] [2023.12.09-03.26.40:121][115]LogOutputDevice: Error: [Callstack] 0x00007ff753db532e temp.exe!FMaterial::GetRenderingThreadShaderMap() [C:\Users\gtora\Documents\UnrealEngine\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp:1287] [2023.12.09-03.26.40:121][115]LogOutputDevice: Error: [Callstack] 0x00007ff753ce7999 temp.exe!FDefaultMaterialInstance::GetMaterialNoFallback() [C:\Users\gtora\Documents\UnrealEngine\Engine\Source\Runtime\Engine\Private\Materials\Material.cpp:430] [2023.12.09-03.26.40:121][115]LogOutputDevice: Error: [Callstack] 0x00007ff7518b4135 temp.exe!FSingleLayerWaterDepthPrepassMeshProcessor::CollectPSOInitializers() [C:\Users\gtora\Documents\UnrealEngine\Engine\Source\Runtime\Renderer\Private\SingleLayerWaterRendering.cpp:1850]
It seems to happen inconsistently either when I exit a specific map, or change a material on a character while on a specific map. I don't think the material on the chracter that I am changing is likely to use the SingleLayerWaterRendering
does this error suggest that the SingleLayerWaterRendering is the cause of the problem or rather that the parallel rendering was doing something that used SingleLayerWaterRendering at the time that some other task crashed?
I don't really know how to go about debugging, particularly as I can't reproduce it in the editor, and even in the packaged game it is inconsistent
I think we got it figured out. We had to include the Engine folder at the root with a few folders in it. About 2 gigs extra worth of space
@stable hemlock How I can provide output log from the build, I am kinda newbie.
Is there a way to know when the engine completed "preparing textures" at launch?
If you are compiling the engine source with Visual Studio, there should be a running log in one of the windows. ( View > Other Windows > Build Logging ) maybe?
You can just copy paste all that to a text editor, for example
Hello, is there any way to get the values out of STAT commands? as an example these GPU values
from a vulkan perspective can I view the level window (the window that displays the currently open level) as a vulkan window surface ?
For stat unit I did
FStatUnitData* stats = GetWorld()->GetGameViewport()->GetStatUnitData();
Is it possible to overwrite functions from a basic engine Module or add functionality in a Plugin? Because I want to change the some basic parts of the ui Layout from the FoliageEdit Module
After rolling back the engine version to a previous one do I have to run Setup.bat again?
because I am getting linker errors after doing git reset --hard commitID (related with "programs" included with source code)
Hi, anyone knows what happened with Precomputed Visibility in 5.3?? I have been debugging it in source all day long and something it's broken only in this version. Engine is generating correctly elements in Lightmass class but I think it's something wrong with RHI.
(i tried in my own project, blank project and differents computers with same broken results. It's not doing anything)
Hello guys! I created a project based on the engine source code. I compiled these 2700+ files and everything was good. But when I create a new empty project based on the same source code it starts compiling 2700+ files again. And at the same time, if I try again to go into the first project that was built before, it will again start compiling 2700+. This greatly hinders development. I don’t even make any changes, I just want to work on several projects using the source code. Please, can you tell me how to fix it, otherwise I've been sitting for several days and I don't understand how to fix it
Will IncrediBuild work for this? I installed it, but now when I try to build it, it gives an error in AgentProxy.h and says Failed Start Build
What does installed build mean? Is this the source code?
I'm on Fedora (Nobara 38) and I just finished setuping and building the editor from the release branch, but after awhile in the editor it just presents this crash:
LoginId:e9f56b02b7114a3fa84b4b97bc3dc36d-000003e8
EpicAccountId:
Caught signal 11 Segmentation fault
libMangoHud.so!UnknownFunction(0x3dad3)
libMangoHud.so!UnknownFunction(0x45f21)
libUnrealEditor-VulkanRHI.so!FVulkanSwapChain::Present(FVulkanQueue*, FVulkanQueue*, VulkanRHI::FSemaphore*) [/home/schubert/.local/files/UE_5.3.2/UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanSwapChain.cpp:847]
libUnrealEditor-VulkanRHI.so!FVulkanViewport::DoCheckedSwapChainJob(TFunction<int (FVulkanViewport*)>) [/home/schubert/.local/files/UE_5.3.2/UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanViewport.cpp:181]
libUnrealEditor-VulkanRHI.so!FVulkanViewport::Present(FVulkanCommandListContext*, FVulkanCmdBuffer*, FVulkanQueue*, FVulkanQueue*, bool) [/home/schubert/.local/files/UE_5.3.2/UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanViewport.cpp:1027]
libUnrealEditor-VulkanRHI.so!FVulkanCommandListContext::RHIEndDrawingViewport(FRHIViewport*, bool, bool) [/home/schubert/.local/files/UE_5.3.2/UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanRHI.cpp:1134]
libUnrealEditor-RHI.so!FRHICommand<FRHICommandEndDrawingViewport, FRHICommandEndDrawingViewportString2069>::ExecuteAndDestruct(FRHICommandListBase&, FRHICommandListDebugContext&) [/home/schubert/.local/files/UE_5.3.2/UnrealEngine/Engine/Source/Runtime/RHI/Public/RHICommandList.h:1245]
libUnrealEditor-RHI.so!FRHICommandListBase::Execute(TRHIPipelineArray<IRHIComputeContext*>&, FRHICommandListBase::FPersistentState::FGPUStats*) [/home/schubert/.local/files/UE_5.3.2/UnrealEngine/Engine/Source/./Runtime/RHI/Private/RHICommandList.cpp:461]
libUnrealEditor-RHI.so!UE::Core::Private::Function::TFunctionRefCaller<FRHICommandListImmediate::ExecuteAndReset(bool)::$_0, void
()>::Call(void*) [/home/schubert/.local/files/UE_5.3.2/UnrealEngine/Engine/Source/Runtime/Core/Public/Templates/Function.h:479]
libUnrealEditor-Core.so!TGraphTask<TFunctionGraphTaskImpl<void (), (ESubsequentsMode::Type)0> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) [/home/schubert/.local/files/UE_5.3.2/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:1265]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/home/schubert/.local/files/UE_5.3.2/UnrealEngine/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:758]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksUntilQuit(int) [/home/schubert/.local/files/UE_5.3.2/UnrealEngine/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:648]
libUnrealEditor-RenderCore.so!FRHIThread::Run() [/home/schubert/.local/files/UE_5.3.2/UnrealEngine/Engine/Source/./Runtime/RenderCore/Private/RenderingThread.cpp:328]
libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [/home/schubert/.local/files/UE_5.3.2/UnrealEngine/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/home/schubert/.local/files/UE_5.3.2/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:187]
libc.so.6!UnknownFunction(0x888a6)
libc.so.6!__clone(+0x43)
Anyone would have an ideia where I can get help about it? Tried searching but no luck till now
It even showed the same error in the selection/creation of project view
Might be whatever Mango HUD is
Oh It's probably a GOverlay issue then if it's related to Mango HUD
I just (thought) I finished fixing my video driver issues with prime-run but looks like i didn't
Has anyone tried Intel ISPC ?
How exactly does it differ from the source code of the engine? And can I add functionality to that version of engine in the same way as to the regular engine source code?
Using an installed build is extremely annoying if you're making modifications
I would consider an installed build when you're a team that's using NDA'd platforms and/or dedicated servers, and you just need a build of the engine to do that
However with a native source build, you would usually keep only a single project alongside it
On the contrary 32178 actions when you do intend to make a change
Also you said add functionality. That's usually plugins
What's the smallest duration of a fresh engine source build? Can I do it in a couple minutes if I buy the latest hardware or nah?
About 10 minutes on the best hardware.
Maybe a little less.
But you're talking $10k worth of equipment.
It just took me 38min on my 13900k. For consumer models the fastest is the 14900k which should have taken like 37min if on 250w mode
ChaosClothing's DLL is failing to load. How can I fix this? I just built the server and editor. It was fine but got stuck on this trying to load the editor.
I can't get into the editor to disable any plugins so I'm not sure how to do that
usually I would just modify the build file
Unable to find plugin 'ChaosCloth' (referenced via default plugins -> ChaosClothEditor.uplugin). Install it and try again, or remove it from the required plugin list.
Turns out the log file and error message were wrong. Everything pointed at ChaosCloth.dll but it ended up being the ChaosCaching...
Just deleted it from Engine\Plugins\Experimental\ChaosCaching and rebuilt
is anyone able to give me insights (or redirect me to where i can get help)
to this error i keep getting in my packaged build for windows,
"LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\MallocBinned2.cpp] [Line: 1438]
FMallocBinned2 Attempt to realloc an unrecognized block 000002B5B72B0000 canary == 0x0 != 0xe3"
As far as i know it is memory related, but i am unaware of how i debugg this
@tawny depot I guess I can't afford a gaming laptop that's powerful enough to compare with desktop for this huh.
Anybody else had to disable warnings as errors in a bunch of subprojects when forking UE 5.3?
Since Epic is currently not working on such a thing:
UE now has native JSon read and write support. But, only produces a one-liner file.
Since this bothered me during the past 3 Days, i reworked a MakePretty Code from Vishal to UE5.
Use as you please:
UFUNCTION(BlueprintCallable,BlueprintPure=false,Category="Json")
bool UCLASSNAME::PrettyfyJson(const FString FilePath, FText& Message)
{
FString FileData;
if (!FFileHelper::LoadFileToString(FileData, *FilePath))
{
Message = FText::FromString("Failed to open File");
return false;
}
int32 Tokens = -1;
FString OutData;
for (const TCHAR Ch : FileData)
{
if (Ch == '{')
{
Tokens++;
// open braces tabs
int32 Tabs = Tokens;
if (Tokens > 0)
OutData += "\n";
OutData += FString::ChrN(Tabs, '\t') + "{\n";
//json key:value tabs
Tabs = Tokens + 1;
OutData += FString::ChrN(Tabs, '\t');
}
else if (Ch == ':')
{
OutData += " : ";
}
else if (Ch == ',')
{
OutData += ",\n" + FString::ChrN(Tokens + 1, '\t');
}
else if (Ch == '}')
{
OutData += "\n" + FString::ChrN(Tokens, '\t') + "}\n";
Tokens--;
OutData += FString::ChrN(Tokens + 1, '\t');
}
else if(Ch == '[')
{
Tokens++;
// open braces tabs
int32 Tabs = Tokens;
if (Tokens > 0)
OutData += "\n";
OutData += FString::ChrN(Tabs, '\t') + "[\n";
//json key:value tabs
Tabs = Tokens + 1;
OutData += FString::ChrN(Tabs, '\t');
}
else if (Ch == ']')
{
OutData += "\n" + FString::ChrN(Tokens, '\t') + "]\n";
Tokens--;
OutData += FString::ChrN(Tokens + 1, '\t');
}
else
{
if (Ch == '\n' || Ch == '\t')
continue;
else
OutData += Ch;
}
}
if (!FFileHelper::SaveStringToFile(OutData, *FilePath))
{
Message = FText::FromString("Failed to save File");
return false;
}
Message = FText::FromString("Succeeded Beautification!");
return true;
}
Example of the outcome
But you can already do this in UE?
Not really.
The Unreal native SaveJsonToFile produces a one-line file (on the screenshot the top one).
Zero whitespace is the default but you can pretty print
Zero whitespace is preferred for web services
No option in those Nodes for a pretty formatting.
Well the built in C++ library in the engine supports different formatting
There's pretty and condensed
But that does not help BP
Just make a custom SaveJsonToFile that uses the pretty formatting? So wasteful to open the file back up and save it
I could make it..
But i just made this code above, to handle my situation..
Just wanted to share it, in case one could have a use for it.
No more sparetime to extend that. 😄
As said.. Use as you please.
So I cloned engine source and checked out ue5-main with the intention of making a PR, however upon building I get this error 7>E:\UnrealEngine\Engine\Source\Runtime\Core\Public\Logging\LogCategory.h(35): error C4702: unreachable code but this is what's on that line https://cdn.discordapp.com/attachments/1031892947907649639/1185559510648107038/image.png?ex=65900d55&is=657d9855&hm=cbd1bb0fdaff8e5a74d33501ea5513569fcffae5a1e50cfe408911919a92c6c7&
Theres no intellisense warnings or other warnings in the build log either
anyone on UE5-main that can zip me the Water Plugin?
Is it unstable or something? It says in the readme to target that branch for pull requests for ue5
Oh great. So do I just wait for this to be fixed? I can't test my changes but I also notice that epic doesn't merge PRs so I'm not sure how important it is
Hey people, I forked & cloned & built from source, aiming to use ue5-main (currently v5.4 i believe), but when I ran the editor it turned out to be release (it says v5.2.1).
Have it in my repo, but how do I switch to main branch now?
Do I need to checkout?
Fetch-merge-push-sync?
Regenerate & build again?
Bare with me please, I'm no coder.. any help appreciated.
Your VS status bar shows you're on release. If your build is 5.2.1, then you have old source. You need to first do a Fetch to get the latest code from origin. Then New Branch from origin/ue5-main. That should give you the latest ue5 source.
Fetch from the VS bar, (where it says 0/0) or from GitBash ?
And then New Branch, Regenerate and Build, or some other steps in between ? (like Checkout or Merge)
Thanx.
I suggest using the Git menu in VS. Bot the fetch command and new branch are there. Once you have the new branch, run the Setup.bat command and GenerateProjectFiles.bat commands.
Hey all!
I am using Rider (finally bought it today!) for UE5 dev.
How do I debug engine source code? I want to debug parts of the new PCG module and to do a step by step for this.
When I tried simply putting a breakpoint in the plugin source code and ran in DebugMode my debug session, Rider notified me that "the breakpoint wont be hit because no running code is associated to this breakpoint".
How do I accomplish what I need?
Thx!
I was just about to ask the same ^^^ I'm modifying the engine source and how it handles the splash screen but I can't figure out how to debug it. Changing the target to game, complains about a game files required. Running a game source pointing at my modified engine doesn't seem to trip the breakpoints either
I'm making details customization for a struct property. In that struct, I need to build custom list of array elements with custom add and delete buttons. I added delegates to both OnPropertyValueChanged and OnChildPropertyValueChanged on property handle to rebuild array list every time something changed. But it looks like update events lag one step behind (delegate being called before handles updated to match new property state).
According to docs, I should call ForceRefreshDetails on DetailBuilder but DetailBuilder is not accessible from IPropertyTypeCustomization
What is the correct way to refresh property widgets when data is changed then?
Hey there, has someone come up with a general Engine Code document detailing the core systems of UE across the years (?
?
anyone know why this error is being thrown?
started happening out of no where.
This maybe the built in character code, but this looks like it's caused by a BP specific to your project
ok, are you aware of how I can get a reference to an AI's AI Controller Class?
not sure what that has to do with the callstack, but yeah
the controller can be casted to AAIController or a game-specific sub-class
this is all I get
theres no get
love overly cropped screenshots, and why are you asking this in #engine-source ?
you get the controller, note the lack of "AI" there
and then cast the result
Does unreal has feature where you can type commands into server command prompt ? like a console?
No
I've done a new computer build with my new CPU, so full fresh install of Win11 from scratch. So compiling the new UE5.3 source via Rider (with VS2022 installed), and I'm getting like 150 warnings (not errors). They are all basically the same like this:
RigInstanceImpl.cpp(94): [C4996] 'stdext::make_checked_array_iterator': warning STL4043: stdext::checked_array_iterator, stdext::unchecked_array_iterator, and related factory functions are non-Standard extensions and will be removed in the future. std::span (since C++20) and gsl::span can be used instead. You can define _SILENCE_STDEXT_ARR_ITERS_DEPRECATION_WARNING or _SILENCE_ALL_MS_EXT_DEPRECATION_WARNINGS to suppress this warning.
The build works and UE fires up - but searching around no one else seems to be mentioning this, which makes me think I've got something configured wrongly/differently as part of my fresh install?
I'm doing a UE5 DebugGame Editor build.
thanks 😇
It should really have an -include= option instead of a thousand excludes.
where do I put it?
I just need a PC build via source to ship with "test" rather than "shipping"
so I can benchmark things
good, then i will create it
If the answer is Yes, then you must know that this part is for advanced users
I'm not really an advanced user but here we go
I'll try it, thanks
Hey all,
Run into a really annoying issue and just can't figure it out. I'm trying to find the definition for this operator, but can't find it anywhere in the source code. Right clicking and choosing "go to definition" and any of the other options just takes me to the BodySetup class declaration, and even searching the entire solution for "[asterisk]&Res" yields nothing. This is also the case for every "<<" operator that has a second parameter named "*&Res". Is there a reason I can't find all the overloads?
This sounds dumb in my head, but I need to double check. I’m running Win11, so I have the Win11 SDK. Do I also need the Win10 SDK?
sh: 1: xdg-user-dir: not found
Signal 6 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
5.3.2-0+UE5 1009 0
Disabling core dumps.
CommonUnixCrashHandler: Signal=6
Engine crash handling finished; re-raising signal 6 for the default handler. Good bye.
Aborted (core dumped)
How do i fix that while running a dedicated server?
#linux channel for that question is probably best
oh wow - thats awesome.
any chance of a pin by the moderators?
and this link too <@&213101288538374145> - could we have both pinned in this channel? They are very good.
Hey, I pinned your message
Could you remove the not mean jack shit part since it's there for everyone to see now 😆
@stable hemlock - I'm trying to follow your instructions on the github link - but I'm getting this error when trying to built UHT:
Couldn't find target rules file for target 'UnrealHeaderTool' in rules assembly 'UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
Location: D:\Epic\UESource\Engine\Intermediate\Build\BuildRules\UE5Rules.dll
Target rules found:
So the UBT step is fine, it works, but the next step for UHT gives me that. I'm just copying and pasting the commands as written on github - havent tried to alter anything.
I deleted the whole thing, tried a clean git source copy, and didnt exclude anything (just ran setup.bat with defaults) - same issue.
I've searched on this discord for that error. 1-2 people mention it, but nothing that gives me any clues on how to solve...
This is for 5.3 current release branch.
The Github refers to a [Troubleshooting] section - but that only has todo in it at the moment
Ok - so if I skip the UHT step, I can build the editor fine with UnrealBuildTool.exe UnrealEditor Win64 Development?
So I'm at a total loss why UHT wont build?
Thank you!
ok awesome - i'll try it again.
One thing I noticed - if I follow your instructions as written, we run setup.bat but never generateprojectfiles.bat - is that correct?
yeah cool - i'm taking the oppourtunity to learn it all a bit more and get my head around it
thanks
So is it safe to assume that it's just using default << operator? Would you know why some objects have operators that specify what data to read into the archive while others have that generic *&Res operator? Sorry if my wording is confusing, I'm a bit confused on the entire subject in general
thanks i'll ask future questions on this there!
Anyone knows how can I make UBT notice my additional arguments on my project's target.cs on first compilation of source build?
I need to enable a MSVC flag, which is set through target.cs of a project
but first compilation of UE5.sln wont see it
so I'll have to compile twice, which is dumb and waste of time
The general c++ guidelines from people like Laura talk about using DebugGame instead of Development, for the various debug reasons, which I usually do.
What about when building the engine? Do I change the commands in the github like
dotnet build Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.sln -c Development
to instead be
dotnet build Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.sln -c DebugGame
or do I leave the engine as Development, and just my project SLN is set to DebugGame?
yeah - this is where I dont "get it" yet, so I wasnt sure. All good - I'll stick to Development builds in the engine and DebugGame for the game itself. Thanks
What about UnrealBuildTool.exe UnrealGame Win64 Development - does that become UnrealBuildTool.exe UnrealGame Win64 DebugGame?
Sorry - I'm trying to get my head around this.
I'm thinking if I want to be able to debug all the way down into the engine if I'm trying to track a problem - I'd want that? Or do I misunderstand?
Same as Editor - leave as Development, or switch to DebugGame?
If you want to debug the editor in game mode, that's just "Debug"
Can someone please help me with a problem I am having? I am building Unreal Engine 5.3.2 from source (using the 'release' branch) but I keep getting an error in Engine\Source\Runtime\Experimental\Chaos\Private\Chaos\XPBDBendingConstraints.cpp that I'm unable to fix for some reason. The error is: cannot open source file "XPBDBendingConstraints.ispc.generated.h" Thanks in advance! :)
With ue5.3, Can't find UnrealGameSync.sln under Engine\Source\Programs\UnrealGameSync, any idea?
I installed wix even if it's not necessary since ue5. I ran setup and generate project files again. still nothing
UnrealGameSync.sln is checked in to git/perforce, it's still right there.
righttt, idk why it's not here :/
Maybe your source control is set to ignore all .sln files since that's what you want for the generated ones?
I've just clone it using github desktop, so no idea
Me neither then. Looking at github 5.3.2 right now, it's there.
yup, thanks
Platform file wrapper to be able to use pak files.
I know this is old but someone can benefit from it
cuz i've been doing some modifications to the engine source code
file is IPlatformFilePak.cpp
located in Source/Runtime/PakFile
the PAK decryption method is called DecryptData
for PAK encryption check
PakFileUtilities.cpp
encrypt method is called PrepareCopyFileToPak
where FAES::EncryptData will be called so the data gets encrypted
yea the other guy already repsond thanks
After renaming UE5.3 project:
Severity Code Description Project File Line Suppression State
Error MSB3073 The command ""J:\Program Files\Epic Games\UE_5.3\Engine\Build\BatchFiles\Build.bat" EchoesofEdenEditor Win64 Development -Project="J:\EchoesOfEden\EchoesofEden.uproject" -WaitMutex -FromMsBuild" exited with code 6. EchoesofEden f:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44
I have followed the various tutorials the best i could....
Not sure this is even the most appropriate channel, and the second mistake is using the error list rather than the output tab
@hidden hedge Oh ok my bad so renaming a C++ project has nothing to do with source? got it.
Thanks for being abuntantly helpful.
#cpp would likely be most appropriate
and secondly, the output tab should always be used to get errors. the error list omits most of them
howdy, i've a question about how to read what vs studio is telling me. I'm building source, adn it's going pretty slow. When it starts a new section, it spits out this:
61>Determining max actions to execute in parallel (12 physical cores, 20 logical cores)
61> Executing up to 12 processes, one per physical core
61> Requested 1.5 GB memory per action, 2.54 GB available: limiting max parallel actions to 1
I've 32gb and task manager is showing me it's only using 2. Is this telling me that it's going to do 12 things, and each thing has access to 1.5gb of memory so it'll do 12 things at once? Or is this telling me that it wants to do 12 things, but sees ram is too low and decideds to only do 1 thing at a time?
cuz it sure is moving like it's compiling like 100,000 files one at a time, but i haven't compiled anything this big before so i don't know if it's just gonna take all day on the first source build. according to resource monitor it is using every one of the possible cores, so the work is spreading itself out in some fashion. i just can't find a clear answer to this on google atm.
it's been moving at about this pace the entire time. is this normal and expected?
The last line you pasted indicates that it thinks you have only 2.54GB free, and since it wants 1.5GB free per process, it is building using only one process at a time.
Task manager showing you “it’s using 2GB” - the number you care about is how much total physical ram is available. Not how much any single process is using.
To troubleshoot, reboot, open only visual studio, then start a build. Is it better? Something else was using all your memory up.
I don’t know what Epic recommends for RAM for building from source, but I’d personally recommend 64GB+
Hey im getting this error (Severity Code Description Project File Line Suppression State
Error C2664 'void ConstructorHelpers::ValidateObject(UObject ,const FString &,const TCHAR)': cannot convert argument 1 from 'T ' to 'UObject' in my project. I did not change anything but make a new class that is just basically a copy of another class with different stats(there all child classes) and this error just randomly poped up
I cant compile or open my project and since i didnt change any code im assuming its an engine error
yeah, turns out the big problem was that VS was only seeing a tiny amount of ram. part of it was i had other stuff open, but i have 32 and the most it ever saw was like 12. it got faster when it saw 12, so clearly i ither need more ram or find a way to make it see more.
Heyu friends, i've got a noob question for you code wizzards.
I've got a project that's blueprint based, and i've been given some code to add to it.
I've gotten to the point where i have all the things working in visual studio, and it compiles, and classes added trough the editor show up etc.
My problem is here:
Where do i place the new code files, and how do i add them (correctly) to my project.
cheerio
Cannot build "4.27 plus" branch on windows 11 with both vs2019 and vs2022 build errors in UnrealFileServer and Automation tool projects
So don't build those projects.
And did you check out the 4.27 tag? Or just get the latest on the 4.27 branch?
Has anyone looked at back porting ue5 mt cooking to ue4?
Yeah I can do that but I am looking for a better solution
Are you asking which branch I am using ?
No
?
Don't know about tag
Each time there's an engine release they add a tag to mark that cl as "the one".
There's a list of them somewhere in the github ui.
However, that's pretty irrelevant I think. Did you just try to compile the entire solution? It won't all compile.
If you compiled the UE4 project in an editor configuration, you should be fine.
Yep compiled entire solution
That's somewhere between 20 and 30% wasted time 😛
Wanted completionist achievement...
38>V:\UnrealEngine\UE427\Engine\Source\Runtime\Engine\Classes\Engine/Level.h(757): error C3668: 'ULevel::GetWorld': method with override specifier 'override' did not override any base class methods
38>V:\UnrealEngine\UE427\Engine\Source\Runtime\Engine\Classes\GameFramework/Actor.h(2912): error C3668: 'AActor::GetWorld': method with override specifier 'override' did not override any base class methods
38>V:\UnrealEngine\UE427\Engine\Source\Runtime\Engine\Public\Subsystems/WorldSubsystem.h(24): error C3668: 'UWorldSubsystem::GetWorld': method with override specifier 'override' did not override any base class methods
38>V:\UnrealEngine\UE427\Engine\Source\Runtime\Engine\Classes\Engine/World.h(1650): error C2065: 'FAsyncPreRegisterDDCRequest': undeclared identifier
38>V:\UnrealEngine\UE427\Engine\Source\Runtime\Engine\Classes\Engine/World.h(1650): error C2923: 'TSharedPtr': 'FAsyncPreRegisterDDCRequest' is not a valid template type argument for parameter 'ObjectType'
38> V:\UnrealEngine\UE427\Engine\Source\Runtime\Engine\Classes\Engine/World.h(1650): note: see declaration of 'FAsyncPreRegisterDDCRequest'
38>V:\UnrealEngine\UE427\Engine\Source\Runtime\Engine\Classes\Engine/World.h(1650): error C2976: 'TSharedPtr': too few template arguments
38> V:\UnrealEngine\UE427\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h(560): note: see declaration of 'TSharedPtr' ```
Build errors when compiling Unreal file server
not a required engine component
iirc that was broken for a while in UE4
GetWorld() should be an overrideable method, though...
yes but this isn't even an editor target
and UnrealFileServer is just broken and not required
Yeah. I did mention to him that they weren't required 😛
Right, cant seem to find in UE 5 branch as well.
building ue5 from source again, whats this error?
I am trying to make a tool to batch change the thumbnail from static meshes... any clue where to start from?
(Asking here as you might know what engine classes are related and where I could look 🥺 )
Hello, I'm creating a tool that runs its code mostly from actor components. I need to do something when the level that the component resides in is manually deleted by user. Is there any way to tell the difference between when the level is actually being deleted manually and when the level is just being loaded/unloaded? In both cases, the garbage collector calls the BeginDestroy method on the component and the object flags and booleans seem to be the same in both cases (same goes for the flags and booleans on the ULevel and UWorld).
DW about it, deleting it and reinstalling worker
hey guys, have you ever encountered this weird problem with world partition, that when you try to load certain parts of the map the whole unreal freezes? I've tried to fix it for so long and I can't find any good answer, I have traced my freezes using unreal insights, and I've managed to find that some thread called by WaitForWorker function is in infinite looop and it never goes out of this loop. This thread then is trying to reach some Audio related Mixer (Audio Mixer Render Thread(1)). I've tried to fix it by update'ing audio driver to older/newer versions. Nothing seems to help with this, however I can see that my laptop overall can load even heavier parts of the map with no problems. Do you guys have any idea how to help me with this issue?
Thanks for help, I wasn't sure where to ask this, I thought that it was somewhat related to the engine itself. You're somewhat right with this being system related, however I don't know if that helps, but that's a very weird issue since I can actually load the game and problematic parts of it when I hit play on the edge of the map, and then fly over to location that has problem loading via world partition it loads perfectly. I can't however work on it within the editor, whenever I try to load it with world partition it freezes the whole editor. Does that give you any ideas on what the issue might be? If that's system issue I'll have to buy another pc and I hope to prevent that scenario and I'm looking for any answer I can find
How do i add this -basedir on visual studio 2022 community edition?
Hey everyone, I just added the Maya "film offset" feature to our Unreal Engine! This is a really cool upgrade that allows us to change the perspective without moving the camera, perfect for creating unique cinematic effects. I know a lot of you have been looking forward to this feature, so now it's available for use. Feel free to try it out and if you have any thoughts or suggestions, please don't hesitate to discuss and propose revisions here. Let's make this feature even better together! https://github.com/EpicGames/UnrealEngine/pull/11299
By the way, I originally wanted to make it as a plugin, but I found out that I couldn't modify the projection matrix that way, so I had to tweak the source code instead.
Hey could someone help me with that error i get when i try to run from VS Development Editor and i get this error, i went to the file path and the UnrealEditor.exe does not even exist
Hi guys! I've been through the build from source process before, but I'm on a new machine and I'm confused again lol. I have a foreign project and I'd like to build the engine with it as a target, so that it only build what's necessary. Ok, cool. But I can't even generate vs proj files for it cause there's no installed version of UE5 on my machine.
I haven't built anything, should I just build UE5 from UE5.sln? Cause I think that would build the entire engine instead of just the necessary stuff, no?
Oh, I looked at the pinned but totally missed it. Amazing that you have a repo with such a nice tutorial, thanks a lot for that! Exactly what I needed haha, cheers.
I'm getting an exception on memcpy during the "compiling blueprints" stage, and I think it's cause I screwed up version control with the DLSS plugin. I think I left some DLSS code in a level blueprint, but I don't have the plugin anymore. But that's just what I'm guessing could be the reason anyway. I thought broken BPs wouldnt ever crash the engine though! I'd really appreciate some guidance
It was the DLSS thing indeed, managed to fix it 😄
By the way, it'd be nice to have Kein's and Thomas' guides pinned, and whatever other ones exist and I'm not aware of. In a more clear dedicaded pin. Only Kein's is technically pinned but it's not really being clearly labeled as a guide and it's pretty easy to miss. Cheers!
Hi everyone, I was watching a video that introduce a whole new feature about a dedicated toolset for Motion and Broadcast Graphics, and that is Project Avalanche.(Here is the link:https://www.youtube.com/watch?v=vLdq9m93FLI&t=3s)
Then I downloaded the Beta version from Github in the ue5-main branch. But once I launch the editor, I can’t find any information about this feature. According to this video, there should be a “avalanche tool box mode” in Main Toolbar, but there is no sign of it in my project, I also check the plugins, nothing. Can someone tell me how to activate this feature?
In this video, I will show you Project Avalanche beta tools for Unreal Engine 5. These tools are designed to make motion graphics creation easier and faster, especially for After Effects users. You will learn how to import and edit vector graphics, create and animate text, apply effects and transitions, and render your motion graphics in Unreal ...
It isn't released yet.
Thanks man. Looks like I can release a whole 182GB space now.

What is that? it works if using debug version
Maybe he's asking what a sym file is?
I'm having a weird problem after setting up a new source build... after loading 100%, UE acts completely unresponsive for like 15 seconds whenever I launch it. Has anyone experienced something similar before? I'll try doing another clean compile later, but damn :C
Hey does anyone know where I could find this little "viewport orientation" gizmo thing? I'm not very experienced with the source code and I can't seem to find it. I'm not even sure what to call it which is probably why I'm having trouble
possibly FEditorViewportClient::DrawAxes
Looks like that's it, thank you!
is there any news for groom and cloth in 5.4?
guys any idea how to fix this its release of unreal engine source never had this error :/
should I switch to 5.3.2 then?
if I want newest
5.3
switched to 5.3 but seems its same
yea these
i except I am at 5.3.0
anyways thats not solving issue with setup bash :/ trying to make it work
found some topic about it with replacing XML but there is no XML for 5.3
windows 11
i already have 5.0 built here now I wanted get 5.3
and switch to it
Hello, Im trying to build Ue from source by following a video. When building UE in the IDE It gives me an error shortly in. I have no idea of all of this yet, but the guy in the video said that we need to select UE5 where I have Automation Tool, Howeer UE5 is not showing as an option in the list
This is what its supposed to look like
hey guys, the question may sound stupid, but I have installed my unreal engine from source and its working fine, but I would like to install plugins and other features but the unreal is not showing up into the epic games launcher to be installing features, how to make it appear there since I didnt install it from the launcher ?
Option a) install an engine version from the installer, download the plugins, copy them over
Option b) use this tool made by the heroic sswires https://swires.me/2023/07/using-legendary-for-unreal
A common pitfall of working with Marketplace content for Unreal Engine is that you require an actual engine installation for a compatible engine version in the Epic launcher to download content you’ve acquired from the Unreal Marketplace. There are a few situations where this can be especially frustrating: You’re on a source build. You’re u...
oh nice content, you can download the content you already own
Thanks @astral elm I will give a check
Try right clicking the UE5 project in the solution explorer and selecting "Set as Startup Project"
I did it. Its working and starting the launcher, but when I want to open my project it says that certain Plugins arent build and that I should try to manually rebuild...
That means you also have to open your .uproject in IDE and rebuild
I did already. Took 5 hours
But my project was for 5.2, my source build is 5.3, so I changed versions for my project to my source build
Should I just hit build again?
yes, has to be built with the source engine if you want to run that
I tried generating a solution for my project but it says no source code exists in the project. Internet said I only have to open the project in editor and add a c++ class, then try again. Is this correct?
that sounds right, you need to have a c++ project
Yeah,im building my project rn, takes ages
I dont get it...
Ive build the engine from source and Ive build my project from source aswell, yet its still telling me that modules in my project are missing and that I should try to manually rebuild it
quite the hussle just to expose a funcvtion to bps
VR Expansion Plugin and the Name of my project
in the plugin folder of my project
Ive build it from source like the documentation says
I wanted to get into commonUI, but noticed that key functions (that in my opinion should be basic and not something one has to modify the engine for) are not bp exposed, so I tried looking up how to expose them and it said for that I need Ue from source.
Im usually a bp guy. this whole c++ and code thingy is completely new for me
I dont need the VR plugin anymore, its just there.
That thing with the bp function library sounds more appealing to me...
I dont really want to do all this coding thing here. Im not ready for c++ yet.
The function I want is called RegisterBinding and is only meant for making other buttons/keys usable in widgets. (pretty basic thing, really no idea why this is not exposed)
I dont want to escape c++. I know I need it. But rn I really dont understand shit. Since I tried to build ue from source its just a cascade of error messages and I have absolutely no idea what they mean.
see...dont even know if this is serious or sarcasm
im so lost
maybe im just stupid, but I really just want to use my controller and switch between menu tabs. I did it already without the commonUi Plugin but then I read about the plugin and how it makes things easier and that its used in the lyra sample game that Epic uses as their "look, this is best practice" project, but so far it only made things more complicated
Copy and paste this code under Custom Actions in my article: https://unrealist.org/commonui-actionbar/#custom-actions
This’ll let you register common ui input bindings in blueprints. You don’t need to build from engine source.
In the editor, use the class wizard (https://docs.unrealengine.com/5.3/en-US/using-the-cplusplus-class-wizard-in-unreal-engine/). It’ll initialize a c++ project for you. Then follow the instructions in my article.
Building from engine source is for when you want to edit the engine source code, not your game.
Yeah I though exposing certain functions to blueprints is modifying the engine.
I actually know you webpage already. I tried what you've written there, but was too stupid to make it right
With the class wizard, select Object as the base class, name it ExtendedCommonActivatableWidget. Then replace the contents of the generated .h and .cpp files with my code. Since this channel is the wrong place to continue the discussion, feel free to DM me if you need more help.
any tips on freeing up space of UE source? as mine keeps increasing in size more and more over time
some cache data probably?
Start looking up some SSDs that are at least 1TB in size
How can I keep the editor from loading platform modules that I don't care about? IE, we're targeting windows but there's always a ton of android related settings.
Lean setup.bat
setup.bat -exclude=WinRT -exclude=Mac -exclude=MacOS -exclude=MacOSX -exclude=osx -exclude=osx64 -exclude=osx32 -exclude=Android -exclude=IOS -exclude=TVOS -exclude=HTML5 -exclude=PS4 -exclude=XboxOne -exclude=Switch -exclude=Dingo -exclude=Win32 -exclude=GoogleVR -exclude=GoogleTest -exclude=LeapMotion -exclude=HoloLens
Installer build with explicit excludes ( this one allows Android )
D:\UnrealSourceFork\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="Engine/Build/InstalledEngineBuild.xml" -set:WithAndroid=true -set:WithMac=false -set:WithMacArm64=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithLinuxArm64=false -set:WithDDC=false
Has anybody tried the Next Generation Terrain Solution on the main branch?
Hi, I'm on a mini pc temporarly and I'm trying to use UE 5.2.1 but I'm running into an error that stops me from starting the engine
Fatal error: [File:./Runtime/VulkanRHI/Private/VulkanUtil.cpp] [Line: 1017] VulkanRHI::vkCreateQueryPool(Device->GetInstanceHandle(), &PoolCreateInfo, VULKAN_CPU_ALLOCATOR, &QueryPool) failed, VkResult=-2 at ./Runtime/VulkanRHI/Private/VulkanQuery.cpp:52 with error VK_ERROR_OUT_OF_DEVICE_MEMORY 0x00007fa5114216e9 libUnrealEditor-VulkanRHI.so!VulkanRHI::VerifyVulkanResult(VkResult, char const*, char const*, unsigned int)
The mini pc has 32 GB of ram, however it has an integrated GPU, meaning the RAM and VRAM are the same thing, I want to try to recompile the engine from source and modify the function to always output that it found enough RAM
I'm wondering if anyone else had any issues using integrated GPUs aswell and if they were able to fix it
use radeontop or a similar utility to monitor your VRAM usage when unreal is loading
my guess is you're actually running out of what limited memory you have with the integrated GPU
I have 32 GB of ram
and I'm using Linux on Intel mini pc
from what I saw online my options are extremely rare
radeontop only works for amd products I believe
right so that's why I said similar utility, looks like intel-gpu-tools exists for integrated intel gpus
From the Intel GPU tools, and also from various system monitors, the UE start up is barely taking any resources
Which is why it may be likely that vulkan query error just shuts down UE simply because it doesn't understand the RAM
I wonder if I can change some Vulkan settings instead of the UE code
Since UE is querying Vulkan which is Querying my system, I wonder if I can change something outside of UE
How do I configure it so UE5 doesn't try to compile the steam SDK against platforms it shouldn't?
I have checked and my platform isn't listed as allowed in the uplugin files.
The build.cs for the project has the following code
{
PublicDependencyModuleNames.Add("OnlineSubsystemSteam");
}```
Am I missing something?
Do you have any specific errors you're looking at? though this isn't specific to using engine source
error : undefined symbol: SteamAPI_Init
but the problem is the platform should not be building Steam, as it isn't supported by it.
(console SDK)
did you check the uproject?
it's fine in the plugins section since the OSS Steam plugin has a platform allowlist, curious about additional dependencies being listed
{
"Name": "OnlineSubsystemSteam",
"Enabled": true
},
So I need to add a blacklist here?
that's not really what I said, what does the Modules part look like
Like this:
{
"Name": "Redacted",
"Type": "Runtime",
"LoadingPhase": "Default",
"PlatformAllowList": [ "PS5" ],
"AdditionalDependencies": [
"Engine",
"AIModule",
"GameplayTags",
"UMG",
"CoreUObject",
"GameplayAbilities"
]
},
{
"Name": "MissionEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"AdditionalDependencies": [
"Engine"
]
},
{
"Name": "RegionEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"AdditionalDependencies": [
"Engine"
]
}
],```
your main game module only gets compiled for PS5?
but other than that it looks normal
🤦🏻♂️ you can tell im having a good day, eh.
is there any way to make UE editor use OpenGL instead of vulkan?
Hello. Does anyone know why **Development **build attempts to run **debug **version of crash reporter?
Could not start crash report client using ../../../Engine/Binaries/Win64/CrashReportClient-Win64-Debug.exe
And how to fix it.
Is it possible to know when the first frame has officially rendered for a player? For example when the screen goes from black box loading to the first frame of the level. Whether its a Widget overlay or just a rendered frame of content?
Since its client-side and relative to a player, my thought was its somewhere in the PlayerController code, specifically the Viewport? Does anyone have additional information or wisdom in this area? Does it sound like I'm heading in the right direction for something like this?
Ya I've tried just putting a timer on the level or widget construct but it feels suboptimal. Widget construct fires too early. The timer delay feels unreliable and has to be set a bit long.
I've seen a couple events related to frames but I think I need a better understanding of how the engine handles viewport rendering and/or swapping for an individual local player. I only need this for the first map which is blank and shows a UI, so I'm not worried about complex levels.
Any event or class names I should look at would be helpful. I'm currently digging through GameViewportClient
Hello! I'm currently running into a strange issue when trying to make an installed build for the first time. Starting with a fresh clone of 5.3.2 from GitHub, with no modification, I run the following commands, which should produce just an installed build for Win64, if I've understood correctly?
git clone <my-fork-with-no-changes>
cd UnrealEngine
.\Setup.bat
.\GenerateProjectFiles.bat
.\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="Engine/Build/InstalledEngineBuild.xml" -set:HostPlatformOnly=true -clean
After just over a minute, the build fails, dumping literally hundreds of thousands of lines of JSON into the terminal window (and the log file). Reading through the log, I see thousands of errors, all of this format:
...
Unable to merge actions 'UnrealEditor-LiveLinkVRPN.dll' and 'UnrealEditor-LiveLinkVRPN.dll': PrerequisiteItems are different
...bunch of JSON here...
Unable to merge actions 'UnrealEditor-ConcertTakeRecorder.lib' and 'UnrealEditor-ConcertTakeRecorder.lib': PrerequisiteItems are different
...bunch of JSON here...
...it continues for more than 300,000 lines like this, with just over 2,000 of these errors...
Any idea what I might have done wrong? I'm a bit stumped, especially given that this is from a fresh clone of the repository.
Have you setup, compiled and launched the engine first?
https://docs.unrealengine.com/5.3/en-US/ProductionPipelines/DevelopmentSetup/BuildingUnrealEngine/
I setup and compiled it according to those instructions, but now that I'm thinking about it, I don't think I actually did launch this specific version that I built via Visual Studio yet.
(trying that now, just to be sure)
I have now launched the engine, and opened a project with it. Everything seems to be working just fine in the version I compiled through Visual Studio as far as I can tell, but the installed build method still fails in the same way when running the command again afterwards.
Post the full log as .txt file
Here's the full log from the last run.
I'm not super experienced in this area, but the fact the log starts with a very very long list of Excluding modules looks very sus to me
all this looks very bad as well
UnrealEd SharedPCH - Skipping 'atomic' found in 'D:\unreal\UnrealEngine\Engine\Source\Runtime\Core\Public\Clang\ClangPlatformCodeAnalysis.h' because it doesn't appear to be a module header.
UnrealEd SharedPCH - Could not find include directory for 'stddef.h' found in 'D:\unreal\UnrealEngine\Engine\Source\Runtime\Core\Public\HAL\Platform.h'.```
But I honestly have no idea why
Yeah, I'm not sure what would be causing that... but at least it's a direction to look into further. Very weird.
I guess this might be one of the main clues: "PrerequisiteItems are different"
From what I saw researching that error, it tended to happen to people who had duplicate files, so I wasn't sure why it would happen in an unmodified repo. But given the other errors, I'm starting to wonder if something's wrong in an entirely different level. What I might try next as a troubleshooting step would be running the same build from my Linux partition, which should hopefully rule out anything misconfigured in the Visual Studio/Microsoft world.
...and it appears to be working in Linux (it's at least actually reached the stage where it's compiling, instead of failing in the pre-compilation stage). Something is wrong somewhere in Windows, it would seem. 😕
I left the -clean in there because I was following the example in the documentation (having never done this process before), and it contained the -clean parameter.
I'm not using Bash in Windows. The .\ was put there automatically by PowerShell when I entered the first couple letters of the file and hit Tab to autocomplete. I can try in pure cmd for future attempts, just in case PowerShell is messing something up itself.
If I understood correctly, isn't that the purpose of the HostPlatformOnly parameter, to exclude all the other platforms?
I'll try those after the currently-running Linux build finishes, just to be sure.
So, I ended up taking the nuclear option after trying a few more things without success (since the Linux build with the same options worked perfectly fine), and just reinstalled Windows itself, since it had been a while since I'd done that anyway. The build now seems to be running correctly. I'm still not sure what was wrong, but I really didn't want to spend any more time diagnosing some bizarre issue with the build environment, rather than working on my actual project.
Thank you very much for taking a look at that log!
a cleansing for the win
Anyone seen this crash before?
I built the engine from source and my include is looking like this:
#include "../../../../../Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h"
how do I fix it
Use Visual Assist or Resharper with VS or use Rider.
it's never random
I am building UE5 from souce acording to github's readme instructions, it doesn't mention anything about this third dropdown box, is it okay to leave it like that? What even is this for?
After waiting almost 2:30 hours for the engine to build i get these errors
also is it normal to be this large?
Will try to checkout to "ue5-main" and build from this, now I tried on the "release" branch, don't know what I am supposed to build from
usually release unless you want the cutting edge which may or may not be stable
Don't use hte errors tab. Look at the output log. If that's too long, just compile again and it will be much clearer.
Secondly, do not compile the entire solution. The majority of yours errors are probably from extraneous programs that are not needed. Just compile the UE5 project in teh engine folder there.
I did stay on release branch and applied these fixes here https://github.com/EpicGames/UnrealEngine/pull/11110/files and these errors are gone
You mean that I had to build only this one? ._.
Correct
well yeah but even that wastes a lot of time
Fck me
But even that is too much.
If you compile direct for a specific project, it will skip everything not needed by that project, saving you even more time.
I must build unreal engine from source code cause I need to package dedicated servers, I didn't have any other reason to do it, binary edition was just fine
I tested it back in 5.something and found a 25% reduciton in compile time just compiling the ue5 project and a further 25% reduction when building via a project.
I waited for 9~ hours
Once i got these errors
And two other times i had no space left and it failed .. twice
My question is, can I clean the whole solution and just build UE5 to reduce it's size?
@jovial robin if you want to package the server then yes its required, if you want to run the dedicated server on your pc without packaging it, you can
Yeah I want to package the server for cloud hosting
But I’ve noticed a difference in ram usage 3~GB because without packaging it will load everything, and also a big difference in server load time
Go ahead and build UE5
I have already built the whole solution
I didn’t try this, you can try
You will get some weird errors
and that's what takes 9 hours or whatever
My question is if I clean the solution and build only UE5 if it will have significately reduced size
Mentioning directx is missing , etc..
Should he compile from the project solution?
no, only building only your project will have a significant impact
Do what sswires say, they have been using the engine for a long time
What do you mean?
I think he means building it from project solution
Just like you are compiling cpp changes
if you use a native source build, your game shows up in UE5.sln, you then build that rather than literally the entire of UE5
you can do it with a foreign source build too from what I've seen, but you'll need to generate a solution for your project and I'm not too familiar with how you'd do that
Right click on the uproject, then generate solution files
that wouldn't really work with a foreign source build
that's not quite the same as an installed build
Sswires, by native source build, do you mean like including the game code within unreal source solution?
a native source build is where your project directory is under the engine root
ie. the parent directory of the "Engine" directory
@hidden hedge Lets get it from start, I have built unreal engine from source cause packaging for dedicated servers requires unreal engine built from source as stated on the documentation. What I did is I built the whole solution instead of only the UE5, the folder for UnrealEngine now takes almost 338GB of size, my question is, if I clean the whole solution and build only the UE5 will this reduce the size of unreal engine on my system, 338GB for an engine is too much? Am I doing something wrong here?
I thought I answered this. and a source build takes up a lot of data, that's expected. a reason I had a dedicated work SSD
building a native project saves a good chunk, but it'll still be a lot
buy an at minimum 1TB SSD and have everything on that
You mean that I can just build the project instead of the whole unreal engine and it would be considered built from source allowing me to package dedicated servers?
Sorry but I still don't quite get it
Yes, it's very much a source build
Ohh okay, makes sense, thanks
Why I dont see any UE5 there?
Found the solution, did right click on the and click set as startup project
That part is obvious
That was referring to the actual specific command line you run
when im compiling editor from source, is there a way i can change the project so final Binaries directory dont have UE4Editor-dllfilename.dll and UE4Editor.exe but i would like to have some other name there ? MyOwnName-dllfilename.dll MyOwnName.exe ?
why is this even necessary? it's not like your editor is public-facing (unless you're going for mod support, but even then - why)
because i want to know how to change that, do i need reason for that ? i saw couple of other editors to be named differently so im just interested how to do it
yes because it's not a particularly productive thing to do since it's enabling a custom build environment which will put all the build products in the project's binaries directory
unless you have a very good reason to this, I would advise you don't
i still would like to know how to do it
is there any tutorial or something ? as google is not very helpful with that
5.4 got a branch https://github.com/EpicGames/UnrealEngine/tree/5.4
@hidden hedge I figured out the platform blacklist issue.
When excluding a plugin, you must add the "Optional" parameter and set it to true. Despite it being sodding obvious to me that if I have added an Exclude list of any kind, the plugin has to be optional.
{used "Dreamcast" to respect the Platform NDA I signed}
Well i mean now you've got to commit to it and get a UE5 game running on the Dreamcast
it's the only option 🤷
How many people here use hazelights unreal angelscript. I'm trying to build the engine from source with the general movement component plugin
Does anyone get Engine\Source\Runtime\Core\Public\Containers\Array.h(2303): fatal error C1004: unexpected end-of-file found error with the UE5.3.2 release branch?
https://forums.unrealengine.com/t/error-compiling-the-automation-tool-after-updating-visual-studio-today-unreal-5-3-2/1393088/10
people with the automation compilation error, please refer to this forum for the fixes
https://github.com/EpicGames/UnrealEngine/pull/11110/files this got rid of all of the errors but this. I'm running the editor now
thank you this worked
building 5.3.2 source, LogPluginManager: Error: Plugin 'ChaosCloth' failed to load because module 'ChaosCloth' could not be loaded. There may be an operating system error or the module may not be properly set up., any clue?
i have no idea where to clone this
Hello, I get this error when trying to install version 5.4: 'ClangRTFM x64 must be installed in order to build this target.' I couldn't find anything on the internet that resolves this issue, if anyone has a solution, thanks 🙂
I just try to generate the project files for ue5.4 :/
U need to disable "Build" AutoRTFMTests in the Configuration Manager
Yes it's working 🙂
Hi! Not sure if this is the right topic.. But i'd like to make a outliner filter that filters for actors that have a tag assigned to them.
I looked at the advanced syntax search documentation tho it didnt make much sense to me
I had hoped that it would be as easy as Has:tag for example 😉
Hey guys! Is anybody here up for paid R&D with UE5 and its render pipeline? I didn't find render programming channel, so I decided to post here.
Yep, already there.. But sometimes some people don't know there is an interesting job for them on a very specific topic. I hope I didn't violate any server rules. Just wanted to reach to the right people.
Hello guys, for the current release 5.3.2 are you guys having issues with calling functions through helper functions provided through the reflection system? Particularly Findfunction and ProcessEvent? I've noticed that Findfunction is returning Nullptrs for valid Ufunction types in the FuncMap? I noticed a macro that's new also in there that I wonder if it's bugged?
Hi guys
I am working on UE5.2 and UE5.3.2. Each time I try to start my project (using the Debug button in Riders), I have to rebuild everything from 0.
It wasn't happening at all before (like 1 week earlier) and I have no idea what could have changed. Usually after 1 build, I can start the project really quickly.
If anyone has an idea! Thanks a lot
DM me with some information
What's AutoRTFM? it appears to be some memory allocation check or so something. I see some of it's macros around the engine?
If I were to compile UE from source on Linux, would there be a way to allow cross compilation to windows, i.e. set up automation on a linux server for windows target?
You can't cross compile Windows from a Linux host
ok so a windows server or VM would be the way then thanks
Can anyone help me with getting megascans/bridge working with a source version of 5.3.1? I tried downloading the marketplace plugin and copying the 'source' folder into my projects 'source' folder and rebuilding, but once I do the plugin still doesn't appear for me to turn it on.
whats up everyone. i'm getting the following error when running my installed build:
UnrealClient does not support the 7 configuration
anyone know what this means?
i removed -set:GameConfigurations=Development,Shipping and it seems to be working now. a ; breaks the script so i replaced it with ,, i'm guessing it needs to be .bat instead of .ps1
Do you guys know what this error Rider is throwing?
I get it on startup doesn't affect anything to my knowledge.
sounds like the permissions are wrong for that folder
odd for windows environment. But yea I wonder why.
Any luck with this? Seeing something similar
got it to work after deleting the starter samples
uhh why? Having launcher versions there seems like a good idea to prevent accidental editing of the files in there
Hi i'm trying to add a render pass to use mesh shading, i added it in FSceneViewExtensionBase::PostRenderView_RenderThread , set up some stuffs and call DispatchMeshShader I can see the pass and shader on renderdoc but i don't see anything in the mesh view, the shader just add a triangle, any idea what i'm missing ?
Can anyone here help me get quixel bridge working with a source build of ue 5.3? I can't seem to figure out how to get the plugin to show up in the plugin list.
I'm using a localbuild version of the engine, and I tried putting the 'Source' files for Bridge and MegaScans into the 'source' folder of the engine (as well as in my specific project) and rebuilt, but it still doesn't show up in the plugin list to enable it.
How much disk space is taken from compilation of ue five Mac
Must be nice. Mine took almost 2tb on windows
that sounds unusual, 300Gb is par for the course
Once it compiled it went down to about 30 gigs, but when I was building it definitely went up to nearly 2tb. I had to dedicate an entire drive to it.
I guess it might conceivably use as much temporary space as it can, but this is clearly not a requirement. 1 Tb dedicated drive recommendation is solid, leaves plenty of room
Any one on 5.4 branch? I'm running into a error of DerivedDataBackendGraph' because there are no readable or writable nodes available on start up.
Tried a bit on the -ddc command line but still didn't find a workaround.
I'm literally building editor only windows 64 only and PS5. Definitely not unlikely, I posted a screenshot of it on the unreal forums asking why the hell it took up so much space during compile.
Turns out it's my VPN mess up with the zenserver ports. Disabling VPN worked for me.
Hi, i'm new in the Editor tool dev. i'm trying to create a custom editor displaying a static mesh ( actually a voxel mesh ) with some tools to modify the mesh ( adding/removing blocks ).
Is it possible to make this ? (i've just started to learn how to create Editor modules/tools with some tutorials)
And i would really appreciate if someone could give me links on creating custom mesh editor tutorials or anything that could help me.
Btw : it's really difficult for me to "retro engineer" the source code, i'm not a c++ expert, so the "Just look in the source code" isn't helping
Thanks in advance
PS : i know there's already Voxel Plugin, but it s doesn t have what i need
