#engine-source

1 messages · Page 11 of 1

storm fjord
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Hello

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Morning guys

thin crow
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With 5.4 and multithreaded rendering is merging skeletal mesh still needed?

thin crow
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Do anyone knows?

severe eagle
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Guys, does anyone have a trick that makes me fill in these blanks easily?

light iron
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Hello. Do you know if there a way to edit multiple object with "Details View" widget like the editor does ? the "Set Object" only takes 1 object, I'm wondering if there is an object I can create that would point to multiple object, array doesn't work.

severe eagle
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ok

runic olive
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hey guys
what feature new in 5.4 branch ?

thin crow
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are Compressed Flags replicated to simulated proxies on unreal?

vague peak
tacit pecan
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Hey guys! Hello!! I'm having a little issue and maybe someone can figure how to fix this..

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My server is kicking every player and "hangs", running a profiler I see the hang occurs on ScriptCore.cpp, so I'm guessing the blueprint VM..

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culprit is ProcessLocalScriptFunction, so Is there any way I detect what is generating the deadlock in there?

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I guess building with DO_BLUEPRINT_GUARD, i can research on this, do you know where should I define it?

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or if I add #define DO_BLUEPRINT_GUARD 1 in the game cpp is enought?

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or should I define it on Target.cs?

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nvm, adding the global definition to the target.cs works

tacit pecan
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so, just for you know.. indeed this definition of DO_BLUEPRINT_GUARD helped! now it hang (which was a infinite loop), its fixed!

median void
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Has anyone worked with FCommonActions in ContentBrowserFileDataPayload.h by any chance? I'm trying to see how they delete assets in the content browser with the delegate FCanDelete but I can't find where they pass a callback function to the delegate in FCommonActions.

The delegate is executed in bool CanDeleteFileItem(const FContentBrowserFileItemDataPayload& InFilePayload, FText* OutErrorMsg) in ContentBrowserFileDataCore.cpp.

quasi laurel
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Hi there..
Small Question about Core Redirects..

I got a Widget BP which, since the last update, has Parent Class and native parent Class being "None"

I added these Lines to the DefaultEngine.ini:

[CoreRedirects]
+ClassRedirects=(OldName="None",NewName="/Script/BDC_ActivatableWidget",MatchSubstring=true)

But it's not doing anything.. so.. "None" seems not to be the correct Name..
Does one know how to redirect a NONE in both Parent Classes?

quasi laurel
scarlet mason
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Has anyone encountered the gpu-scene instance data overflowing, and have any idea how to solve it?

still quarry
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Anyone familiar with an issue with there being more than 3 "frames in flight" crash? I cannot seem to find relevant info on this anywhere

runic hare
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hi guys how do fix this? i deleted the most recent files i added but it still gives the error

median void
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When selecting multiple assets in the content browser for deletion that have references to each other, how does Unreal determine that they are referencing one another and can therefore all be deleted? FAssetDeleteModel seems like a logical place for it since that's where it checks for references and other things for individual assets but I couldn't find anything about circular references.

UContentBrowserDataSource has a method BulkDeleteItems but that just calls DeleteItem on each individual item.

median void
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Isn't that channel just for blueprint and python?

somber hedge
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When using a source build of the engine, should my projects be located within the engine directory?

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I've always kept them separate (especially because my projects rely on plugins that I can only get from the Marketplace) but it seems like every time I go to compile my project, the engine gets recompiled as well

hidden hedge
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always build your project only, set your project as the startup project

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put marketplace plugins in your project's plugins directory

somber hedge
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By native you mean building from source right?

hidden hedge
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"native" builds are when the project is under the engine root

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which is how epic typically works

somber hedge
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So when it comes to version control, you'd update the ignore file for the engine so that the project could use a different engine version if nescessary?

hidden hedge
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everywhere that uses a native engine build I've seen versions the engine too

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and usually will have an automated process to deliver editor builds to non-coders

somber hedge
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That's where things like UnrealGameSync come into play, right?

hidden hedge
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yes, in fact UGS expects that setup

somber hedge
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So just for the sake of clarity, I can update the Default.uprojectdirs file to add a listing of Engine/Games to keep my work seperate from the engine code, right?

hidden hedge
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why would you put it in Engine/Games

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the engine root refers to the directory that GenerateProjectFiles.bat/Default.uprojectdirs is in, not Engine/

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Engine/ and YourProjectDir/ should be sibling directories

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no messing with uprojectdirs required

somber hedge
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To keep it seperate, cleaner imo

hidden hedge
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fight it if you want, but that's how it usually is

astral elm
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Last year everything was fine using "Fork" git client, but touching it for the first time this year, I can no longer see our Organization's fork of UnrealEngine. Has something changed with permissions? Having a hard time figuring out what is wrong. ( I can see all other projects fine ).

EDIT tried logging out and requesting new OAuth permissions, done, no change
EDIT seems like all the forked projects are not showing up

somber hedge
weak crow
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Hey does anyone have any idea how I would be able to access the ue5s time related stuff? I am trying to see if I can get full control of time, more than than the engine will allow with blueprints at the moment.

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or at least where to start would be helpful🙂

steady flint
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How do I fix this? I have built UE 5.3 from source and now I can't load my project. It says it needs to rebuild many plugins, possibly all of them, click yes, and then this thing pops up. What should I do?

smoky lynx
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Whats the difference between those 3 versions?

shrewd warren
hidden hedge
somber horizon
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Hey all, I have a bit of an issue. I need to upgrade my source engine from 5.2.1 to 5.3 for nanite displacement. I downloaded 5.2.1 from the .zip on their git list for different versions. If I have an existing project in the 5.2.1 with different animations, skeletons, models, etc. would it be safe for me to open the 5.2.1 project in 5.3 to keep all the existing changes?

hidden hedge
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Also this is the sort of risk that source control is supposed to mitigate

somber horizon
hidden hedge
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how do you think projects are upgraded?

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there isn't really any special trick to it

somber horizon
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I was just asking

fading dagger
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Question, would anyone know why development editor constantly recompiles everytime I am running my GameModule in debug mode?

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modifications are being done to SharedPCH.core.cpp20 it appears

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I am using rider, I might see if compiling the engine source 5.3.2 from VS explicitly might fix this issue

west dune
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Has anyone here been able to successfully build a cooked editor? I've spent a few hours trying, and went to use RunUAT MakeCookedEditor, but apparently my client release doesn't generate the proper metadata information when being run through BuildCookRun

carmine socket
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When i start my game Unreal engine crashed, and this message show up. Can someone help me?

vagrant wyvern
carmine socket
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ok. Thank you

carmine socket
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Now i have this.

merry hill
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Are you actually using a source build? This channel is for building the engine from source and extending it

merry robin
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Have they fixed Substrate packaging/compiling in the 5.4 dev builds?

lucid epoch
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anyone have bad connection and issues using git to get the source code? i'm working around it by downloading zip and then git init and add remote, but this seems hacky. is there a better way?

tiny cave
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Hello people!
I will most likely be annoying when asking around in hopes of getting my problems fixed, so I want to apologize in advance!
I recently made the decision that it is about time to start looking into making custom shaders/custom shading models for Unreal Engine in order to train more on HLSL and to get something working in the NPR space.
I have a general understanding of C++ and HLSL, and after reading through and following this tutorial: https://dev.epicgames.com/community/learning/tutorials/2R5x/unreal-engine-new-shading-models-and-changing-the-gbuffer as well as Froyok's article https://www.froyok.fr/blog/2021-09-ue4-custom-lens-flare/ I wanted to get down and dirty. I like Froyok's approach in making a plugin in order to not having to mess with the engine's source code.
And luckily, Epic Games themselves have some bits of documentation that I wanted to follow as a starting point: https://docs.unrealengine.com/5.0/en-US/creating-a-new-global-shader-as-a-plugin-in-unreal-engine/
Unfortunately, it does not seem to work well with UE5.3 since the code of the plugin they advise you to copy is marked as deprecated.

However, this is not my main concern as I hope to manage to get some tests running by hacking some stuff together. Nonetheless, I tried to follow the UE documentation and by doing so I got to know this annoyance: It appears that all includes in shader files that reference a file in the Engine directory cannot be included by at least VS/intellisense which is super annoying because I have no knowledge about whether or not the things I am doing will work or not. I initially thought it was an issue with the newly created plugin that I made, but after some digging, it also appears to be Engine source shader files as well (in the example, I have a screenshot of a Niagara .ush).
It appears that VS has a problem with the virtual file path? Is there a way to circumvent this to connect the files properly for me to work with? I appreciate any pointers!

Epic Developer Community

Implementing a Celshading model directly into UE5.1 source. This celshading use a linear color curve atlas to drive all the values.
Learn how to set you...

This article shows how to modify the default Unreal Engine lens-flare post-process, from code to shaders. I always wanted to change the default Unreal Engine 4 lens-flares because it never felt good i...

Creating and setting up a new Global shader via a Plugin.

wheat rain
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I don't think intellisense can handle ue's hlsl. (at least I don't use intellisense to write custom hlsl for UE.)

tiny cave
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May I ask what you use then?

wheat rain
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I just use visual studio code to write UE's hlsl.

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Adding a custom shading model is a little difficult if you are unfamiliar with UE's rendering pass. I would go adding a simple postprocesing pass for a start.

tiny cave
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Okay, I will try out code then!

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Yeah, I managed to get the cel shaded material going for starters, at least something

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I have a general/macro question: when talking about global shaders they generally cannot be applied/referenced by a material and applied to any geometry, correct?
If so, is it even possible to make a custom shading model outside of the engine source and inject it in form of a plugin? I don't necessarily need the material editor if I can substitute the changing/linking of parameters and texture inputs via a data asset

wheat rain
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I don't think you can add a custom shading model with plugin. You need to modify engine codes.

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You need to modify several h, cpp, hlsl files to add custom shading models. The worst part is the headers you need to modify(scene.h or someting like that) are used by many engine modules, and build time for a simple modification is really loooong.

tiny cave
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Yeah, I think it takes around 10 minutes for me sweeney_activate unreal

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But thank you already so much for helping me giving me some more insights! I will try get Studio set up and running tomorrow and fiddle around a bit. If I hit another roadblock, I will come back screaming 😄

hot parrot
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Hi, is it possible to build a specific module with BuildGraph ?

hot parrot
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Ok thanks !

waxen zephyr
tiny cave
still dawn
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I have a source version of the engine(compiled from github),how do i make the engine to have all my shipping build versions to have logging in shipping,i know i can add it per project with it being set to have unique build enviorment which i don't want cause it's hard to do multiple projects on it

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i tried to add it in the xml for building but the logging in shipping doesn't seem to be in those configs anymore

fallen belfry
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Hey, i'm getting these errors while trying to build 5.4 from source -

hidden hedge
fallen belfry
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if this is more helpful?

hidden hedge
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well as text it would be, yes

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though this is the usual pitfall with building the entire engine unnecessarily

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the main and 5.4 branches should be considered unstable though

fallen belfry
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Is there a solution?

hidden hedge
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do not compile the entire engine (using a native build is usually the easiest), or fix the error manually, or wait until the branch is actually stable

fallen belfry
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I do have that file, with all the code identical

hidden hedge
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And I just noticed it's compiling with Clang for some reason?

opal gorge
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Module 'Engine' (Engine) should not reference module 'StructUtils' (Engine Plugins). Hierarchy is Engine Plugins -> Engine.

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Sadness

misty pulsar
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anyone know why im also having a loading problem?

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[Line: 309] Tried to get module interface for unloaded module: 'Niagara

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all my other projects load fine

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UnrealEditor_Niagara
UnrealEditor_Niagara
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_GameplayTags
UnrealEditor_GameplayTags
UnrealEditor_GameplayAbilities
UnrealEditor_GameplayAbilities
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Projects
UnrealEditor_Projects
UnrealEditor_Projects
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

misty pulsar
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im not using c++ so i dont have a source file

misty pulsar
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i went ahead and deleted some gameplay tags cause i saw it mentioned above. it seems to have solved the problem. idk how its related to niagara but its working

merry hill
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This isn't a channel for random crashes

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That crash also isn't useful, as there are no debug symbols

misty pulsar
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I’m using blueprints not c++

gritty zenith
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I'd ask in the #blueprint channel then. This one is for modifying the engine source

storm fjord
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hello good morning

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please i wanted to ask how does one install a market place plugin

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when using the source version of unreal engine

storm fjord
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thanks alot

storm fjord
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i wen through this stuff

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its kinda slow

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anyway i just want to know

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if i have a plugin i want to make accessible through my source version,am i meant to copy it into the Engine/plugin folder or what is the best practice for doing this

hidden hedge
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just copy it to <project dir>/Plugins

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you can also put it in a subdirectory if you want to keep it organised, like Plugins/<vendor or author name>/<plugin name>/

hidden hedge
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why would you rebuild the engine for a plugin

storm fjord
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after adding it the you launch generate.bat file and rebuild engine

hidden hedge
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well I don't know what incorrect advice you're reading, but after installing it to a project, just build your project to also build the plugin

storm fjord
storm fjord
hidden hedge
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what are you talking about?

storm fjord
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i am using unreal source version

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and i reckoned how plugins are installed on it are slighty diff

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please give me a good guid

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on how to go about it

hidden hedge
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a guide to just copy some files and compile?

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this is just some basic stuff, and you're using a source build?

storm fjord
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wah that

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?

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so whats the best practice for source

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?

viscid orbit
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Does anyone know of a good guide on precompiling the engine from source and distributing it to non-programmer team members to use? I want one programmer to build the engine and just send it to the team, but when they try to open the project it tries to generate project files or rebuild anyway. All the forum info I can find is 5+ years old

hidden hedge
viscid orbit
viscid orbit
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Awesome, Thanks!

tiny cave
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Hello, it is me again!
I am still on my journey to create custom (NPR) shading models inside the Unreal Engine.
So far, I have done a lot of research and code digging trying to understand how everything is connected and I am making good progress so far. I managed to get a simple test up and running, but while working on that, I saw something mildly concerning floating by, and maybe someone here has already dealt with the problem.
Currently, in its default state of code, the ShadingmodelID gets saved in the first 4 bits of the Alpha Channel of the GBufferB. With the restriction of 4 bits that would mean it can only hold 16 different IDs (as shown in the image). I would like to get more going just to prevent the case where I reach the limit.
If I understood the system correctly, I'd probably have to create a new GBuffer, pack the ShadingmodelID in there, and look for every instance where GBufferB.a (first 4 bits) is used and change that around to the new GBuffer data?
And a follow-up question would be: So far, I have seen a lot of rendering-related code/files. And I think I have an okay overview of the high level stuff that happens (the data transfer from CPU side via the RHI to get the data on the GPU to do the rendering). However, I have only seen PixelShader_MainPS() functions write into MRTs (basically GBuffer Textures), but I don't think I have found the place where, in the end, all the calculated data gets taken, and the final image that gets output to the screen is composed. Does that even exist in a clearly defined function somewhere, and if not, how does Unreal create the final image out of all the GBuffer data?

Again, thank you for every pointer!

viscid orbit
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So I managed to create an installed build successfully for sharing with team members, but the project won't build or package in the installed build since we use a unique build environment. We use the unique build environment in order to enable logging in shipping builds. The whole reason we started compiling from source was to enable logs in shipping builds, but we can't use an installed build from it. Is there no way to do both?

normal saffron
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Just a quick question what’s the source build size of UE 5.3.2 ?

astral elm
normal saffron
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Im using for win 64 platform dev build, so I think 300 or 300+ it is

reef palm
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hello.

I am creating a custom DataTable that inherits from a DataTable.
In this custom DataTable, I can put a specific asset, and I want to change the default value set by this specific asset to the default value of a specific column in the DataTable.
When I change the default value of an asset set in this custom data table, I want the editor to make the Set Default Value button (spinning arrow button) in the data table follow the modified asset.
Is there any resource I can refer to?

astral elm
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Also I would recommend making a mockup screenshot of exactly what you want to make it as clear to understand as possible

reef palm
somber hedge
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HI everyone! I really need some help with my project. I went to open it this morning within Rider and I was met with MSBuild related errors saying that it couldn't load the project or find some other related files. I was able to recompile the engine just fine but my project isn't having the same success. I updated Visual Studio, reinstalled the build tools and I'm trying to load the solution through the uproject file instead of the sln file

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Is there some bug or something with the sln file?

hidden hedge
somber hedge
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MSB4019 and MSB4236

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And the C:\Microsoft.Cpp.Default.props file not being found

hidden hedge
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Yeah please don't truncate or paraphrase errors, just copy the output of the build output

somber hedge
hidden hedge
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Use the output on the right

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and it's better to paste text than take screenshots of it

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still don't know why you'd need SLN with Rider though

somber hedge
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[MSB4019] The imported project "C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Default.props" was not found. Confirm that the expression in the Import declaration "C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Default.props" is correct, and that the file exists on disk. C:\ISS_COS\ProjectLion\Intermediate\ProjectFiles\UECommon.props at (15:3)
[MSB4236] The SDK 'Microsoft.NET.SDK.WorkloadAutoImportPropsLocator' specified could not be found. C:\UE\5_3\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\sdk\6.0.302\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.Sdk.ImportWorkloads.props at (14:38)

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Make sure that all SDKs and components required for project 'ProjectLion' are installed. Missing import: C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Default.props
This error usually occurs because MSBuild version without C++ support was chosen. You can specify MSBuild version in settings or download the latest version of C++ Build Tools.

somber hedge
hidden hedge
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I would expect this maybe if the C++ workloads weren't installed

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but yeah, I'd just opt for uproject anyway

somber hedge
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I'll probably just switch to using the uproject, thanks for the help!

somber hedge
hidden hedge
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usually there are a few more checkboxes than that, but that should be documented somewhere

somber hedge
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Got it, thanks

silver quarry
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Might be a stupid question, but how do you actually get the solution for UnrealGameSync? Is it additional arguments to one of the batch files? After setting up a source build, my UGS folder is empty.

hidden hedge
silver quarry
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Was looking in the wrong location, thanks.

wintry coral
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i build my engine with sucess but cant open my poroject

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what can I do im using unreal source _ 4.27.2 I need to open this projec

astral elm
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if that works, proceed to inspecting your packaging log for suspicious warnings

gleaming zenith
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Anyone know how to fix this error I couldnt find any solution for this. im trying to instal UE4 25.1 version and after it almost finished building I get this error

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The output:
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt\wrl/event.h(211): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt\wrl/event.h(211): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt\wrl/event.h(371): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt\wrl/event.h(371): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
1>Done building project "UE4.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 2 up-to-date, 0 skipped ==========

gleaming zenith
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after rebuilding it, it changed a little but it still has the same problem
3> [3920/3923] UE4Editor-UnrealEd.dll
3> Creating library C:\Users\dever\Documents\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealEd\UE4Editor-UnrealEd.suppressed.lib and object C:\Users\dever\Documents\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealEd\UE4Editor-UnrealEd.suppressed.exp
3>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
3>Done building project "UE4.vcxproj" -- FAILED.
========== Build: 2 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

hidden hedge
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that's a suspiciously old engine

gleaming zenith
# hidden hedge that's a suspiciously old engine

Its what we use on our school computers, I want to have a head start at my home for our future game projects but the epic games launcher doesnt have that version thats why im trying to download it from github but its my first time doing something like this so im not really sure how to fix this problem

gleaming zenith
hidden hedge
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probably not, but weird that your school uses an old and obsolete engine version

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but I suppose no one has updated the curriculum in like 3 or 4 years

gleaming zenith
hidden hedge
astral elm
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"if it works, don't fix it" possible the thought behind it : )

cobalt ravine
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Hey guys, I'm currently trying to change where save data is stored. I want it in Documents\<Company Name\<Game Name> instead of %localappdata%\<Game Name>, I was able to change the source in a way that I get the data in Documents by modifying FWindowsPlatformProcess::UserSettingsDir. I just found FWindowsPlatformProcess::UserDir and now I'm wondering where the code section that defines the save directory for games is, so that I can change it to use FWindowsPlatformProcess::UserDir. I'm working with 5.3.2

hidden hedge
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FPaths::ProjectSavedDir

cobalt ravine
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Thanks, but looking at the function it looks more likeeI have to change FPaths::ProjectUserDir which is called in UE4Paths_Private::GameSavedDir

cobalt ravine
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That worked, but I have another problem now. I tried getting the CompanyDistinguishedName from the Game.ini file but I always get the default "Epic Games, Inc", this is the line I after modifying it return FPaths::Combine(FPlatformProcess::UserDir(), GConfig->GetStringOrDefault(TEXT("/Script/EngineSettings.GeneralProjectSettings"), TEXT("CompanyDistinguishedName"), TEXT("Epic Games, Inc"), GGameIni), TEXT("/"), FApp::GetProjectName()) + TEXT("/");

storm fjord
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hello guys

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is there anyway to by pass the constant time lag of this source version?

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i reckoned there is something called jet build

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any one got information about it?

iron dome
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The what now?

normal saffron
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So i was painting some layers on my landscape, and this occurs several times - first a big section of a landscape goes checkered while preparing shaders, then this crash

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using 5.2.1 source

storm fjord
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hey guys please is ther anything i can do about the build time for projects when using the source version

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its getting annoying ...if i change a minor and just tweak stuff and try to rebuild project ists like starting all over again ill be see 24/2044 building etc and it keeps going like that for hours

storm fjord
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like my engine start building anytime i want to build my project

storm fjord
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please help i am frustrated

iron dome
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Are you changing engine files? Or your own project files?

severe depot
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anyone got an idea why certain plugins aren't compiled?
i'm using ./Engine/Build/BatchFiles/Linux/Build.sh Linux DebugGame -Project="$PROJECTFILE" -TargetType=Editor to compile my project manually, but it ignores some engine plugins and never compiles them (even tho they are in the uproject file)

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do i need a module dependency in my Build.cs to trigger that?

astral elm
severe depot
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idk what happened, but trying to build the plugin screwed with my engine build (probably using another target) and after recompiling from uproject it works all

blazing cloak
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Hi - Question - I have deployed a Build of the 5.4 Branch - VS 2022 has a "warning" ie. it is asking for an install of Visual Studio Tools for Unreal Engine - Previously during the Build process I Ran the UnrealVS Installer from the 5.4 Package (in my case Path is E:_UE5_Branches\UnrealEngine-5.4\Engine\Extras\UnrealVS\VS2022) and it is showing up on the toolbar etc - So then,

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Is it working or not?

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Compatible / Qualified etc

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Anyone have a similar warning?

storm fjord
fiery grail
#

trying to build 5.4

#

any idea why so many missing dependancies?

fiery grail
#

i didnt touch anything

#

its a fresh install of VS 2022

#

and a fresh pull from git

#

:\

outer niche
#

hello, im trying to merge and integrate the dlss 3.5 plugin into ue, following the instructions of this quick start guide from Nvidia.
(https://d29g4g2dyqv443.cloudfront.net/sites/default/files/DLSS_Frame_Generation_Quick_Start_Guide.pdf).
however for versions below ue5.1, it requires to merge some custom code to the engine it self.
and i have honestly no idear how this works inside visual studio.
im trying to get it to work with the ue4.27_Caustics branch. but so far without any luck.
someone has any advice or could help me out on that??

stable hemlock
#

I keep getting this error when I load Unreal 5.4 in a WP map, and try to load half of the map

#

Some weird culling error

#

any ideas?

#

I am baffled lol

limber reef
#

Hey guys! 🙂
I am using a IStructureDetailsView to display my data in a detail view.
I noticed that the IStructureDetailsView takes a FDetailsViewArgs from where you can enable the search bar.

ViewArgs.bAllowSearch = true;

Now, I would like to programatically insert text into the search bar. Is this possible?
Or are there other way to programatically filter the data in the detail view? (I simply need to filter by property name)

normal saffron
#

if i make a change in the cpp files of the source engine, do i need to rebuild ue5.sln to make those changes work?

sage ivy
#

hello, I noticed in ue5-main branch that adding a Post Process Material (Blendable) to Scene Capture 2D Component it makes the SCC completely black. it was fine in 5.3.2. I would like to investigate this matter. anyone had a lead. Anyone else facing some issues with Post Process Material on Scene Captures as well, please let me know and maybe we can fix it over time.

sage ivy
#

if you change something in the engine core I mean

#

if you change something in your game it rebuilds much faster of course :p

sage ivy
# sage ivy hello, I noticed in ue5-main branch that adding a *Post Process Material* (Blend...

just to come back on my problem, I'll post the conclusion since it could help someone facing similar issues. I tried a few things and I managed to make the post process material work as intending on the scene capture component in ue-main (5.5), by changing their Blendable Location to Scene Color after DOF or Scene Color before Bloom, both work but Scene Color after Tonemapping gives a black render target. I assume this might already be a known fix but I'm just posting here. don't know if its intended that Scene Color after Tonemapping give a black RT. I feel like its not but who knows! im not a pro

regal yoke
#

Has anyone had an issue with the UE git repowhere git thinks you've modified hundreds of engine source files?

regal yoke
#

Yeah but it was in my project, not any engine code

halcyon shale
#

anyone else have poor experience with bug reports and pull requests?

#

trying to get anything fixed seems like a futile endeavor

halcyon shale
#

well my experience so far has been the following:

Last year I reported a bunch of bugs, all of which were immediately set to backlogged and stayed that way for 6 months. One of the bugs I provided them a PR for and even though they reviewed it in short order and said "it all looks good" it is still declined for claimed reasons of "unknown unknowns" and (paraphrasing) "can't risk merging in bug fixes because they might introduce new bugs". It was a fix for a feature that was added in like 4.26 or something, never worked as advertised and still doesn't work as advertised in 5.3. yet they refuse to fix it even when given the solution for free.

#

to be more specific, even though they decline to merge it, they say its not declined, but they never merge it, its just left there indefinitely.

#

it gave me the clear impression that they just do not accept pull requests, yet at the same time were telling me they were open to pull requests. it just seems to be a waste of time

#

Epic has like 7,000 employees, yet apparently nobody to handle PRs properly.

#

so it makes me just not bother reporting bugs or doing PRs, its just a waste of my time.

deft hemlock
#

Hello, does anybody here have experience with creating Installed Builds on an offline computer?

#

The only way I can take software into the offline PCs that will be worked on is through DVDs, so making an installed build on my personal online computer and burning it on to 50 of them isn't really an option, so I've been trying to test if it is possible to create installed builds while offline after running Setup.bat and GenerateProjectFiles.bat.

I'm currently running into the following error when I try to run RunUAT.bat while the internet is disconnected:

\AutomationTool.csproj : error NU1301: Unable to get repository signature information for source https://api.nuget.org/v3-index/repository-signatures/5.0.0/index.json.

It seems to be trying to access the internet for something. Is there any way to bypass this?

deft hemlock
#

Thanks for the quick response! In case I don't manage to get this done in time, is it possible to just zip and move around an entire source build?

#

I mean the normal source build, as in what you get if you follow the instructions at https://docs.unrealengine.com/5.3/en-US/building-unreal-engine-from-source/ .
Would it be possible to just zip up the entire source code folder including the win64 binaries folder and use it like an installed build? I'm asking because just normally building from source seems to work fine offline.

astral elm
deft hemlock
astral elm
astral elm
deft hemlock
#

So I have to bring in the source code + dependencies, then build on the offline computer

astral elm
#

Fits on a 64Gb usb drive easy

deft hemlock
#

Wait, really?

#

I assumed it would be the same size as a normal build (200gb)

astral elm
#

That's the source fork in it's entirety. Compare to store engine, that is also around 20Gb if I recall correctly

deft hemlock
#

Oh damn, let me try it out and see if it works

#

That could save me a lot of effort

astral elm
#

Zip size

deft hemlock
#

So just running the RunUAT.bat with the mac/linux targets removed gets the installed build down that small?

astral elm
#

That's what I have, with Android. We use it to distribute a slightly modified source fork on some build machines, instead of compiling from source everywhere

#

Yeah that doesn't solve for Mac, that has to be built on Mac

deft hemlock
#

We will be working on windows and only targeting windows

#

By that do you mean just deleting all hte .pdb files?

#

What is DDC?

deft hemlock
#

I was also putting together a visual studio installer to bring in. I had packaged it together assuming I would be using for actually building the engine, but it should be fine for doing normal project builds with the installed build, right?

#

Microsoft.VisualStudio.Workload.ManagedDesktop
Microsoft.VisualStudio.Workload.ManagedGame
Microsoft.VisualStudio.Workload.NativeDesktop
Microsoft.VisualStudio.Workload.NativeGame
Microsoft.VisualStudio.Component.HLSL
Microsoft.VisualStudio.Workload.Universal
Component.Unreal.Ide
Microsoft.VisualStudio.Component.Intellicode
Microsoft.VisualStudio.Component.VC.ASAN
Microsoft.VisualStudio.Component.VC.DiagnosticTools
Microsoft.VisualStudio.Component.VC.Tools.x86.x64
Component.Unreal
Microsoft.VisualStudio.Component.Windows10SDK.18362
Microsoft.Net.Component.4.6.2.TargetingPack
Microsoft.NetCore.Component.Runtime.6.0
Microsoft.VisualStudio.Component.VC.Llvm.Clang
Microsoft.VisualStudio.Component.VC.Llvm.ClangToolset
Microsoft.VisualStudio.ComponentGroup.NativeDesktop.Llvm.Clang
Microsoft.VisualStudio.Component.NuGet.BuildTools
Microsoft.NetCore.Component.Runtime.3.1

west dune
#

Edit the uplugin to remove the version

slender bluff
#

Hey, is it possible to manipulate the instance transforms of the InstancedStaticMesh on the GPU? I want to move the instances on a compute shader. How can I access this data?

deft hemlock
#

Is the final step listed in the documentation for separately building the ShaderCompilerWorker necessary? I am getting the following error when I try to do so :

Couldn't find target rules file for target 'ShaderCompilerWorker' in rules assembly 'UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
Location: F:\unrealsource\UnrealEngine\Engine\Intermediate\Build\BuildRules\UE5Rules.dll
Target rules found:

and there also seems to already be a ShaderCompilerWorker.exe file in the local build.

#

Also thanks for the vsconfig!

green sluice
hidden hedge
#

People who use Windows 11 like me

#

But not tried it

#

Sounds interesting since it's a completely different disk format

hidden hedge
#

That's what I meant, brain fart. I heard ReFS a few times and I'm sure this is getting us all to beta test it

#

Ah and it requires an insider build of Win11 too, so that might be a while

#

If any of this information is still current 10 months later

hidden hedge
#

I imagine it's somewhat experimental

green sluice
#

I switched to a fresh install of Win11 Pro because of an ssd upgrade. Visual Studio told me about DevDrives. As I am I'm no preview or beta channels it appears to be no longer experimental 🤔

hidden hedge
#

The fact the feature is called dev drives seems to imply some kind of beta/experimental state. Otherwise, it'd just be ReFS

green sluice
#

I don't think so, they call it DevDrive because it enables "async" mode for Windows Defender on them. + ReFS which seems to be not available for Win11Pro, just Win11Pro Workstation.

sage ivy
#

so anyone played with Mover 2.0 (ue-main)? I tried to replace my Character Movement Component with it recently and I just couldn't get Mover 2.0 to stop on a dime like the old CMC, no matter how I configured the Settings and set them to exactly the ones of the CMC. Its almost like Mover 2.0 is producing extra movement ticks by itself no matter how much ground friction I put. with the CMC, you can stop on a single unit difference on your movement vector instantly with high friction... If someone can tell me if the way to move with Mover is really to just assign a CachedMoveInputIntent value like its displayed in MOVEREXAMPLES_API AMoverExamplesCharacter because for me, if I asked Mover to stop moving by setting CachedMoveInputIntent to 0, it will continue moving like 1 tick and mess up my system which needs you to stop moving right now. anyway, I revert back to the CMC for now since Mover appears to be flawed for my need.

wanton elbow
#

Hi, I'm trying to install Unreal from the github source, but it's throwing up a lot of errors. I ran the Setup and GenerateProject batch files and tried to build it but it says its missing a lot of files. Could some maybe look at my error log files and maybe help me out? Thanks in advance:)

lucid minnow
#

Just to be sure, After building the engine from source is it safe to delete the binary build?

astral elm
lucid minnow
astral elm
lucid minnow
harsh hound
#

I

wanton elbow
#

Oh, I had done it on the UE5-main branch, maybe that's why it wasn't working

untold kiln
#

Hi there. I am trying to change a function in engine source for AI. Specifically the brain component. How ever I cant seem to be able to break point the line I changed. I grabbed the engine from github and built in Development Editor and Debug Editor. Any ideas where I went wrong?

astral elm
untold kiln
astral elm
untold kiln
#

Yeah that or I'll right click the solution (Debug > Start new instance )

astral elm
#

Ok. next, can try chucking some breakpoints somewhere to make sure things are working like Kein suggested, GameInstance initialization area should be pretty sure-fire if I recall correctly

untold kiln
astral elm
#

I don't think that will make a difference in terms of what breakpoints can be hit as far as the game goes

untold kiln
astral elm
untold kiln
#

This is my first time. I have made engine changes before in another engine but it was not for the brain component

astral elm
#

Once you are certain you can see log lines appearing on your changed areas, can try putting breakpoints in again

untold kiln
#

The constructor log is working. Maybe the restart logic function is overridden somewhere?

astral elm
untold kiln
#

Ahh I see behavior tree component overrides the function. I am hitting the breakpoint in there. Sorry for the confusion

low heart
#

What casuses my source build to just break randomly without me touching it but messing with the projects

#

like I was working in my project then suddenly reopen it any of my projects and it says failed to load editor

#

now im rebuilding the editor

#

is that my only option?

#

am I doing something dumb

low heart
#

it can just randomly break like that though? or its me?

#

Severity Code Description File Project Line Suppression State Details
Error MSB3073 The command "X:\SourceBuildEngine\UnrealEngine-release\Engine\Build\BatchFiles\Build.bat -Target="GameliftProjectEditor Win64 Development -Project="G:\OneDayProjects\GameliftProject\GameliftProject.uproject"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6. C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets GameliftProject 44

#

says this

#

This is me being dumb or ignorant?

#

says taht if I try and build any project

#

from source build

#

I only ask cause it happened earlier then suddenly all worked again so I figured I did something I couldnt tell I did

low heart
#

Now it keeps over heating my computer and blue screening me on engine build.. i9 13900k

raven sonnet
#

Any good way to avoid this besides rebooting pc everytime? This happened while in UE5 and created a new c++ plugin. Or just something to live with and ignore?

#

And itll build properly next time I load editor

olive lion
#

Hi everyone, dumb question here. Everytime I try adding new files to solution and then regenerate project file, my new added file automatically exclude from the project. Isn't regenerate solution means to update the project, is it?

wanton elbow
olive lion
low heart
#

How do I get Linux back as a server build option

#

it was there. I had changed my target platforms and it disappeared and now I cant get it back

real salmon
#

Are there any good ways to speedup the ue5 source build time? Right now it takes 4 hours to build 4500+ modules (On latest ue5-main branch)

low heart
#

More Cores

#

mine source builds in like an hour

#

When rebuilding the engine

real salmon
#

Already got 8 core@4.5ghz. Also excluded source from windows defender

low heart
#

Nice I donno I got 24

#

made a big dif

#

i9-13900k

hidden hedge
astral elm
low heart
#

Build the game not the engine

olive lion
# low heart Build the game not the engine

Thanks, I'll try this later. I read somewhere on stackoverflow that generate project files will overdrive all the sln and I have to backup my vcxproj and vcxproj.filters.

astral elm
olive lion
astral elm
#

Hmmm

#

So are your changes in the engine source or the project cpp?

olive lion
#

engine source

#

I'm learning to change some header file and add new shader code

astral elm
#

So you modify the engine and build it ok
That in itself should not make you have to regen game project solution

#

And regenerating game project solution shouldn't really be affecting engine stuff

olive lion
#

I realized that I didn't regen game sln but engine sln pepeW

#

is this why things go wrong?

astral elm
# olive lion is this why things go wrong?

perhaps. Generating the engine solution should indeed be only done once, and in this case the vcxproj may be important to keep ( though I see no reason you should need to regen the solution )

olive lion
astral elm
#

Some things are probably better extended / implemented in Game rather than Engine, some stuff cannot be done anywhere except Engine

#

I tend to think better to touch the Engine as little as possible in our case

olive lion
#

Nice, thanks for the information. There's lots of new to me.

hidden hedge
#

Yeah it's always best to avoid modifying the engine because it makes upgrades a pain and it can just end up being technical debt, but sometimes you gotta do what you gotta do

#

But always make proprietary changes super visible and obvious with comments since they'll come in handy when you do merge an engine upgrade

#

The comment should always explain why the change was added and you should mark the end of the modification

dark spoke
#

Writing manifest to /Users//Documents/GitHub/UnrealEngine/Untitled/Engine/Intermediate/Build/Manifest-1-UnrealPak-Mac-Development.xml
UATHelper: Packaging (VisionOS): Creating makefile for MyProject2 (no existing makefile)
UATHelper: Packaging (VisionOS): Total execution time: 5.02 seconds
UATHelper: Packaging (VisionOS): Couldn't find target rules file for target 'MyProject2' in rules assembly 'UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
UATHelper: Packaging (VisionOS): Location: /Users//Documents/GitHub/UnrealEngine/Untitled/Engine/Intermediate/Build/BuildRules/UE5Rules.dll
UATHelper: Packaging (VisionOS): Took 5.13s to run dotnet, ExitCode=8
UATHelper: Packaging (VisionOS): UnrealBuildTool failed. See log for more details. (/Users//Library/Logs/Unreal Engine/LocalBuildLogs/UBA-UnrealPak-Mac-Development.txt)
UATHelper: Packaging (VisionOS): AutomationTool executed for 0h 0m 7s
UATHelper: Packaging (VisionOS): AutomationTool exiting with ExitCode=8 (8)
UATHelper: Packaging (VisionOS): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 8
PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 8**

#

UATHelper: Packaging (VisionOS): Couldn't find target rules file for target 'MyProject2' in rules assembly 'UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'

why am I getting this error when packaging on mac, someone please help been dealing with this for weeks

limber reef
#

Hello guys!
If I close the engine when my custom tools are open I get the error below.
Exception occurred (0x00007FFFEE775FDC(ntdll.dll), UnrealEditor.exe): Access violation occurred while reading location 0xC0000005: 0x0000000000000000.

It happens on a engine class called FICUTextBiDi, which is used for internationalization.
I leave the CallStack below, even tho is not really informative.

I don't undestand if I implemented internationalization wrong, or if it's not related at all.
What do you guys think? 🙂

spare lark
#

I am trying to build Unreal 5.4 from source

#

The build fails because of CmdLink.exe's build failed

#

How do I fix it ?

spare lark
#

The problem is from CmdLink but I dont know what id causing the error.
Any help would be highly appreciated

hidden hedge
#

This was crossposted in #cpp, and I don't think it's even a required thing to build

spare lark
violet surge
#

I'm trying to compile 5.4 but I'm getting this error when starting. Any idea how to fix this?

\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj : error NU1100: Unable to resolve 'BitFaster.Caching (>= 2.4.1)' for 'net6.0'. PackageSourceMapping is enabled, the following source(s) were not considered: Microsoft Visual Studio Offline Packages, nuget.org.
violet surge
spare lark
#

So update here.

#

I have built the engine and now it runs

#

But when I try to run my project from IDE. The project builds every time with 2456 somewhat tasks. Why is this happening everytime ?

#

Suppose I made some changes to my Character and then if I close the IDE and open again, it starts building the entire project again with 2400+ tasks which takes a hell lot of time

#

How do I fix this

#

Please help

hidden hedge
#

always make sure you're building the game target

spare lark
#

But the issue still persists

hidden hedge
#

well I can't relate so I've always used a native project with a source build

spare lark
#

I have another issue

hidden hedge
#

well you wouldn't do that with a native project

#

you'd just build the project always

spare lark
#

Once I build by project, I am only able to open Unreal Engine through that project solution. If I try opening UnrealEditor.exe it doesn't open, complains about DataSmith and Chaos plugin

spare lark
hidden hedge
#

no?

#

if it's a native project

spare lark
#

Then I only build the project, but once I close the projects solution and try to run thr project -> boom -> IDE starts rebuilding the project

hidden hedge
#

you set the project as the startup project and always build and launch through the IDE

#

or if you really must, create a shortcut or batch file to UnrealEditor.exe supplying the uproject path as an argument

spare lark
hidden hedge
#

Engine/
Project/
GenerateProjectFiles.bat

If successful, your UE5.sln contains the Project. also this shouldn't be new to you because I was talking to you about it last night

spare lark
#

Ohh yeah got it. I completely forgot about this.

#

So currently my project is Foreign project. Is this why the IDE rebuilds the project everytime.

spare lark
hidden hedge
#

what I already told you. and if you ever use UGS down the line, it's what it expects

spare lark
#

Alright

woven plover
#

Any good resources available for learning how to extend the editor in general? (aside from simply browsing the source code ofc)

violet surge
#

Tried to build 5.4 and when it tried to build LiveLinkHub it failed with this message Failed to find command StageLiveLinkHub. Below is the relevant info from log:

"D:\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" LiveLinkHub Win64 Shipping -Manifest=D:\Engine\Intermediate\Build\Manifest.xml -Monolithic -EnableThirdPartyPlugins=true  -log="D:\Engine\Programs\AutomationTool\Saved\Logs\UBA-LiveLinkHub-Win64-Shipping.txt"
Log file: D:\Engine\Programs\AutomationTool\Saved\Logs\UBA-LiveLinkHub-Win64-Shipping.txt
Using 'git status' to determine working set for adaptive non-unity build (D:\).
Creating makefile for LiveLinkHub (no existing makefile)
Parsing headers for LiveLinkHub
  Running Internal UnrealHeaderTool LiveLinkHub D:\Engine\Intermediate\Build\Win64\LiveLinkHub\Shipping\LiveLinkHub.uhtmanifest -WarningsAsErrors
Total of 8915 written
Reflection code generated for LiveLinkHub in 3.1596882 seconds
Writing manifest to D:\Engine\Intermediate\Build\Manifest.xml
Building LiveLinkHub...
Using Visual Studio 2022 14.36.32545 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.36.32532) and Windows 10.0.22621.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Determining max actions to execute in parallel (24 physical cores, 32 logical cores)
  Executing up to 24 processes, one per physical core
Using Parallel executor to run 921 action(s)
------ Building 921 action(s) started ------
....
"D:\Engine\Binaries\DotNET\AutomationTool\AutomationTool.dll" -nop4 -NoCompile StageLiveLinkHub  -NoSign -Platform=Win64
Starting AutomationTool...
Parsing command line: -nop4 -NoCompile StageLiveLinkHub -NoSign -Platform=Win64
Initializing script modules...
AutomationTool is running as a child instance (uebp_UATChildInstance=1)
Failed to find command StageLiveLinkHub
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED
#

How to fix this?

astral elm
#

In any case missing AutomationTool issues can maybe be solved by rebuilding the .sln for that area

violet surge
#

Removed that also

violet surge
#

Now this error popping up:

Source file 'D:\Engine\Binaries\Win64\ViconDataStreamSDK_CPP.dll' does not exist
while executing task <Copy Files="#Copy for Installed Win64" From="D:\" To="D:/LocalBuilds/Engine/Windows" Overwrite="True" Tag="#Installed Build Win64 Files" ErrorIfNotFound="False" />
at D:\Engine\Build\InstalledEngineBuild.xml(1138)
astral elm
violet surge
#

Yup

#

1: Cloned from git
2: Ran Setup.bat like this:

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=GoogleVR -exclude=GoogleTest -exclude=LeapMotion -exclude=HoloLens

3: Ran GenerateProjectFiles.bat
4: Finally running installed build

violet surge
#

I did manage to compile though by downloading ViconDataStreamSDK_CPP.dll and boost_thread-vc141-mt-x64-1_75

slow cipher
#

Hi everyone !
I would like to change a line in an engine plugin, then recompile the code to apply the change.
How can I do this ?
The file i want to edit is the following : "C:\Program Files\Epic Games\UE_5.2\Engine\Plugins\VirtualProduction\Takes\Source\TakeRecorderSources\Private\TakeRecorderActorSource.cpp"
Thank you for your help!

slow cipher
#

I tried to compile engine from source (to be able to edit code) and use it to open my project, but my media files doesn't appear anymore in the media player.

sonic zenith
#

Cross posting here my issue, maybe people here are more familiar with engine versions mismatches with source builds:
#cpp message
Hi, I have a project that builds (and runs) fine on 5.3. I've changed the uproject engine association to a source build, then I open VS and build the Development Editor. It builds fine, but then when I try to start my project it tells me my 3 C++ modules are not build (or were built for a different engine version). It asks whether I want to rebuild, and it fails. The log contains very little info, it only says: "Incompatible or missing module" for each of my three C++ modules

south vortex
#

delete you try deleting all the intermediate etc folders on your project?

#

so that you can 'start fresh' build against source for the project

spare lark
#

I couldn't find any solution other than keeping a launcher build of thr Editor for quickly opening and playing around with other projects

spare lark
#

What's that rocket mode ?

astral elm
# spare lark What's that rocket mode ?

so for example we have made some mods to the source engine, but we do it very rarely.
but I like to be sure everything is working using that source engine, so I create an Installed Build like this
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

This seems to be called a "rocket" for some reason. I am not really clear beyond the fact that we do make the Installed Builds so that people don't have to compile the engine themselves

real salmon
#

I'm trying to add a value to FDisplacementScaling. But when I open the material editor after build it crashes at line 1978 in NaniteShading.cpp

In suggestions what would cause it?
Is there a hardcoded value somewhere of the size of that struct?

I'm looking at all the places it's being used, but I can't find anything special.

pliant spire
#

I keep getting a crash report:

"Assertion failed: ToSkeletalMeshAsset->Modify() ..... \Source\GeometryScriptingCore\Private\MeshAssetFunctions.cpp] [Line: 754]"

#

line 754 only has this text
"ToSkeletalMeshAsset->Modify()" where do I look to find more breadcrumbs or code to figure out whats going on?

#

USkeletalMesh* ToSkeletalMeshAsset, is at the top of the file. so im going to look into that file or code

#

ok i connected the dots TY

spare lark
violet surge
#

String tables are completely borked in 5.4 branch on git.

south vortex
#

That is what is causing Rider to constantly want to recompile all source files all the time. Was driving me nuts...

spare lark
south vortex
#

If you were switching between them, then Rider would still be causing it, because of the Intermediate folder tricking UHT into thinking it needed a full rebuild.

At least that is my understanding reading the pages of text about it.

All I know is that PR seems to fix it (for me)

#

@kein - see above if you were also having this issue

south vortex
#

kk - obviously a seperate issue then

south vortex
#

can this be updated to NOT exclude "googleTest"? I just copied and pasted this (since it is pinned in this channel) - and it fails when trying to actually build the engine.

Searching these forums, apparently googleTest is a hard dependency (only epic knows why...)

So it needs to always be included. I'm building 5.3.2 fine now with it.

#

thanks

hidden hedge
#

and a lot of those exclusions are redundant

iron dome
#

What the hell is "Dingo"?!

hidden hedge
#

probably a prototype name for a console

#

I don't know if you would ever get console files from setup.bat

#

since you'd usually have licensee p4 access, but if you don't I remember it being some jank with FTP to get them

full stag
#

Hello, I'm trying to use the source version instead of the launcher version. Everything works well except one thing :
During Packaging in shipping, the C++ compilation (I use full rebuild for safety reasons) with the source takes too much time (It was the first time, but it took more than one hour) whereas the launcher version takes only 4 minutes.
Is there a check somewhere to avoid this ?
Or I should use an Installed Build ?

astral elm
#

Installed build would be faster, I believe yes

hidden hedge
#

native vs foreign isn't going to make a difference, a full rebuild is certainly a self-imposed handicap though

#

installed would just because you're precompiling the engine

slow cipher
limber reef
#

Hello guys,
is it possible to make a custom group stat, which i can do with the following:
DECLARE_STATS_GROUP(TEXT("Test"), STATGROUP_Test, STATCAT_Advanced);
And add to it existing stats which are already into other existing groups? I would like to make a new group in where i can see all the "most important" cpu/gpu/draw stats.

But when i try to run the following I get an error saying the the stat is already declared.
DECLARE_DWORD_COUNTER_STAT_EXTERN(TEXT("Skel Mesh Tris"), STAT_SkelMeshTriangles, STATGROUP_Test, );
Is there a way to achieve this?

wanton elbow
#

Hey everyone, what is a good rule of thumb for updating UE5 github source? Should I run the setup and GenerateProjectFiles batch files everytime I fetch from the origin? Or do I just fetch and then just go straight to building from the IDE?

median void
#

What is logical place to add code which adds an entry to a node's right-click menu? I tried adding it to my module's StartupModule but GEditor, which I use to get my editor subsystem, is still null at this point.

south vortex
#

Is there an equivalent of the setup.bat --exclude=... example script - but for plugins? i.e. a list of plugins that can/should be turned off on a new source build for most apps? For example - even though I do --exclude=IOS - the engine still has some IOS plugins enabled out of the box.

I can go through the list myself - but just wondering if someone has a good list already? I actually vaguely remember reading/seeing one once, but I cant find it on google/discord searches - but I'll keep looking

real salmon
hidden hedge
#

it won't always build

#

nor is there any level of guarantee that it will build

real salmon
#

Hard to have a working PR when I need changes after that commit 😅

hidden hedge
#

it's not like Epic is ever in a hurry to review PRs unless you've got an open dialogue with someone at Epic who will review it

real salmon
#

Yeah, but I can't test it out locally either

south vortex
south vortex
#

kk - found it: https://gist.github.com/MilkyEngineer/a1e953f87509877adc4587cf8776c8a2

This is maintained from MilkyEngineer who used to be an Evangelist at Epic Games.

In the gist he mentions you can do "DisableEnginePluginsByDefault": true, in your Uproject so that all plugins are off, and then just enable the list he listed for the "minimum" to work.

Gist

Minimal project descriptor that "Disables Engine Plugins by Default" for Unreal Engine - Minimal-5.2.uproject

eager flame
#

Anybody knows where is the code that draws the translation gizmo?

#

I tried all the places I could think of

last swallow
#

sorry to ask, but what is the name of the tool that allows you to distribute a custom build of unreal via perforce?

last swallow
#

i couldn't remember

opal gorge
#

How exactly does the editor know what CL of perforce you are using?

hidden hedge
#

in what context

#

and yeah it can just run p4 changes on individual files

astral elm
# opal gorge How exactly does the editor know what CL of perforce you are using?

perhaps related : we realized our source engine was not giving changed files correct metadata on engine version : we updated Engine/Build.version file manually with the matching "Changelist" value and set "BranchName" to "Unknown" - not sure if this is best practice but now files touched by the source engine seem to be ok

    "MajorVersion": 5,
    "MinorVersion": 2,
    "PatchVersion": 1,
    "Changelist": 26001984,  <<< this was 0
    "CompatibleChangelist": 25360045,
    "IsLicenseeVersion": 0,
    "IsPromotedBuild": 0,
    "BranchName": "Unknown"  <<< this was "UE5"
}```
hidden hedge
#

Just use a UAT/BuildGraph step to set it

violet surge
#

If any one planning to use 5.4 branch from git and you heavily use String Tables in your project, please don't. String Tables are borked in 5.4 as of now.

hidden hedge
#

Uasset, CSV, or are both affected?

violet surge
#

Never tried CSV but UAsset is affected.

hidden hedge
#

that's the one I'd expect them not to break over CSV

violet surge
#

What's worse is it's affected both editor and packaged

astral elm
#

I hope this has been reported to Epic

eager flame
#

Hey guys

#

I am trying to find that part in the source where the engine changes its rendering when selecting different buffer visualizations

#

And also, how and where it creates these small viewports to which it renders the each buffer

#

Is it all part of the main render function, or is there some other place where these visualizations are rendered?

#

I've been running in circles for 2 days already, lol

torpid field
#

Hey guys, brand new to source coding. I got UE5.3.2, did all the steps on the GitHub (opened the 2 bat files and right click in VS to build UE5), but immediately after when i play it in VS it has 1 error. Building project "AutoRTFMTests.vcxproj" failed.

I also after changed Startup Project dropdown menu and forgot what the original was.

south vortex
torpid field
south vortex
torpid field
median void
#

I have been trying to find a way to get the selected nodes in the blueprint editor graph, but I’m stuck at getting the current active graph. I have looked in various classes like FBlueprintEditor, SGraphEditor, etc. and followed function calls but I didn’t get very far. Any tips on how I can achieve this?

calm goblet
#

Actors have BeginPlay(), EndPlay(), but I specifically want an OnActorLoaded/OnActorUnloaded event I can hook up to the world parititon system in order to save the state of actors that are loaded and unloaded by world partition. Does anyone know of a delegate I can use for this? So far i've found UWorld.OnActorSpawned/Destroyed but I need a specific one for world parition. Any answers would be appreciated

torpid field
#

Hey, i know this is a challenging task. But if i wanted to make the engine more deterministic, where is the best place to start?

astral elm
calm goblet
#

Thank you for this piece of info, yeah apologies for the wrong channel. Very helpful I will give that a try

calm goblet
burnt sonnet
#

Hi all. Looking for some advice.
I have a TArray of FStrings, for ImGUI/ImPLOT I need to be able to convert that into a c-array of const char*
What's the best way to do this safely? I need copies of the FString, so I can't just use the result of TCHAR_TO_UTF8, I then need to copy the string using a calloc and subsequent free function, but I'm really trying to avoid doing anything in raw memory within UE.

burnt sonnet
#

Thanks Kein, I tried there unfortuantely. Seems like there isn't a nice way around this

torpid field
astral elm
thorn birch
#

Is there a way to derive my own FComponentVisualizer from FZoneShapeComponentVisualizer (ZoneGraphEditor) ?
Details:
I have a component derived from UZoneShapeComponent with additional properties for each shape point (a 2nd array which is kept in sync). I copied the FZoneShapeComponentVisualizer source into my own visualizer class, changed the name and access to the component and registered it in my editor module. It works.
Now the FShapePointDetails is picking up my visualizer and casts it to the zone visualizer - which somehow works because it is nearly identical except. And I have a bad feeling about this.

coral comet
#

Quick question, should I be using 4.27-plus branch or 4.27.2-release tag?
I clone the branch and it doesn't compile for me

astral elm
coral comet
#

thank you kind man

coral comet
#

Hi! Sorry for bringing this from more than a year ago, but removing this just fixed my problem, so it would be very helpful for me to know how did you know that this particular folder was causing this problem?

astral elm
heady sparrow
#

The error message at least had a couple forum posts about that

half matrix
leaden sequoia
#

How can I install marketplace plugins to the path of UE source version from Launcher.
Not by copying binary version to project Plugins folder. Not this answer please

#

Somewhat helpful rather than wasting huge space. Thank you

astral elm
#

Aye Legendary rules

south vortex
ionic raptor
#

Does anyone know what you do to get support for Xbox and PlayStation in the editor? I'm part of the ID@Xbox program and a PlayStation partner, but I don't really know where to go from here.

hidden hedge
uncut sky
#

Does anyone knows a way to build unreal engine with offline machine

uncut sky
#

I download the source code how i can download the Dependencies to copy it

pliant spire
#

is there a way to find out what exactly happens when i press a specific button in the UI?

#

the python api does not match the perceived function and i need to dive deep to learn what UE is executing

astral elm
uncut sky
#

My machine is offline

astral elm
# uncut sky My machine is offline

This is what setup.bat does.

.\Engine\Binaries\DotNET\GitDependencies\win-x64\GitDependencies.exe %PROMPT_ARGUMENT% %*
if %ERRORLEVEL% NEQ 0 goto error

rem Setup the git hooks...
if not exist .git\hooks goto no_git_hooks_directory
echo Registering git hooks...
echo #!/bin/sh >.git\hooks\post-checkout
echo Engine/Binaries/DotNET/GitDependencies/win-x64/GitDependencies.exe %* >>.git\hooks\post-checkout
echo #!/bin/sh >.git\hooks\post-merge
echo Engine/Binaries/DotNET/GitDependencies/win-x64/GitDependencies.exe %* >>.git\hooks\post-merge
:no_git_hooks_directory

rem Install prerequisites...
echo Installing prerequisites...
start /wait Engine\Extras\Redist\en-us\UEPrereqSetup_x64.exe /quiet /norestart

rem Register the engine installation...
if not exist .\Engine\Binaries\Win64\UnrealVersionSelector-Win64-Shipping.exe goto :no_unreal_version_selector
.\Engine\Binaries\Win64\UnrealVersionSelector-Win64-Shipping.exe /register
:no_unreal_version_selector```

If you really can in no way circumvent the offline requirement even temporarily, I guess you must look closely at what these things do and duplicate on the offline machine.
uncut sky
astral elm
#

If you catch the log, you can theoretically collect all the stuff it fetched. Likely most of that just goes into the engine folders anyway, so that should be easy. Prereqs is probably the tough bit, similarly just catch the logs

uncut sky
#

I will try to do it manually but just in case if it didn't work can someone tell me how much is the size of the Dependencies

astral elm
uncut sky
astral elm
uncut sky
#

I already have the engine and projects but the launcher version doesn't support server build that why i am building source

south vortex
#

could you also do that thing where you build the source code on desktop A, and do the thing to distrubute your source built version as the compliled version to Desktop B.

There's a term for it, someone here smarter than me will tell us what it is again.

But larger studios do it to have the best of both worlds (source build, but versioned as a built editor)

hidden hedge
iron dome
#

Close the error list. Open the output tab. Read the errors.

lapis scroll
#

yo, 5.4 released just now, am I right?

#

got a github notification

jagged surge
#

Does the main branch (currently 5.5) receive daily commits from 5.4 ?

hidden hedge
#

they use a tool called robomerge internally which will automerge most //UE5/Release-5.4 changes to //UE5/main

#

though I dunno why you'd use main as a release just came out

jagged surge
#

just for testing purposes..for instance, 5.4 doesn't have nanite skeletal meshes

#

after making a pull , do I have to run ./setup.bat and ./generateProjectFiles.bat or just the latter ?

pliant spire
#

Man theyre gate keeping stuff in uefn and we cant see that source code

limber reef
#

I came across an odd bug in 5.3.2. Can you tell me if you can reproduce?

  • Open any level with some animated characters in it
  • Run the level in PIE mode
  • Select any character from the outline
  • Go in the transform details

In the rotation property, if you drag the X or Y values around everything is fine. But if you drag the Z value every animation in the level stops.
As soon as you stop dragging they resume.
Why is that?

rugged geyser
#

I'm getting a pesky build fail on this one module which I pulled from Unreals source via 5.2 - any ideas?
..\Plugins\Bridge\Binaries\Win64\UnrealEditor-MegascansPlugin.dll : fatal error LNK1120: 14 unresolved externals

astral elm
rugged geyser
#

Thanks. I gave up, wiped the folder and repulled all..it compiled straight away. Ghost issue

astral elm
#

Are you sure you have done all the setup steps first as shown in docs? ( run setup.bat, somethingdependencies.bat? )

#

Well, before we ponder that issue, you should probably reach the stage where you actually get a successful build and run

#

Or you mean it has been successful 4 times before, but now it broke?

#

Sorry, don't have time to go that deep right now

#

The log having all that "Excluding module" seems to indicate something has gone wrong in your setup for sure... I would consider checking your local changes, perhaps rolling back to your last working state

#

"Not under compatible directories" seems very sus

#

I would presume to think something you have done between the last working build and now has gotten things confused

#

You should have an absolute minimum of 300 Gb free space, preferably more

#

I guess if you have that, I would try clearing Binaries + Intermediate and trying again

hidden hedge
#

At least show the output from the output tab

ember sundial
#

How it is possible that the bug which make the engine rebuild each time you build your project is still here, since 2014... I can't find any solution, forums, discord, all checked...

astral elm
#

That said, I don't recall having this problem even having 'foreign' project and source fork

hidden hedge
#

though Rider did have a bug regarding this if you use it

#

so you should upgrade in that case

ember sundial
hidden hedge
ember sundial
#

I found forum post about this bug since 2014 and no one found a real solution. Some people just have it and can't do nothing.

hidden hedge
#

saves time compiling at least

ember sundial
hidden hedge
#

?

hidden hedge
#

and are you going to describe what you've actually tried and how your engine and project are laid out relative to each other?

ember sundial
#

What do you mean ? It's ANY project, whatever how you create it, whatever it's perfectly compiling on launcher version. Even if it's a purely empty project. It doesn't matter.

#

The engine from source is the release 5.3.2 (but it will do the bug with any version)

astral elm
ember sundial
#

The project doesn't matter, the engine version neither. I'm pretty sure it's something else. An environment variable or whatever.

astral elm
#

Well, I haven't had this problem, but I would try putting Game in Engine Folder A root, then it becomes a 'native' project.

ember sundial
astral elm
#

I suspect there is some confusion with how to set things up ( Run configurations ), or something. Perhaps you should show your IDE run configuration ( for Game, not for Engine like I have here )

hidden hedge
#

the startup project has classically been the main killer

astral elm
ember sundial
#

I know how to build my project, and it builds perfectly when I use any launcher version.

#

So no, it's not a miss-config or anything like this. It's just a shitty bug that Epic don't care about.

astral elm
hidden hedge
#

the launcher version doesn't because it's essentially an official installed build

#

native will mostly work since that's what Epic actually uses

ember sundial
#

I think I fixed it. Right click on UE5 project and launch the code analyse (not sure it's written this way in english). It seems to have fixed the problem somehow and it seems to last even if I close/reopen.

#

Maybe the files tracking the modification were not sure for some reason and this recreated it.

#

I don't know.

astral elm
#

So, could you explain what the case is, so we know for future generations to come?

#

Given user experiencing Problem A ( as given above: source rebuilding on any game-scope change ( I think? ) ), what is the cause and the solution?

#

Not at all, I simply thought it was 'not a bug' but user error

#

Follow up question : does using Native style project solve it?

#

I see I see

ember sundial
#

Or maybe it's because I generated project file again...

opal gorge
#

Uhhhh

#

28,000??

#

Is that right...?

#

For 5.4

#

I've never had more than a few thousand

iron dome
#

I'm surprised it's still that low.

#

Foreverrrrrrr

opal gorge
#

Hmm

#

thought I had unity builds on

#

Never remeber a new version of the engine having that much to build. Full recompiles in 5.3 were only like 7000 or so

iron dome
#

You'd specifically have to force disable it manually for that to happen. And not just for your module. We're talking like a build configuration. Xml change.

opal gorge
#

Hmm

#

All I did waas update from 5.3 to 5.4

#

Wonder what changed

iron dome
#

Look at your build log.

#

There will be some info there.

opal gorge
#

Hmm I get weird errors when trying to build 5.4

#

Specifically things about MaterialX

#

What even is MaterialX?

opal gorge
#

MaterialXOpenPBRSurfaceShader.cpp(11): Error : 'FMaterialXOpenPBRSurfaceShader::FMaterialXOpenPBRSurfaceShader(UInterchangeBaseNodeContainer &)': symbol cannot be defined within namespace 'MaterialX'

#

So odd

#

Wonder if it's an issue with my build chain being too new

opal gorge
#

I am

#

Are you saying this error seemed to popup before the release?

worldly wadi
#

I adjusted the build configuration to use all cores and my CPU is usually at around 90+% during the build process but it still takes 5+ hours to build the engine.
Is there anyway to make the source build smaller, e.g. not include all features/modules, in order to speed up build times?

worldly wadi
#

Ah thanks!

astral elm
#

When I get a clean version of engine source, it doesn't have a Changelist number in Engine/Build/Build.version - this seems odd to me? I recall I added that manually for our source fork because we were getting warnings like this:
Asset has been saved with empty engine version. The asset will be loaded but may be incompatible

    "MajorVersion": 5,
    "MinorVersion": 3,
    "PatchVersion": 2,
    "Changelist": 0,
    "CompatibleChangelist": 27405482,
    "IsLicenseeVersion": 0,
    "IsPromotedBuild": 0,
    "BranchName": "UE5"
}```
astral elm
#

ZeroEngineVersionWarning to false in DefaultEngine.ini
I guess is the magic

fringe phoenix
#

I have an extended version of the engine, and now when I build a project that's mostly just the 3rd person starter content I get this error:
CreateProcess() returned 570.

#

Has anyone seen this before? I can repro pretty reliably - I suspect it's my version of Visual Studio - I just use the 17.9.6 build tools at this point

#

Definitely getting Internal Compiler Errors, for whatever reason, but those seem to go away on 2nd/3rd compiles? Very odd

fringe phoenix
#

I did, nothing that seemed to fit which is why I came here

#

yep, tried that. I'm thinking maybe 17.9.6 isn't packaging correctly? Right now I'm just trying older versions of the build tools

small tree
#

I recently set up a unreal project with engine source code to use UGS so that the artists on my team would just need to sync on perforce the project and source code then have UGS to sync the precompiled binaries. Standard stuff. However, when testing this with one of the artists, they were able to sync the precompiled binaries through UGS just fine, no errors, but when trying to open the editor, nothing would open. Task manager showed UE Editor but with no movement of doing any activity.
Has anyone here seen this behavior before in their experience setting this up?

Edit: I fixed this. Turns out you need to have your non building team members run setup.bat then can sync and open the editor properly

cobalt fox
#

Is there a proper guide besides the GitHub page of how to build from source, a video and what some errors do mean? I successfully compiled and built it once but had to reinstall my computer now it won’t build and gives me some same error each time it’s almost complete..🤣 going insane soon and all help appreciated🙏❤️

cobalt fox
#

At work atm but can send you the output log 😅

cobalt fox
#

From what I could understand yesterday was some makefile not being able to be created or something but let me double check once I get home

cobalt fox
#

Apparently it works😂 I let my computer build the source code; “rebuild” rather than build after I downloaded it and had it setup with the bat files and when I got home it succeeded

#

Think I tried to build it around 5 times with “Build” without any success but rebuild worked it seems

#

And nowhere have I read that rebuild is an option 😅

dense wraith
#

hey guys, so I've been plagued for months by my audio being broken in 5.3 and i'm trying to get to the bottom of it. Attached is a screen shot of the warnings in the editor which are:

[2024.05.02-15.25.03:668][ 0]LogAudio: Warning: FAudioDevice::Init Failed!
[2024.05.02-15.25.03:668][ 0]LogAudioMixer: Warning: Audio Platform Device: XAudio2 was not initialized. (File D:\build++UE5\Sync\Engine\Source\Runtime\Windows\AudioMixerXAudio2\Private\AudioMixerPlatformXAudio2.cpp, Line 1504)
[2024.05.02-15.25.03:668][ 0]LogAudioMixer: Warning: Audio Platform Device: XAudio2 was already tore down. (File D:\build++UE5\Sync\Engine\Source\Runtime\Windows\AudioMixerXAudio2\Private\AudioMixerPlatformXAudio2.cpp, Line 698)

The issue persists across all projects in 5.3.2 (blueprint and cpp), but not in any projects in other versions of engine (5.2, 5.4). So i think it's a problem with my engine install. I've tried reinstalling 5.3.2 from the Epic Games Launcher, but the problem persists.. I've compiled 5.3.2 from the github source, and it has no problems.

If i create a brand new cpp project, open the solution and navigate to the listed source file (AudioMixerPlatformXAudio2.cpp) and open it up, intellisense gives the errors seen in the seconds screenshot

I'm not super well versed in VS so i'm wondering if anyone could offer any guidance?

Also weirdly I don't have a D:\ drive on this machine (I used to?) so i'm not sure why it's referencing that.

#

Also - if I can't fix the audio in Epic Games version of UE5.3.2, is it safe for me to use my own engine (unedited) compiled from source with others (via perforce) using the regular build? Or is it a bad idea?

hidden hedge
#

vanilla VS is going to give random intellisense errors. ignore them, buy resharper, or buy rider

#

and it seems that there is information in this log, but since it's a screenshot, it seems like the useful information is out of view

hidden hedge
#

All you can really take from that is bool FMixerPlatformXAudio2::InitializeHardware() is returning false

#

which should be printing a warning

#

but providing you downloaded symbols I suppose you can just step through the function

#

and it looks like it'll only fail if it can't load the DLL for XAudio or XAudio2Create() fails

#

the DLL it loads is located in Engine/Binaries/ThirdParty/Windows/XAudio2_9/x64/xaudio2_9redist.dll

dense wraith
dense wraith
dense wraith
#

ok an update... Weirdly, when I run the editor from DebugGame Editor configuration the audio issue is fixed. Does this mean it's something wrong with my Development Editor configuration? Would that persist even across fresh installations of the engine??
Attached are the two logs on start up - notice FAudioDevice fails on the Development editor but not in DebugGame editor

#

I don't know much about running the editor from VS so would be interested to hear anyone's thoughts about why this could be happening. Thanks in advance!

#

@hidden hedge i appreciate you pointing me in the right direction 🙂

hidden hedge
#

well that's odd because Development and DebugGame runs on the same binaries, it's only different for your project-level modules

dense wraith
#

yeah super weird, makes no sense..

#

might try reinstalling VS

#

although i think it's not really a VS thing. If I launch a completely clean blueprint project with UnrealEditor-Win64-DebugGame.exe it works

cedar shard
#

Compiling a fresh 5.4 from source, this seems very VERY off... are there things I can disable (projects to unload) if I'm looking to develop specifically for win64 and not mobile or mac?

#

All of my other engines when compiled amounted to just less than 150gb.

#

I will probably start over and run the setup.bat with the parameters listed by developer100 to avoid all of this extra space being consumed.
https://forums.unrealengine.com/t/ue4-built-from-source-takes-170gb-disk-space/158081/2

Epic Developer Community Forums

I also have 500GB SSD, and tried to reduce the size as much as possible. Mine is 90GB for UE 4.25. I run setup.bat with this command line in order to exclude anything different then Win64 target setup.bat --exclude=Mac --exclude=osx64 --exclude=osx32 --exclude=iOS --exclude=IOS --exclude=ios --exclude=Linux --exclude=linux --exclude=Linux32 --...

#

Ah, I think I made the mistake of building the solution and NOT the UE5 project.

#

Another user did this as well

maiden harness
#

Was routed to this channel instead because it's the right place for this question:

I'm getting an error when trying to run a .exe server build.
"Serialization Error: Action Needed, Corrupt data found, please verify your installation."

Created this project on C++ launcher installed version, then swapped to source compiled version.
I'm figuring out if there's an issue with the source compiling or if it's an issue with the project itself.

#

Q1: You can swap from a C++ launcher installed project to targeting a full source compiled engine installation?
Q2: The Setup.bat process finds missing dependencies and installs them, so if it is closed/fails partway through, it'll start up where it left off previously?
Q3: I know you can Verify a launcher installed version of the engine, can you Verify a source compiled one at all?

hallow yacht
# cedar shard

I did a build solution with unrealbuildtool after win64. After like 14 hours I got like 11 successful and 2 failed. Is that bad and not how it's supposed to be done?

cedar shard
#

I did add all of those parameters for Linux, osx, and mobile to the setup.bat cmd line

hallow yacht
#

Idk some say do build solution some say just build ue5

#

Tho when I built solution i got 2 failed

cedar shard
#

If you build the solution, you will end up rebuilding all of the projects attached to the engine.

#

I did that my first go-round and my engine folder bloated up to 550GB

#

It wasn't sustainable on my machine (I deleted so much stuff trying to make room for the compile)

#

The intermediate folder went to 160gb

#

I was able to successfully build the engine and make a new project by just compiling the UE5 target (not the solution)

#

I did run into some errors when trying to F5 (debug) the UE5 project though, so I have to open the engine through the Engine/Binaries/Win64 folder.

#

Despite your failures, you might check to see if those binaries were created

#

After building my personal test project, I'm able to open the engine by debugging MY project though -- so that's all I personally need... and now I wash my hands of this mess.

#

@maiden harness I am very interested to see what others have to say about your issue, as I've run into this in the past and I never got an answer, so I spent a few days copy+pasting all of my code.

#

Sounds like there was a compatibility issue between the 2 different versions you were using. I haven't heard of a way to verify the installation of a source-built engine.

short pike
#

Grabed Unreal Engine 5.4.1 from Github, ran Setup.bat, ran GenerateProjectFiles.bat and got a bunch of errors that EpicGames.Horde failed to compile.

Here are some errors

: error CS0101: The namespace 'EpicGames.Horde.Compute' already contains a definition for 'XorRequestMessage' [...\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.csproj]
...\Engine\Source\Programs\Shared\EpicGames.Horde\Storage\ILegacyStorageClient.cs(140,3
): error CS0246: The type or namespace name 'BucketId' could not be found (are you missing a using directive or an asse
mbly reference?) [...\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.csp
roj]

Is just me that encountered this? I didn't use Horde yet.

#

I wanted to try horde yes, but regardless, I would like to know how to fix that.

short pike
short pike
#

It's an issue on how I handle Perforce. ILegacyStorageClient.cs has been deleted since 5.3 and I merged my 5.2 Engine with 5.4, but Perforce didn't marked ILegacyStorageClient.cs as being removed. Need to double check my workflow.

maiden harness
#

So that sounds like a 'make in one engine then move to a source install' binary issue is at play hmm.

maiden harness
#

Delete intermediate/saved of the project, or of the engine?

icy notch
#

has anyone had success using the address sanitizer in MSVC? I enabled bEnableAddressSanitizer for the VC toolchain, which built successfuly, but launching the engine in debug I immediately get a memory exception in the MovieScene module at FPreAnimatedStateExtension::RegisterStorageInternal(), which has nothing to do with my code

astral elm
icy notch
maiden harness
maiden harness
#

Deleted Saved & Intermediate folders
Rebuilt everything, tried .exes
Still hitting the data corrupted errors.
I'm betting this is a mismatching serialization between versions, which is sort of nuts because the project was made with 5.2.1, and I deliberately installed that version of the source editor, but I don't know enough about how lower level compiling/serialization works to know for sure.

maiden harness
#

And thanks for the help/answers both, definitely helped point the way to ways to diagnose/improve the problems I'm hitting

cedar shard
#

That's what I did, essentially. 90% of my project was CPP and I generated new uassets by reimporting all of my textures and models.

#

It was a real time suck, but was the only thing I could come up with. I couldn't imagine doing that on a bigger project with hundreds or thousands of files.

maiden harness
#

When I run it through VS with the debugger I'm hitting issues in Async Loading:8441
checkf(CurrentPos + Count <= TotalSizeOrMaxInt64IfNotReady(), TEXT("Seeked past end of file %s (%lld / %lld)"), *PackagePath.GetDebugName(), CurrentPos + Count, TotalSize());
It's got a tall call stack, no relevant locals that provide context where it is.

Some of the callstack includes:

ConstructorHelpersInternal::FindOrLoadObject<UTexture2D>(FString & PathName, unsigned int LoadFlags) Line 39
ConstructorHelpers::FObjectFinder<UTexture2D>::FObjectFinder<UTexture2D>(const wchar_t * ObjectToFind, unsigned int InLoadFlags) Line 90
...
PluginDevServer.exe!UClass::CreateDefaultObject() Line 4155 C++
...
PluginDevServer.exe!FEngineLoop::PreInitPostStartupScreen(const wchar_t * CmdLine) Line 3746

I think while it's setting up the server, it fails to deal with some default objects and texture2d, which doesnt really narrow it down enough for me to try and fix an individual problem.
I'm also questioning if that would be the only problem, and if I did manage to fix that I wouldn't immediately hit another problem.

hidden hedge
#

in addition to not loading visual-only things on the server as previously stated

maiden harness
#

I don't believe any of that are things that I changed/customized.
Like I started from a FirstPerson sample and made some blueprints/code additions, but no customization to launch behaviors

#

Looks like it's failing in UObjectBase when it iterates through all the NewClassesInEngine
It's failing on Class->GetDefaultObject()

I'm wondering if there is something messed up with my Unreal install based on it failing on Engine section of code.
I scrolled through the NewClassesInEngine list and didn't see any of mine (there's 1196 classes, so I could've missed them)

#

Took me a while of stepping through the classes

#

So it's about 100 items into that NewClassesInEngine list, is there any way to specifically break when a certain value is met?
Otherwise I have to manually click till I get there

#

CDO standing for CreateDefaultObject?

maiden harness
#

I think it's an issue with the engine I have, a separate project (Lyra sample that came with the engine setup) doesn't compile and run out of the box.
Hits the same corrupt data issue.

astral elm
sage ivy
#

Can gameplay code I write cause "LogD3D12RHI GPU timeout"

#

I'm being screwed by this in an little experimental project I had going on main

#

started happening recently, so I was wondering, is it my code or Ue-main experimental code that might be culprit

#

I'll stop looking if it can be ue-main

sage ivy
#

i figured it out with Unreal Insights, its some of my code. go figure :p

#

runs on a State Tree hence I guess why the crash on the GPU?

#

I think I solved it, damn... the power of Insight. took 2 mins once the issue was narrowed down.

bright olive
#

Did you ever figure this out? I'm seeing this every time I launch from visual studio, the next build, or sometimes two builds, will take 20s even though nothing changed, and they will have those "UnrealBuildTool assembly is newer" messages

#

if I build three times after launching, the third will just take 2s to confirm nothing changed and have none of that, and the launch itself won't build extra stuff either, but after any launch it sees to get that UBT assembly is newer thing

calm mason
bright olive
#

ah np, I'll try complete clean build and see if it keeps happening

distant venture
#

anyone done anything with the PluginManager parts of the code?

#

I am trying to work out why the PlatformFileManager used to find plugins has a toplevel as an instance of FSandboxPlatformFile which is breaking the plugin loading

quick mica
#

I was tracking down a bug with WorldPartition and the LogicOperator And in editor worlds (which basically ignored it) I found a fix that works for me: https://github.com/EpicGames/UnrealEngine/pull/11860 but am slightly unsure if there isn't a cleaner way to get the currently used Operator. If someone has some more insight one the whole WP stuff, I'd be happy for feedback^^

high epoch
#

When I try to open a symbol in Blueprint (class or function) that runs off my custom built editor, it complains that there is no solution (which there is, UE5.sln at the engine root level) and tries to create MyGame.sln in the same folder as the MyGame.uproject. Does someone knows why and how I can fix it?

raw glacier
#

Why do all of my fresh, new, empty projects have build failures? On UE 5.3.2 and VS 17.9.6. I've tried reinstalling both and I've tried verifying the engine install.

south vortex
#

Are you doing the full setup.bat, or are you excluding anything?

south vortex
hidden hedge
haughty warren
#

Is there a way to avoid the need for a source build if all I want to modify is a single hard-coded value inside a shader?

#

I'm guessing it's impossible, but if there's some hacky way to do it I'd love to try it

drifting dragon
#

can't you just duplicate the specific shader and use your duplicate? it depends on whether you're trying to change something for the entire engine or just use existing engine code with slight alterations in your own module.

#

For instance, I wrote a module that needed to use the web socket engine module, but some of the hard coded values didn't work for me, so I just duplicated the entire module, renamed it, made the changes and made sure my module included the modified one, the engine is thus unmodified

haughty warren
#

Thank you guys! Gonna try these options 😄

junior skiff
#

I'm trying to do installed build but I'm getting

(manifest 'F:\UnrealEngines\UE_5.4.1_SC\Engine\Intermediate\Build\Manifest-1-UnrealEditor-Win64-DebugGame.xml' not found)

and

Could not find definition for module 'DerivedDataCache', (referenced via Target -> Launch.Build.cs -> SessionServices.Build.cs -> Core.Build.cs)

I use a bat file to build it

cd Engine\Binaries\DotNET\AutomationTool
AutomationTool.exe BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithServer=true -set:WithClient=true -set:WithWin64=true -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithLinux=false -set:WithHoloLens=false -set:WithLinuxArm64=false -set:WithTVOS=false -set:WithFullDebugInfo=true -set:WithDDC=true -set:BuiltDirectory="F:\UnrealEngines\UE_5.4.1_SC_InstalledBuild"
pause
junior skiff
#

Copying DerivedDataCache module from the engine I installed from the launcher into the source engine made the error go away

paper kernel
#

So only build UE5 to run the engine on startup?

#

not the entire .sln

iron dome
#

Yes.

#

Building the entire solution is entirely pointless.

paper kernel
#

thanks and sorry for the late reply, I've just gotten done with a majority of the process and now on building UE5 itself, shouldn't take more than an hour longer now

iron dome
paper kernel
#

hopefully not. It's all working now and I brought back in my pink UE5 theme

#

I only replaced the three icons that I actually wanted to replace this time, rather than all the ones i replaced

iron dome
#

Neat.

#

If you took the pink hue out of the grey background colours, you wouldn't have a terrible theme.

#

Only mostly terrible! 🙂

paper kernel
#

it doesn't really feel like a bad theme all things considered... definitely not like the high contrast stuff you could pull in Win95/98/XP/Vista/7

iron dome
#

One of my colleagues had his IDE come up with a crash report when UE crashed while on a video conference the other day and it was totally some high contrast theme.

#

I just died.

floral summit
#

i have been trying to extend sequncer but im stuck on including private header(getting nonsense linker errors). Any one know way around that?

rich bridge
#

Hello, i'm having some problem with a source build of 5.4.1.
Basically i cannot build my game, it gets to the cook phase and then stops either at this

#

i was wondering if there's a way to debug the shader compiler to see where it's hanging and why

iron dome
#

Also if it's not exported, you probably can't use or extend it. Sequencer is a very private module.

#

You'll need to edit the source to export the things you want to use.

floral summit
# iron dome How about you tell us the linker errors.

i got the usual bs

error LNK2019: unresolved external symbol "public: class TRange<struct FFrameNumber> __cdecl FSequencer::GetPlaybackRange(void)const " (?GetPlaybackRange@FSequencer@@QEBA?AV?$TRange@UFFrameNumber@@@@XZ) referenced in function "public: void __cdecl ActorNameDropdown::Construct(struct ActorNameDropdown::FArguments const &)" (?Construct@ActorNameDropdown@@QEAAXAEBUFArguments@1@@Z)

on something like this(makes no sense i know, but compiles ok)
FSequencer* tt(nullptr);
auto c0 = tt->GetPlaybackRange();

iron dome
#

You're meant to use ISequencer.

#

Is that method not available on the interface?

floral summit
#

So basically what you are talling, my only hope is to compile from source and write directly into the engine class?

#

nah, ISequencer doest have what i need

#

also, i didnt come up with the code, im trying to add custom dropdown so i copied the SSequencerPlayRateCombo.h class and hoping to change that for my needs

iron dome
#

You may have to dig around and find some other way to access the data you want.

#

If that's even possible.

#

That or edit the engine source, yes.

floral summit
#

i was trying to avoid that, but seems im out of luck. Anyway, thanks for tip

iron dome
#

Np

maiden harness
#

Say I had a native custom data type USTRUCT.
I have decided I want to move it to a different module.

Is there anything I can do so that way existing blueprints/data assets recognize the location of that data type changed, so I don't get lots of blueprint errors that I need to manually correct?

I'm module-izing various behaviors and figuring out the time cost of it.

iron dome
#

Yes.

#

It's called core redirects.

#

Google 'em.

unique oracle
#

So I'm struggling. I broke my source engine recently somehow but instead of fixing it I just decided to clone a new copy onto a new SSD drive I just installed. But I keep running into errors that... seem... odd. Like I think there's a typo in the Setup.bat file? Fixing it seems to resolve the issue (but now I have issues with generating project files), but like... am I really the first person to find that? It's not in my old Setup file.

#

Changing the .bat file resolves this issue, but I just keep running into more.

#

I should mention that this is UE4.26 because my old project is locked into that engine version, unfortunately.

timber sluice
#

Hey, can we set a engine association for all users with a local build? because on a local build, each user have a custom one. How can I fix that?

maiden harness
timber sluice
#

for everyone? it will take ages damn

iron dome
molten seal
glacial hedge
#

I am getting the following when I attempt to cook:

#

This error also seems to be crashing the engine alot when I open a larger map. Anybody else having a similar issue?

halcyon shale
#

turn up the material and shader log verbosity so that you can get a hint to which assets are the cause

#

and run it through the debugger with breakpoints to see if you can catch it and get a better picture

astral elm
glacial hedge
#

I have not resolved the problem yet. Once I see what the logs are I will go from there and update, certain!

glacial hedge
#

and I got the same error log 😦

astral elm
glacial hedge
#
  1. yes
  2. yes
astral elm
glacial hedge
#

This error does not stop a shipping build compile on our external system

#

the breaking point was 5.4.1

astral elm
glacial hedge
#

I can compile a shipping build with jenkins, and the game is fine

#

In editor though, when I play the map, it crashes on play. Same if I run the game with Launch option

#

I was trying to use the cook option (on my machine) to avoid it. But doesnt seem I can cook locally

glacial hedge
astral elm
glacial hedge
#

I thought the editor was debug, I could be wrong about that for sure. I will see what I can do to test it. I have a hunch it might be the map

#

I only get the crash on that map (openworld)

#

I dont have this issue on our smaller maps (test levels). It only ever happens on the larger map. I thought maybe it was the page file so I gave 100gb to every drive and page file LMAO, despite having a 4090, and 64 ddr5 😦 . Thanks for the suggestions

halcyon shale
glacial hedge
#

okay, I will check that now

#

thanks for the help @halcyon shale and @astral elm

halcyon shale
#

so then when you go to repro it, the log printout before the crash should indicate what it was trying to compile

glacial hedge
#

" Display: Missing cached shadermap for mat_eye_base in PCD3D_SM5, Default, SM5, Game (DDC key hash: 0b75facb56603dff24c7f5345bf17a029a0f36c5), compiling."

halcyon shale
#

yah thats a normal log just letting you know it needed to compile that

glacial hedge
#

I dont even see the red stuff anymore 😛

#

UATHelper: Cooking (Windows): Lo
UATHelper: Cooking (Windows): Took 21.16s to run UnrealEditor-Cmd.exe, ExitCode=3
UATHelper: Cooking (Windows): Cook failed.
UATHelper: Cooking (Windows): (see C:\Users\daren\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Program+Files+Epic+Games+UE_5.4\Log.txt for full exception trace)
UATHelper: Cooking (Windows): AutomationTool executed for 0h 0m 22s
UATHelper: Cooking (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Cooking (Windows): BUILD FAILED

#

And this is what the actual crash is (not cooking) but playing in editor:

#

That is why I am confused, it doesnt really lead me to anything 😦

halcyon shale
#

well its not good that your getting a different error

#

that looks like out of memory issue or just a bug in the code

glacial hedge
#

yeah, well that is the part I dont understand. I am less than 50% of my memory ussage and the CPU is not even tagged

halcyon shale
#

what about hard drive space?

#

its probably just a bug then

glacial hedge
#

hm.. interesting

#

I will check my HD space, It should run from the same place as the engine is installed?

#

cause if its C drive that might be a problem lol

halcyon shale
#

but problems like that have to be caught in the debugger

glacial hedge
halcyon shale
#

so that you can see where in the code the bug is

glacial hedge
#

Everything should be good, for the most part

halcyon shale
#

like the first log you showed, had a stack

#

can you not debug it from there?

glacial hedge
halcyon shale
#

the engine is the cooker

#

do a local cook through the debugger

glacial hedge
#

well, I am saying that error was generated from the cooking process

#

when I play the game, and it crashes, that is the error I get from the crash

glacial hedge
halcyon shale
#

so just to be clear, the uncooked game is also crashing?

glacial hedge
#

yes, in editor, non cooked crashes

halcyon shale
#

oh well shit, then debug that first

glacial hedge
#

When it is built, from my remote server, (shipping Build) no problem

#

I get 0 crashes from a shipping build

#

but that is engine built, not editor cooked

#

and by engine built, I mean on another machine with the UE5 engine only

#

via the gethub repo

halcyon shale
#

engine/editor cook should be the same thing

#

like they might have small differences in their wrapper but it should be calling the same code path

glacial hedge
#

okay, I will attempt a package without the pre-cook process

#

"PackagingResults: Error: Unknown Cook Failure"

#

lol....

#

super helpful

halcyon shale
glacial hedge
#

Cook Content = the error in editor (not from play in editor, but from the cooking)

halcyon shale
#

if your debugging you want debug config

#

or I guess that menu is just picking what bin type is built for the cooked game

#

so doesn't matter for debugging the cooker

#

you just have to run the the cook with debug bin while debugging

#

and it should catch the unhandled exception you showed earlier

glacial hedge
#

okay, I will try that

#

Cook failed.
(see C:\Users\daren\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Program+Files+Epic+Games+UE_5.4\Log.txt for full exception trace)

I am in this file, and this is all it says before it closes with failed lol

#

trying another cook with the debug bin

#

"UATHelper: Cooking (Windows): LogShaderCompilers: Error: ShaderCompileWorker terminated unexpectedly! Falling back to directly compiling which will be very slow. Thread 8.
UATHelper: Cooking (Windows): LogShaderCompilers: Error: SCW 1 Queued Jobs, Unknown number of processed jobs!
PackagingResults: Error: ShaderCompileWorker terminated unexpectedly! Falling back to directly compiling which will be very slow. Thread 8.
PackagingResults: Error: SCW 1 Queued Jobs, Unknown number of processed jobs!"

halcyon shale
#

yah.. again its a bad sign that your getting different errors

#

and that is a weird one

#

check your processes to see if you have hanging processes

glacial hedge
#

doesnt seem like it, although 0 CPU for the editor, while cooking, doesnt make a ton of sense

halcyon shale
#

a hanging process is when the process stays running despite that you closed it

#

so if you close the editor

glacial hedge
#

yeah, I dont have any of that

#

the editor is still going and finished the cook with an error

halcyon shale
#

wait a few seconds and there shouldn't be any processes lingering

glacial hedge
#

PackagingResults: Error: Job 0 [Single] Failed: M_DynamicMeshComponentVtxColor_614ff54651f63d3c/Default/FLocalVertexFactory/TBasePassPSFCachedVolumeIndirectLightingPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF 'FLocalVertexFactory' Type 'TBasePassPSFCachedVolumeIndirectLightingPolicy' '/Engine/Private/BasePassPixelShader.usf' Entry 'MainPS' Permutation 0

#

UATHelper: Cooking (Windows): LogWindows: Error: appError called: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 2055]

#

"UATHelper: Cooking (Windows): Corrupted ShaderCompileWorker output file"

halcyon shale
#

finally a good error lol

glacial hedge
#

"PackagingResults: Error: appError called: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 2055]
UATHelper: Cooking (Windows): LogThreadingWindows: Error: Runnable thread ShaderCompilingThread crashed."

halcyon shale
#

so what is the stack in the debugger of that?

glacial hedge
#

looking

#

I am an artist 😛 sorry for being slow

halcyon shale
#

oh have you not done debugging in vis studio before?

glacial hedge
#

lmao, nope! I am learning as I go

#

normally, I put the issues to the coder, but he is sleeping! ❤️

#

so, I am trying to be productive... and because its really hampering my ability to balance the boss fight.

#

I could run a build to the remote server, but then I would have to wait 30 min for every tweak 😦

halcyon shale
#

an artist who balances a boss fight and tries to debug crashes

#

doesn't sound like art lol

#

it is worth while to learn how to debug though if you have an interest in programming

glacial hedge
halcyon shale
#

but if you don't might be better to just wait for your programmer to wake up

glacial hedge
#

I am an IT by trade for my normal day job. This is just a hobby I hope to turn into a lifestyle LMAO

#

So, yeah, I fiddle with things I shouldnt be touching

halcyon shale
#

oh and IT

#

so your not really an artist are you lol

glacial hedge
#

lol.. Well I made those screenshots

#

I think I will eventually go into Tech Artist, so learning a bit of this stuff is good. I think

halcyon shale
#

I am a tech artist actually

#

anyways

glacial hedge
#

okay, well I will keep pushing through and see if I can fumble my way to success

#

Thanks again for all the help and suggestions

#

if I have to, I will wait for him

halcyon shale
#

do you have a build from src setup?

glacial hedge
#

yeah, that is my jenkins build

#

that has no issues

#

I could swtich it to debug/editor build

#

instead of shipping and see if I get the same issue

halcyon shale
#

well thats what you you need to debug the cooker, a local build from src setup

glacial hedge
#

ew..lol

halcyon shale
#

then you build the engine and project in debug editor or debuggame config

glacial hedge
#

I have to setup the engine on this machine? Okay

halcyon shale
#

and launch it from VS with the cook params

#

and by launch I mean the start debugging button

glacial hedge
#

yeah

#

Okay, I will get started on that download lol

halcyon shale
glacial hedge
#

yeah, it is a good point the more "serious" this project has become

halcyon shale
#

cause debugging is slow, debug binary config has most optimizations disabled

#

that way the symbols match the code more accurately

#

oh you can also set this to true in DefaultEngine.ini
r.ShaderDevelopmentMode
it might have some extra logging related to the problem

glacial hedge
#

nice, I will add that too

#

thank you

halcyon shale
#

what engine version are you using?

glacial hedge
#

5.4.1

halcyon shale
#

k

glacial hedge
#

this only showed up with 5.4.1, in 5.3 no issues like this at all

latent pumice
#

hello, i am trying to build Unreal source 5.3 with VS 2022 and having Windows 11. But for some reason, as soon as the build starts , maybe after 11 to 15 / 6000 , sudden bsod happens.
2. i tried to install older versions of nvidia driver, updated the latest updates from windows update, updated the VS too but still same result.
3. I tried seeing the logs in event viewer but i could find only repeated ones which i am not sure if its related to my crash with building UE source.
Any ideas on how to solve this ? thanks for answers

south vortex
#

Run a memory check from boot using the usb memory check thing. Last time I had that sort of issue, turns out I had a faulty memory stick.

glacial hedge
#

Our coder had a similar issue a few months back. BIOS update solved the problem but he had to make another change as well in the BIOS... cant seem to remember what that change was.

So, onto updating the bios and testing different settings, lol will report if that solves the issue on my PC

#

Well, after that change now its a new error lol... less fun

glacial hedge
#

"UATHelper: Cooking (Windows): LogWindows: Error: appError called: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 2055]
UATHelper: Cooking (Windows): Corrupted ShaderCompileWorker output file
UATHelper: Cooking (Windows): File path: "C:/Users/daren/AppData/Local/Temp/UnrealShaderWorkingDir/938A3E104E6F489FE6766FB9BB1E8303/0/WorkerOutputOnly.out"
UATHelper: Cooking (Windows): Expecting 5 single jobs, got 8 instead!
UATHelper: Cooking (Windows): Forgot to build ShaderCompileWorker or delete invalidated DerivedDataCache?"

#

yeah, seems the shadercompiler is the messed up part

halcyon shale
glacial hedge
#

I did the DCC, and I have never had to build the shader before... so that seems odd. I also deleted the temp folder for the build

#

im doing a full re-install of 5.4.1 and then going to check it from there

halcyon shale
#

just fyi when you delete your DDC it will make the next editor/game load take a long while

halcyon shale
#

in VS you look for it in the solution browser and can r-click and build it

glacial hedge
#

I understand that, but I have never had to build it before.

halcyon shale
#

or just make sure its checked in the config of things to build

#

well yah but if your doing a build from src for debugging you would have had to build it

#

if not it fell back to what was there

glacial hedge
halcyon shale
#

from your initial 'install'

glacial hedge
#

where, in here, would I do that?

#

I dont have UE5 source on this machine yet. After it was working on my laptop... I stopped trying the remote build

halcyon shale
#

the solution explorer is the window on the right

#

see that search box in it

#

search for it in that

glacial hedge
#

shader compiler common.cpp

halcyon shale
#

you don't? but see where it says engine -> UE5

#

when you expand that isn't it the UE5 src?

glacial hedge
#

I did not install Git, and pull from the repo (like I do on the build machine)

#

and this is what I get when I put: