#engine-source

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glacial hedge
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ShaderCompileWorker

halcyon shale
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it should look like this

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oh ok so your not doing build from src

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yah you need the github or perforce src to do build from src

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not the installer build

glacial hedge
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So, that makes sense, but what doesnt make sense is the laptop (that has no cooking issues) doesnt have the SRC either

halcyon shale
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yah to be clear, I have never said build from src will fix the problem

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I'm just saying that is what you need to debug it

glacial hedge
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yeah, got it

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the issue (as far as I would see it) is that it works on the build machine

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and it works on my laptop

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so it has to be my install on my primary machine? no?

halcyon shale
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as for it not being a consistent issue.. I don't know, without catching it the debugger its just guesswork

glacial hedge
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yeah

halcyon shale
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even then its still going to be some guesswork without knowing the system the problem is in

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yah I don't know what the disparity is between the machines

glacial hedge
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hm. Okay, I will keep looking

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Journey into the unknown!

halcyon shale
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you said you already tried clearing your DDC?

glacial hedge
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Im just going to re-install UE5.4.1

halcyon shale
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there are 2 DDCs

glacial hedge
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where is the second?

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one is in the primary folder of the project

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the second is where?

halcyon shale
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there is the main one that the config or env var points to

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and then there is the project one

glacial hedge
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oh... in the unreal folder

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I have not done that...

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let me try that real quick

halcyon shale
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the one in the project folder is merely the startup stuff

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its tiny compared to the main one

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that is not it

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thats the engine/project one

glacial hedge
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F:\Program Files\Epic Games\UE_5.4\Engine (this is not my project file)

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that is the uproject folder

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D:\gamedev\MegaJam2023

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so, another location? cause this is where the 5.4.1 enVariable is

halcyon shale
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the first one you showed is a project level one, but its just the one for the installed downloaded engine your using

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the second one is your projects one

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but again neither of these are actual DDC

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they are just startup DDCs

glacial hedge
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k, then I have no clue where that would be ๐Ÿ˜›

halcyon shale
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where it is saved to is specified in the config

glacial hedge
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k

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ill check that

halcyon shale
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the config can point to a directory or an env var that points to a directory

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yah refer to the documentation on this on the unreal website

glacial hedge
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and to be clear, I am looking through the engine.ini?

halcyon shale
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the simplest setup is to just have it point to a local directory like this:

D:\SVNs\UE5DDC

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outside of your engine and game project directories

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cause you do not want this to be source controlled

glacial hedge
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well, this is where my ENV is showing

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so.. that might be a problem lol

halcyon shale
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just look at baseengine.ini

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in your engine config

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it shows you the envvar it is look for

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so you can set that and then all your ue5 projects will use it

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UE-LocalDataCachePath

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looks like it is the default local one

glacial hedge
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Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, PromptIfMissing=true, Path=%ENGINEDIR%DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath, EditorOverrideSetting=LocalDerivedDataCache)

#

; Configure the shared DDC that is accessed after local. It's a filesystem DDC and the parameters are explained above
Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=10, FoldersToClean=10, MaxFileChecksPerSec=1, ConsiderSlowAt=70, PromptIfMissing=false, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath, EditorOverrideSetting=SharedDerivedDataCache, CommandLineOverride=SharedDataCachePath)

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; Configure a Project Pak node. This is a pre-generated DDC data file for the engine that can be distributed to reduce runtime fetches/generation
EnginePak=(Type=ReadPak, Filename=%ENGINEDIR%DerivedDataCache/DDC.ddp)

glacial hedge
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This is what the logs are telling me:

LogDerivedDataCache: Display: C:/Users/daren/AppData/Local/UnrealEngine/Common/DerivedDataCache: Performance: Latency=0.02ms. RandomReadSpeed=2365.62MBs, RandomWriteSpeed=287.06MBs. Assigned SpeedClass 'Local'

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I checked that folder... there is nothing in there

glacial hedge
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yeah, so I modified the local path to F:/ddc and it didnt create that folder

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there was a few baseengine.ini files, but I modified the one in:

F:\Program Files\Epic Games\UE_5.4\Engine\Config

glacial hedge
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Full uninstall, deleted every folder called Epic/Unreal Engine

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installed to a new drive (c) and still same issue on this machine. So crazy ๐Ÿ˜ฆ

however, I dont seem to be crashing on the play portion now. So, that is a plus

glacial hedge
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So, am update to the story and saga of my fun... I uninstalled again, reinstalled, had same problem. I went to the bios and modified some settings and now it is cooking

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I have zero understanding as to why this is the case, but it seems to have resolved the issue. At least, I can get past the first 30sec of a cook anyway

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I9-3900k on hero z690 board. Very odd

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"UATHelper: Cooking (Windows): ********** COOK COMMAND COMPLETED **********
UATHelper: Cooking (Windows): BuildCookRun time: 1700.00 s
UATHelper: Cooking (Windows): BUILD SUCCESSFUL
UATHelper: Cooking (Windows): AutomationTool executed for 0h 28m 20s
UATHelper: Cooking (Windows): AutomationTool exiting with ExitCode=0 (Success)"

well that is good!

halcyon shale
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if it wasn't populating the ddc might be cause the sharedddc was taking priority, you can set both shared and local to the same thing

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to use a local dest

glacial hedge
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XMP

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but... more happened with this story as I woke up this morning

halcyon shale
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XMP?

glacial hedge
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I tried to enable substrate, and in doing so it gave me the following error when re-compiling

glacial hedge
halcyon shale
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oh god don't enable substate lol

glacial hedge
halcyon shale
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I mean what does it do

glacial hedge
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well... I think this is where the problem started

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It errored out... and now I cant cook anymore

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because it corrupts the shaderworker

halcyon shale
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so you had a working state

glacial hedge
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yep

halcyon shale
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enabled substrate

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and now you don't have a working state?

glacial hedge
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yep

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it errored out at shader compiling (while opening the project)

halcyon shale
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yah, don't use epic's experimental or early access 'features'

glacial hedge
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right around 5910 of the shader count

halcyon shale
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they are incomplete and broken as shit

glacial hedge
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well yes, that is true

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so now, I have to find out where the DDC is ... again...

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"[DerivedDataBackendGraph]
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, Path=../../../Engine/Programs/%GAME%/DDC)
Pak=(Type=ReadPak, Filename=../../../Engine/Programs/%GAME%/DDC/DDC.ddp)
"

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is what the file says

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but that folder does not exist. Programs %GAME% does not exist

halcyon shale
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no look at the baseengine.ini

glacial hedge
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I went there and it just says the same place I got lost last night ๐Ÿ˜ฆ

halcyon shale
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you know how to use an env var right?

glacial hedge
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I know how to set one, yes

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I assume you want me to set UE-LocalDataCachePath and put it to some folder location

halcyon shale
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try setting both env vars to the same local directory:

UE-SharedDataCachePath
UE-LocalDataCachePath

glacial hedge
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so...

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that seems to have worked

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UATHelper: Cooking (Windows): ********** COOK COMMAND COMPLETED **********
UATHelper: Cooking (Windows): BuildCookRun time: 47.77 s
UATHelper: Cooking (Windows): BUILD SUCCESSFUL
UATHelper: Cooking (Windows): AutomationTool executed for 0h 0m 48s
UATHelper: Cooking (Windows): AutomationTool exiting with ExitCode=0 (Success)

halcyon shale
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if it still doesn't populate it with anything.. it could be that your project is so small that it is not exceeding the startup DDC capacity

glacial hedge
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so that is possible

halcyon shale
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turning off substrate?

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yah thats small

glacial hedge
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I turned off substrate, but I was still getting errors for cook

halcyon shale
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another thing you can do to reduce the spectrum of possible problems

glacial hedge
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after the ENVVAR update... it compiled

halcyon shale
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is to reduce the number of target platforms that your project is set to

glacial hedge
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I really do appreciate you talking through this with me. This has been a maddening process and a huge waste of my time! ๐Ÿ˜›

halcyon shale
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it would look like this in your uproject file

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"TargetPlatforms": [
"Windows"
]

glacial hedge
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So, it is nice to feel like somebody is working with me on this

halcyon shale
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that way its not trying to generate derived data for platforms your not using

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well yah

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substrate is an elephant foot gun

glacial hedge
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I wanted to toy around with it because of the glass

halcyon shale
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like I learned the hard way to never trust epic with their 'early access' stuff

glacial hedge
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๐Ÿ˜› I do like using the physics body stuff... that is very cool, but full of bugs for sure

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Again, thanks for all the support. I am going back to editing this buggy boss AI ๐Ÿ™‚

halcyon shale
glacial hedge
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so, if you have an Asus board (z690 or higher) and you have an i9-13900 or 14900 you need to make those bios changes

halcyon shale
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its not surprising it was substrate, but you can try reporting that bug to epic if you want

glacial hedge
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turn on XMP I, and then there are some other voltage changers you need ot make. I can send you the information for it

halcyon shale
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but in my experience reporting bugs to epic is a waste of time

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as they only care if it affects them

glacial hedge
halcyon shale
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ah, I don't have intel cpu

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but I do have asus board

glacial hedge
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This is the procedure I took after updating the BIOS. I dont think this applies to all people, but if you are having compiler issues and have the boards mentioned with teh CPU... then yeah it will be a problem

halcyon shale
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I got a ryzen threadripper

glacial hedge
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I plan to make the build server with the 10k one ๐Ÿ™‚

halcyon shale
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never had stability issues with it

glacial hedge
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because when we go to production release... I want the build times to go from 20m to 5 or 10m

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๐Ÿ™‚

halcyon shale
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it chews through engine compiles, shader compiles, and lightmass builds

glacial hedge
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yeah, well... that is for the future. Right now, I need to land the new job first LMAO!

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I cant justfy spending 10k on a proc.... to the wifey for build times

halcyon shale
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10k? it was only 2k when I bought it

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its the 64 thread one

glacial hedge
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depends on the level

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there are 3 different ones

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the board for the max one is 4k alone

halcyon shale
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yah there is the 128 thread one

glacial hedge
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I think the CPU is like... 3-5k. Last time I checked

halcyon shale
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but yah it is bar far the best cpu I have ever used, like not even close to anything else

glacial hedge
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well, that is exciting!

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something to strive for!

leaden sequoia
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Why every different project based on source need to recompile again. To be more clear if my Project A is compiled success and opens successfully. If I want to open my Project B it's asking to recompile the project again ! If I did that compilation for B..... A is messing up. Help plz ๐Ÿฅฒ

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I haven't experienced this before. Bruh am I in simulation world ๐Ÿ™„

quick mica
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possible you have some shared stuff in the engine which is influenced by your build settings (like one allows live coding, one doesn't) which can have this as a result.

iron dome
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Or you have one set to development and one to debug.

versed atlas
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even in this case it wouldnt be necessary because debug / development are seperated files, they don't get overwritten

iron dome
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Oh I didn't see the bit about switching back.

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I had a similar issue because some of the build.cs files (or target files?) weren't set to the latest configuration.

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It would cause some plugins to be rebuilt with different versions, which caused the entire engine to be rebuilt to be compatible with those plugins.

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5.4 added new stricter checks for that.

leaden sequoia
iron dome
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5.3 added them sorry ๐Ÿ˜„

stable quiver
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I built 5.4 from source last week and it all worked fine, but I had to do a clean install, and now I get these errors when trying to build the solution.

Severity Code Description Project File Line Suppression State Details Error LNK2001 unresolved external symbol "wchar_t const * const GForeignEngineDir" (?GForeignEngineDir@@3PEB_WEB) CmdLink G:\UE5_Source\UnrealEngine-release\Engine\Intermediate\ProjectFiles\Module.Core.3.cpp.obj 1 Error LNK1120 2 unresolved externals CmdLink G:\UE5_Source\UnrealEngine-release\Engine\Intermediate\Binaries\Win64\CmdLink.exe 1 Error MSB3073 The command "..\..\Build\BatchFiles\Rebuild.bat CmdLink Win64 Development -WaitMutex -FromMsBuild -architecture=x64" exited with code -1. CmdLink C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 50 Error LNK2001 unresolved external symbol "wchar_t * GInternalProjectName" (?GInternalProjectName@@3PA_WA) CmdLink G:\UE5_Source\UnrealEngine-release\Engine\Intermediate\ProjectFiles\Module.Core.13.cpp.obj 1 Error LNK2001 unresolved external symbol "wchar_t * GInternalProjectName" (?GInternalProjectName@@3PA_WA) CmdLink G:\UE5_Source\UnrealEngine-release\Engine\Intermediate\ProjectFiles\Module.Core.3.cpp.obj 1 Error LNK2001 unresolved external symbol "wchar_t * GInternalProjectName" (?GInternalProjectName@@3PA_WA) CmdLink G:\UE5_Source\UnrealEngine-release\Engine\Intermediate\ProjectFiles\Module.Core.8.cpp.obj 1 Error LNK2001 unresolved external symbol "wchar_t * GInternalProjectName" (?GInternalProjectName@@3PA_WA) CmdLink G:\UE5_Source\UnrealEngine-release\Engine\Intermediate\ProjectFiles\Module.Core.9.cpp.obj 1 Error LNK2001 unresolved external symbol "wchar_t * GInternalProjectName" (?GInternalProjectName@@3PA_WA) CmdLink G:\UE5_Source\UnrealEngine-release\Engine\Intermediate\ProjectFiles\Module.Core.10.cpp.obj 1

leaden sequoia
hidden hedge
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please use the output tab

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but this is usually what I would expect trying to link a packaged game without a primary game module

stable quiver
hidden hedge
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I guess I ain't getting the log from the output tab then

stable quiver
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I'm not able to reproduce it now. Despite that being what it did several times earlier, now building the solution says it succeeded but actually trying to run it and debug it just instantly closes
Exception thrown at 0x00007FFB6FD5BA99 in GameplayGraphTests.exe: Microsoft C++ exception: xSharedMemoryException at memory location 0x0000006DA3B7EC30.
Is all I really get
But anyway it's okay, I think I get the hint. Thanks.

hot parrot
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Hi, any ideas how i could replace UHT ? I saw there is a path to the DLL in the config files but i'm not sure if it's used during packaging

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Replace Engine\Binaries\DotNET\UnrealBuildTool\EpicGames.UHT.dll without changing it in the engine.
Because i need to change the output of generated files

hot parrot
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You mean UBT or UHT ?

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From what i saw, Unreal calls UBT then UBT loads UHT

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Well i don't use C# a lot so maybe i miss something, UBT is called by dotnet executable, so how could i run UBT with my version of UHT ?

cosmic stump
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so, I have a nasty issue - I have UE5.3.2 source build and several projects. If I open Project A, work with it, close it and then open Project B, I will be asked to rebuild Project B in MSVC. After I am done with Project B and go back to Project A - I have to do the same thing! And it's like that every time I go between projects. Is there a way to "fix" this ?

south vortex
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This has come up a couple of times in this channel recently. Not sure if an answer was found, maybe scroll up and see if any previous help.

cosmic stump
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doesn't look like anyone replied with solution to the issue

cosmic stump
leaden sequoia
cosmic stump
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๐Ÿซ 

iron dome
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I had a similar issue and it was because of certain plugins trying to build in an old spec. Not a problem now.

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Could be any module/plugin you have that isn't set up correctly.

cosmic stump
iron dome
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Change their build settings to latest.

cosmic stump
still quarry
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I'm looking to alter the water shader code to make a spherical ocean, has anyone tried this or something similar? Can't seem to alter the code in a way that makes sense

iron dome
cosmic stump
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I don't have V3 at all in any of Build.cs files

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"FileVersion": 3, is in .uplugin file

cosmic stump
iron dome
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Not necessarily a plugin.

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Search for *.build.cs

cosmic stump
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I see V2 in Targets.cs, not in Build.cs

#
        IncludeOrderVersion = EngineIncludeOrderVersion.Latest;```
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nah, that's not it

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still being asked to recompile after changing V2 to Latest

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my bad - still had to recompile, but now I am no longer being asked to do so

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thanks @iron dome

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@leaden sequoia @stable hemlock ^^

iron dome
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There are settings in build.cs too I think. Honestly I can't remember. ๐Ÿ˜›

cosmic stump
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nah, there is nothing in build.cs on my end

iron dome
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Fair enough!

cosmic stump
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yep

unkempt aspen
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Is it possible to access plugin modules in engine source modules.
Trying to access Gameplay Tags in Foliage

iron dome
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Sure

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The thing you're trying to access has to be exported, of course.

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Make sure the plugin is enabled in your project and then add the plugin's module (often the same as the plugin name) to your build.cs and off you go.

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If your module is actually just in the engine... that's a good question. Just add the plugin's module and you should be good. Whichever project uses it will get a warning if the correct plugin isn't enabled.

waxen dirge
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When I want to use the source version of UE, do I need to open it from the solution every time or can I put it on the desktop as well?

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Also inside the unreal project browser it now shows these. Anyone knows what they are and should they be opened?

spare lark
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I tried building UE 5.4 from source Rocket Build. But the build failed with these error -

   at UnrealBuildTool.ActionGraph.ExecuteActionsAsync(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute, List`1 TargetDescriptors, ILogger Logger, IActionArtifactCache actionArtifactCache) in D:\Backup\Github Repository\UnrealEngine-5.4\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 451
   at UnrealBuildTool.BuildMode.BuildAsync(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger) in D:\Backup\Github Repository\UnrealEngine-5.4\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 801
   at UnrealBuildTool.BuildMode.BuildAsync(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets) in D:\Backup\Github Repository\UnrealEngine-5.4\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 411
   at UnrealBuildTool.BuildMode.ExecuteAsync(CommandLineArguments Arguments, ILogger Logger) in D:\Backup\Github Repository\UnrealEngine-5.4\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 252
   at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Backup\Github Repository\UnrealEngine-5.4\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 660
WriteFileIfChanged() wrote 23425 changed files of 52277 requested writes```
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Can anyone help me fix it ?

waxen dirge
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what a chad

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thanks

waxen dirge
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When building the engine I get these and a lot more similar lines that say failed:

Failed to restore C:\Users\Name\Documents\UnrealEngine-5.2.1source\Engine\Source\Programs\AutomationTool\Turnkey\Turnkey.Automation.csproj (in 248 ms).
Failed to restore C:\Users\Name\Documents\UnrealEngine-5.2.1source\Engine\Source\Programs\AutomationTool\AutomationUtils\AutomationUtils.Automation.csproj (in 278 ms).
NuGet package restore failed. Please see Error List window for detailed warnings and errors.

#

Also it says NuGet package restore failed. Please see Error List window for detailed warnings and errors.

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and the not so unusual error error MSB3073: The command "..\..\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6. 1>Done building project "UE5.vcxproj" -- FAILED.

south vortex
#

Did you look at the error list reference above for the actual error?

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Or is that the first error?

waxen dirge
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Also these in yellow: 1>UnrealBuildTool : warning : Relative path '..\Plugins\Animation\AnimationLocomotionLibrary\Intermediate\Build\Win64\x64\UnrealEditor\Development\AnimationLocomotionLibraryRuntime\UnrealEditor-AnimationLocomotionLibraryRuntime.suppressed.lib' when resolved will have length '261' which is greater than MAX_PATH (260) and may cause unexpected errors with the MSVC toolchain.

waxen dirge
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it's pretty short. It ends after 10 sec

south vortex
#

Well; to me step one is make the source to a shorter directory like it tells you. Secondly, I would make it like โ€œunrealโ€ not โ€œunreal-5.21โ€.

Those special chars in the folder name could easily be stuffing it up.

waxen dirge
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it's at "\Users\Bilal\Documents\UnrealEngine-5.2.1source"

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I could shorten the folder name

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but yea

south vortex
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Move it to c:\unreal\

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For example.

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This is just to rule out the issue.

waxen dirge
#

Alright I will try

radiant sequoia
#

Hi all! has anyone ever tried to get into the drawing phase of unreal (start of frame and end of frame) and call a function inbetween to insert opengl code?

iron dome
#

There's render thread events in FCoreGlobals

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And you can send render commands.

edgy pecan
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question has this always been in engine source or is the tutorial saying to add this switch statement somewhere in that function? Or has that switch statement been deprecated?

vernal moss
#

Has anyone managed to get installed builds to work in source 5.4.1? I seem to get a different error every time

Last error was CompilationResultException: OtherCompilationError, before that was it was something like the screenshot below. Is it normal for this process to be notoriously unreliable and inconsistent? It's kinda hard to find and fix the cause if it's something random each time

Command:
\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="Engine/Build/InstalledEngineBuild.xml" -clean -set:GameConfigurations="Development;Shipping" -set:WithClient=true -set:WithServer=true -set:WithLinux=true -set:WithLinuxArm64=false -set:WithWin64=true -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithHoloLens=false -set:WithFullDebugInfo=true -set:BuiltDirectory="C:\Unreal Engine\Source\Installed Builds\5.4.1"

I guess I'll try without any engine plugins next

errant berry
#

did any one faced this issue? while building the source 5.4.1

hidden hedge
#

please just use the output log to show errors

ionic raptor
#

Hey, does anyone know what's causing this error when I try to generate project files?

#

This is the line it's talking about, part of the UnrealBuildTool in engine source:

hidden hedge
# ionic raptor

I would suspect your target/build.cs files more than the engine tbh

#

seeing the log file would also be helpful

ionic raptor
#

The only log generated is an UnrealVersionSelector file, which I think just says the same thing:

ionic raptor
hidden hedge
#

and which branch at what commit?

#

any local changes listed in your checkout?

ionic raptor
#

I'm on the current release branch and haven't changed anything. This started when I added some plugins to my project, but the plugins and their dependencies compile fine with any other version of Unreal

gusty moat
#

Hi I'm modifying an official plugin from UE5 source code. I added a new inl file to the plugin but it gives "cannot open source file" squiggling error like the image shows. at least it can be built, but I wonder if there's any way to fix the error.

I already tried to delete .vs folder and .sln file then executed GenerateProjectFiles.bat again, but still the error still remains.

hidden hedge
inner hamlet
#

honestly in my experience with VS i feel this sometimes is the case

hidden hedge
#

vanilla VS has the tendency to hallucinate a lot of errors. so yeah, they're not real until you build and the compiler tells you they're real

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and in that case, show the build output from the output tab

steel shell
#

hey so im getting an error when im trying to package my project. I found the log for it so hopefully this helps

steel shell
#

Oh oops mb

woeful glen
#

For some reason every time I build a project it's triggering a full engine rebuild after migrating to 5.3.

I can see this in the UBT log:
Updating Engine\Intermediate\Build\Win64\x64\UnrealEditor\Development\Renderer\Module.Renderer.2.cpp.obj.rsp: contents have changed.

All the modules seem to have this change for some reason?

iron dome
#

Make sure all your plugin modules and game modules are set to the latest build settings in target/build.cs files.

woeful glen
iron dome
#

Np

hard jungle
#

hey guys, I have a issue trying to to build the engine after creatign a new workspace in p4. Has anyone ever encounter this issue before "was not resolvable to a file when used in Module 'SymsLib' "? I was refering to this forum https://forums.unrealengine.com/t/load-engine-source-into-perforce-unable-to-add-engine-source-runtime-symslib-lib-x64-release-symslib-lib/601860 and was wondering if this is a proper fix?

hidden hedge
#

The Epic p4ignore is busted. I always reconcile using -I

loud nacelle
#

I am trying to compile a source build of 4.23.1 and the dependencies are failing to download with a (403) Forbidden error any help would be appreciated

#
Checking dependencies...
Updating dependencies:   0% (0/50693)...
Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-6550816-60fef5648f4a46ecbc9a1a76e9db0ef0/02fde64a59bcb21b808bf97ee6dc9f867b887e62': The remote server returned an error: (403) Forbidden. (WebException)
Press any key to continue . . .```
#

I am on Windows 11

smoky goblet
loud nacelle
late moss
#

is there any particular reason for Visual Logger to be enabled only with PLATFORM_DESKTOP ?

smoky goblet
loud nacelle
astral elm
#

( this tip courtesy of UDN )

loud nacelle
astral elm
loud nacelle
#

I see the Github assets

astral elm
#

Per a previous announcement on GitHub Disruption. To remedy related download errors, a new Commit.gitdeps.xml file is attached to this release as an Asset. Please replace the existing Engine/Build/Commit.gitdeps.xml with the attached file.
on that page, 4.23.1

loud nacelle
astral elm
#

They made some changes to the repos at one point about a year back and all the dependency systems were messed up

loud nacelle
#

This is what was breaking GameWorks on me and I never found a fix because it was just me messing around but maybe I can get GameWorks to build agen

loud nacelle
loud nacelle
#

Reddit post update hopefully this stops this problem from further occurring

loud nacelle
#

And the Engine built and is open!

somber horizon
#

Hey all, I'm trying to compile Ue 5.4.2 from source, release branch, but for some reason I get a ton of "unreachable code" errors and "non preferred version" of visual studio

#

anyone else encounter this?

south vortex
somber horizon
#

yes

south vortex
somber horizon
#

i might just try pulling from release again tbh

#

idk, this is a new pc and it worked on my laptop when I did the same set up procedure

south vortex
#

if its a new PC - highly likely your missing a required thing from VS in the list above - i.e. wrong/missing SDK etc - something like that. Just tripple check all the required stuff in that link is 10000% installed and above the min versions listed there.

#

but yes - delete the whole thing and try again as well - also worth checking that too

somber horizon
#

apparently it doesn't prefer the 2022 VS version?

#

im 1.7.10 so im not sure why

south vortex
#

Is this the stuff you checked?

#

Otherwise sorry - I got nothing else. I have all those things installed, and can do a clean 5.4.2 engine build

#

oh wait - are you actually compiling ue5 and not automated tools or one of the many other solutions inside the source?

#

maybe post the raw logs here - someone smarter than me can maybe have a look

somber horizon
#

i get this log when running generateprojectfiles

south vortex
#

that says compiler v14?

somber horizon
#

yeah

south vortex
#

let me check what mine says - 1 sec

#

actually - yours says 14.40 and to use "latest preferred 14.38" - but yours is even higher

#

Using Visual Studio 2022 14.38.33133 toolchain

That's what I'm using

#

but you have a even more later version

#

that person had same problem as you, and they solved it with steps there

somber horizon
#

Fr? I couldnโ€™t even find that forum despite putting it in search quotes

#

Lemme try it

south vortex
#

If you cant reach the website - this is what it says (or for anyone else searching here)

The problem was that VSCodeโ€™s preferred compiler didnโ€™t coincide with mine.
However, problem solved.

1. Open the C/C++ extension in VSCode
2. Click โ€˜Manageโ€™ (the cog wheel next to uninstall)
3. Choose extension settings
4. Scroll down to C_cpp > Default: Compiler Path
5. Click Edit in settings.json
6. Make sure the last line reads as follows:
7. โ€œC_Cpp.default.compilerPathโ€: โ€œC:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\bin\Hostx64\x86โ€
8. Save
somber horizon
#

wait that's vs code tho

south vortex
#
Visual Studio 2022 compiler version 14.40.33811 is not a preferred version. Please use the latest preferred version 14.38.33130
#

oh yeah

#

but same issue

#

so somehow its about the compiler its pointing to

#

literally the same versions - so its something with that

somber horizon
#

im doing a fresh build atm after a fresh install of vs

south vortex
#

@somber horizon - apparently in VS2022 there is this option:

Open the Microsoft Visual Studio Installer in Installed Apps
Choose Modify
Select Individual Components
Select 'MSVCv143 - VS 2022 x64/x86 build tools(v14.38 - 17.8)

And downgrade yourself from 14.40 to 14.38 - try that if your reinstall doesnt work.

But otherwise I'm outta ideas - hopefully someone smarter than me in this channel will offer some other suggestions when they look here next

somber horizon
#

I got that too ๐Ÿ˜ญ

#

I might transfer the ue project from my laptop to my pc

#

My laptop works fine

somber horizon
#

I think I fixed it

somber horizon
#

haha it fixed the not recommeneded version warning

#

but it spawned 1700 errors ๐Ÿ˜ญ

#

Severity Code Description Project File Line Suppression State Details
Error LNK1181 cannot open input file 'delayimp.lib' UE5 C:\Dev\UnrealEngine\Engine\Intermediate\ProjectFiles\LINK 1

#

it's this, 1700 times

high jewel
#

Hi, for unknown reasons I was removed from the Epic Games GitHub organization. Does anyone have this issue?

somber horizon
#

Has anyone received this error before?

Severity    Code    Description    Project    File    Line    Suppression State    Details
Error    LNK2019    unresolved external symbol "__declspec(dllimport) bool __cdecl Substrate::IsSubstrateEnabled(void)" (__imp_?IsSubstrateEnabled@Substrate@@YA_NXZ) referenced in function "public: virtual void __cdecl FMaterialGraphConnectionDrawingPolicy::DetermineWiringStyle(class UEdGraphPin *,class UEdGraphPin *,struct FConnectionParams &)" (?DetermineWiringStyle@FMaterialGraphConnectionDrawingPolicy@@UEAAXPEAVUEdGraphPin@@0AEAUFConnectionParams@@@Z)    SAD    C:\Users\mcser\OneDrive\Documents\Unreal Projects\SAD\Intermediate\ProjectFiles\Module.NodeGraphAssistant.cpp.obj    1        
iron dome
#

Close the errors list, open the otuput log. General advice.

#

That looks like a missing module include.

somber horizon
#

oh i didnt see the nodegraphassistant part

#

this was the output

#

yea its not recognizing NGA

iron dome
#

Find out where this is Substrate::IsSubstrateEnabled

#

Make sure it's exported and that you have the right module included in the right place.

#

Repeat that fro each missing symbol.

somber horizon
#

i just removed NGA from the plugins for now

#

worked fine afterwards lol

cobalt ravine
#

Hey, I tried getting 5.4.2 ready for my team and I get this error when trying to compile the USD Importer plugin during the process of creating an installed build. Anyone else has this problem?

Compile [x64] Module.USDSchemas.cpp
E:\UnrealEngine-Neko\Engine\Plugins\Importers\USDImporter\Source\USDSchemas\Private\USDSchemaTranslator.cpp(223) : error C4702: unreachable code while compiling FUsdSchemaTranslator::IsCollapsed

abstract leaf
cobalt ravine
#

Ahh thanks

abstract leaf
#

No worries ๐Ÿ˜

cobalt ravine
#

I wasn't able to find anything about it, does the license for Unreal allow us to change the file type for pak files? E.g. .bin instead of .pak? And if so where can I change that I wasn't able to find it

astral elm
cobalt ravine
#

Ok, I'll try that using grepWin. And there isn't really a point besides adding another "does nothing security layer" against the usage of e.g. FModel

cobalt ravine
#

I know, there's always someone that can get in. Anyway it's too much stuff I would have to change and test

astral elm
#

So, upgrading the source engine with a merge. Any tricks that could make things a bit less painful? Like I have say 50 files with my custom modifications, but there's 7,000 conflicts. How would I go about doing this in an intelligent manner? ( My custom mods do have nice standardized comment fields if that helps... )

astral elm
#

I guess I can get a list of my 50 files with changes in 5.2, pick those out and merge them carefully, then resolve all the rest with the new ones. Hmm hmm

astral elm
#

Hmm, turned out all my changes are non-conflicting, great. Now how to Resolve all the conflicts in one go in Fork, hmm. Ah, View as List might help

dusky ridge
#

Hello, not sure where would be best place to post but I encountered ensure in CommonUser plugin that comes with Lyra Project.
It triggers if project have child subsystem of UCommonSessionSubsystem.
in this case Collection.InitializeDependency will not initialize system, thus ensure will trigger.
Not sure what's a good way of solving this, but initializing subsytem in plugin which is from project does not make sense for me to do...

void UCommonUserBasicPresence::Initialize(FSubsystemCollectionBase& Collection)
{
    UCommonSessionSubsystem* CommonSession = Collection.InitializeDependency<UCommonSessionSubsystem>();
    if(ensure(CommonSession))
    {
        CommonSession->OnSessionInformationChangedEvent.AddUObject(this, &UCommonUserBasicPresence::OnNotifySessionInformationChanged);
    }
}
pale dragon
#

hello, anyone encounter issue with electra player that randomly crash and report this issue?

[624]LogElectraPlayer: Error: [0000022A405782D0] DoCloseAsync() did not complete in time. Player may be dead and dangling!

astral elm
#

Mff engine source fork upgrade ( 5.2 to 5.3 ) looks close to the finishing line, but horde seems to have gotten confused. Lots of this stuff
D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Horde\Compute\AgentManagedProcess.cs(18,12): error CS0246: The type or namespace name 'BackgroundTask' could not be found (are you missing a using directive or an assembly reference?) [D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.csproj]
And seems like it's not finding the EpicGames.Core includes. Hmm hmm

astral elm
#

Is it necessary to do setup.bat and generateSolution again perhaps? I don't think the docs mention it, but trying that now
EDIT : no change. harrumph. Note the clean version of 5.3 builds just fine, so something must be messed up in the merge : (

arctic topaz
#

'TMemoryWriterBase<TSizedDefaultAllocator<32>>::IndexSize': cannot access private member declared in class
getting this error in UE5.4 Rocket

#

looks like a shadowing error

south vortex
#

cause i dont trust for weird cache/compile related errors otherwise

astral elm
#

Jaa-a, still no go. I tried copying the whole Engine\Source\Programs\Shared\EpicGames.Horde folder over from the working clean 5.3 to my fork, but still same error persists.
I wonder I wonder... Starting to think I might have to copy my changes over to the working 5.3 instead of the other way around, but I really do want to learn to do this the right way

#
Using bundled DotNet SDK version: 6.0.302
Building UnrealBuildTool...
MSBuild version 17.7.3+8ec440e68 for .NET```
I wonder if there might be tooling issues...

Maybe I might just brutally revert everything and try again : E
#

Sanity checking my source fork upgrade process

  • I have my 5.2 modified source in a Fork project ( git )
  • I have clean, working 5.3 source in a separate Fork project ( git )
  • I add the clean 5.3 as a remote to the 5.2 project
  • merge, end up with 7,000 conflicts
  • I check that none of my 17 changed files are in the list
  • I choose to resolve with the working 5.3 versions
#

Well they def have changes, but for some reason did not show up in the conflicted files list. Maybe the auto-merge was ok with them

  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Editor\Kismet\Private\WatchPointViewer.cpp (6 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Editor\MainFrame\Private\Menus\MainMenu.cpp (2 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\Kismet2\KismetDebugUtilities.cpp (8 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Editor\UnrealEd\Public\Kismet2\KismetDebugUtilities.h (2 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Platform\Android\UEDeployAndroid.cs (6 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Platform\IOS\UEDeployIOS.cs (2 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Runtime\ApplicationCore\Private\IOS\IOSView.cpp (4 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Runtime\ApplicationCore\Public\IOS\IOSAppDelegate.h (2 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Runtime\ApplicationCore\Public\IOS\IOSView.h (2 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h (4 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Runtime\Engine\Classes\GameFramework\PlayerController.h (2 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Runtime\Engine\Private\PlayerController.cpp (2 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Runtime\IOS\IOSRuntimeSettings\Classes\IOSRuntimeSettings.h (2 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Runtime\Launch\Private\IOS\LaunchIOS.cpp (4 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Runtime\Slate\Private\Widgets\Layout\SSafeZone.cpp (2 hits)
  D:\UnrealSourceFork\UnrealEngine\Engine\Source\Runtime\WebBrowser\Public\SWebBrowser.h (2 hits)
#

Now that I have deleted intermediate, saved, binaries and .sln all I see anymore is when I do GenerateProjectFiles.bat

Using bundled DotNet SDK version: 6.0.302
Building UnrealBuildTool...
MSBuild version 17.7.3+8ec440e68 for .NET
D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Horde\Compute\AgentManagedProcess.cs(18,12): e
rror CS0246: The type or namespace name 'BackgroundTask' could not be found (are you missing a using directive or an as
sembly reference?) [D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.cspr
oj]
etcetera, about 10 of these

Build FAILED.```
arctic topaz
#

could be, ill update my toolchain

astral elm
#

Could you give me an example of how to get started on that? like... looking for *.sln files existing in the engine?

#

no : )
Sooo... maybe I could just nuke the Horde folders?

#

5.2, trying to up to 5.3

#

I'm not sure anymore : at this point I tried to brute force things : copied the whole folders from the vanilla 5.3 over

#

possible

#

thank you, will try that out

#

Build succeeded

#

Let's see what happens if I just remove the Horde folders : )

#

No, doesn't like that, too brutal

Using bundled DotNet SDK version: 6.0.302
Building UnrealBuildTool...
MSBuild version 17.7.3+8ec440e68 for .NET
C:\Program Files\dotnet\sdk\7.0.401\Microsoft.Common.CurrentVersion.targets(2128,5): warning : The referenced project '
..\Shared\EpicGames.Box\EpicGames.Box.csproj' does not exist. [D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\
UnrealBuildTool\UnrealBuildTool.csproj]
C:\Program Files\dotnet\sdk\7.0.401\Microsoft.Common.CurrentVersion.targets(2128,5): warning : The referenced project '
..\Shared\EpicGames.Horde\EpicGames.Horde.csproj' does not exist. [D:\UnrealSourceFork\UnrealEngine\Engine\Source\Progr
ams\UnrealBuildTool\UnrealBuildTool.csproj]
C:\Program Files\dotnet\sdk\7.0.401\Microsoft.Common.CurrentVersion.targets(2364,5): warning MSB3245: Could not resolve
 this reference. Could not locate the assembly "Ionic.Zip.Reduced". Check to make sure the assembly exists on disk. If
this reference is required by your code, you may get compilation errors. [D:\UnrealSourceFork\UnrealEngine\Engine\Sourc
e\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
C:\Program Files\dotnet\sdk\7.0.401\Microsoft.Common.CurrentVersion.targets(2364,5): warning MSB3245: Could not resolve
 this reference. Could not locate the assembly "Microsoft.VisualStudio.Setup.Configuration.Interop". Check to make sure
 the assembly exists on disk. If this reference is required by your code, you may get compilation errors. [D:\UnrealSou
rceFork\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Artifacts\HordeStorageArtifactCache.cs(10,17):
error CS0234: The type or namespace name 'Horde' does not exist in the namespace 'EpicGames' (are you missing an assemb
ly reference?) [D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]```
arctic topaz
#

yes captain

astral elm
#

I am still a bit pondering why my own changes would not show up as conflicts, surely there are several changes that are not just non-conflicting additions, but actual edits to code which should flag up as conflicts...

#

Success

MSBuild version 17.7.3+8ec440e68 for .NET
Build started 14/06/2024 17:51:29.
     1>Project "D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.sln" on node 1 (Clean target(s)).
     1>ValidateSolutionConfiguration:
         Building solution configuration "Debug|Any CPU".
     1>Done Building Project "D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.sln" (Clean target(s)).

Build succeeded.
    0 Warning(s)
    0 Error(s)

Time Elapsed 00:00:00.70
#

ah that was just clean, now build

#

same old stuck on Horde

#
MSBuild version 17.7.3+8ec440e68 for .NET
  Determining projects to restore...
  Restored D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Horde.Tests\EpicGames.Horde.Tests.csproj (in 423 ms).
  Restored D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\UnrealBuildTool.Tests\UnrealBuildTool.Tests.csproj (in 423 ms).
  13 of 15 projects are up-to-date for restore.
  EpicGames.OIDC -> D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.OIDC\bin\Debug\netcoreapp3.1\EpicGames.OIDC.dll
  EpicGames.Core -> D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Core\bin\Debug\net6.0\EpicGames.Core.dll
  EpicGames.Box -> D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Box\bin\Debug\net6.0\EpicGames.Box.dll
  EpicGames.IoHash -> D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.IoHash\bin\Debug\net6.0\EpicGames.IoHash.dll
  EpicGames.Core.Tests -> D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Core.Tests\bin\Debug\net6.0\EpicGames.Core.Tests.dll
  EpicGames.MsBuild -> D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.MsBuild\bin\Debug\net6.0\EpicGames.MsBuild.dll
  EpicGames.IoHash.Tests -> D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.IoHash.Tests\bin\Debug\net6.0\EpicGames.IoHash.Tests.dll
  EpicGames.Serialization -> D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Serialization\bin\Debug\net6.0\EpicGames.Serialization.dll```
#

Gets that far before hitting horde

#

Pain is fun, pain is fun

#

I think I am going to walk things back and try again. Thank you for the help so far, learning some new things along the way at least

#

dang it's painful to do stuff with 7,000 files in Fork : E

#

ok, let's see

MSBuild version 17.7.3+8ec440e68 for .NET
Build started 14/06/2024 18:29:42.
     1>Project "D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Horde\Horde.sln" on node 1 (Clean target(s)).
     1>ValidateSolutionConfiguration:
         Building solution configuration "Debug|Any CPU".
     1>Project "D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Horde\Horde.sln" (1) is building "D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Horde\Samples\RemoteWorkerCpp\RemoteWorkerCpp.vcxproj" (3) on node 10 (Clean target(s)).
     3>D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Horde\Samples\RemoteWorkerCpp\RemoteWorkerCpp.vcxproj(36,3): error MSB4019: The imported project "D:\Microsoft.Cpp.Default.props" was not found. Confirm that the expression in the Import declaration "\
       Microsoft.Cpp.Default.props" is correct, and that the file exists on disk.
     3>Done Building Project "D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Horde\Samples\RemoteWorkerCpp\RemoteWorkerCpp.vcxproj" (Clean target(s)) -- FAILED.
     1>Done Building Project "D:\UnrealSourceFork\UnrealEngine\Engine\Source\Programs\Horde\Horde.sln" (Clean target(s)) -- FAILED.

Build FAILED.```
#

Hmm what is this
D:\Microsoft.Cpp.Default.props...

#

Yarr I think I am going to try the path of disabling this : )

south vortex
astral elm
empty lotus
#

Can any source code wizards tell me please if it's possible to make the cvar r.Nanite.MaxPixelsPerEdge to be moved to the static mesh editor in the nanite settings so it works only on per object basis, instead of a global modifier? ๐Ÿค”

nocturne silo
#

Hello! I think this is the right place to go? I am trying to rebuild a plugin for a specific version of Unreal 4.27 I have (Specifically, it can export to HTML5, which was removed ages ago.)
the only issue is, i have no idea where to start, and just installing the 4.27 plugin into this version of the engine doesn't help at all. Any ideas on what i can do?

nocturne silo
#

If you do offer any help, by the way, make sure to @ me! This is super important to me

dusk pine
#

Hi everyone, i'm getting this error when trying to compile my project with UE 5.2 source version:

Private\TCPClientComponent.cpp(33): error C2039: 'SetPortW': is not a member of 'FInternetAddr'

Project was working fine, thing is i had to rebuild the engine from scratch. Engine seems to be working just fine, it opens and i can create an empty project.
There has not been any changes on any of the project c++ files.

Any ideas? thanks in advance

hidden hedge
#

and if unity builds are on for the project, then it could be to do with windows.h being included anywhere else in the project

dusk pine
hidden hedge
#

because you probably have unity compilation on (the default) and another file in the project can be affecting it

#

but I can't tell you, I don't have your source code in front of me

dusk pine
#

what do you mean by unity compilation on? sorry for the silly question, i have no idea what is it

hidden hedge
#

unity, a default, turns multiple cpp files into a single compilation unit

#

if it's on, you'll see something like Module.NameOfModule.cpp in the build log (sometimes may also say 1_of_x in the filename)

dusk pine
#

ok, got you, its on, if i disable it that might help? how should i disable it?

hidden hedge
#

It doesn't need to have the condition though

dusk pine
stuck meadow
#

any ideas how to fix this unreal 5.4 source compile error?

#

Its obviously unreachable since theres a return at the start of the function, but how to get rid of that error?

quick mica
#

or remove the return and wrap the whole thing in a if constexpr(false)

stable steppe
#

or comment it lol

hot parrot
#

Hi, any ideas how the ExecuteUbergraph_ functions works ?

idle sparrow
#

hi guys, anyone has pass a problem with icudtl.dat not found in bundle? i'm going crazy and i need to find answer, it's about CEF3 and web browser....my project is building and packacking but when i want to run there is this error:

[0623/213453.881286:ERROR:icu_util.cc(178)] icudtl.dat not found in bundle
[0623/213453.881345:ERROR:icu_util.cc(242)] Invalid file descriptor to ICU data received.

plush adder
#

Does anyone know how to enable rendering debug markers in UE5.3 or .4 for the Vulkan RHI on PC? DX12 seems to work just fine when capturing a Renderdoc trace and opening it, but not Vulkan. Specifically I am capturing the RDC while using the Movie Render Queue feature. I just get generic "Color Pass #N" names in the capture.

#

There's parts of the source related to the Vulkan backend that mention these in the macros, but its not clear to me what needs to be changed. Based on some commits I found it seems like it was supposed to be fixed in 5.4, but evidently not, or something is configured incorrectly.

mild cosmos
#

any thoughts getting packaging error from source engine 5.3.2 server build

ionic raptor
#

Is there any particular reason why modules are always defined in the cpp file, instead of declaring the module class in its header, and defining its functions in the cpp?

#

E.g. AIModule.h is practically empty, and FAIModule is declared and defined in AIModule.cpp

ionic raptor
mild cosmos
#

mean plugin ?

#

because i checked all modules there

ionic raptor
#

I mean plugins are modules

mild cosmos
#

yea yea i know i am not using plugin

mild cosmos
#

all activated

ionic raptor
#

Unreal wonโ€™t tell you which modules you need. Your build.cs should have every module you reference. Things like UMG, Slate, AI, Niagara, etc.

mild cosmos
#

my build.cs

mild cosmos
ionic raptor
#

I'm not sure how big your project is, but an average amount of module dependencies is more like this

mild cosmos
#

so i need to add plugin list like this

#

my build.cs is like this

ionic raptor
#

If you're using the OnlineSubsystemSteam plugin, you need to uncomment that line that says "uncomment if you are using online features"

#

I believe you also need the "CoreOnline" module in your public dependencies

mild cosmos
#

can u sende me the template or can say which code i need to add ?

ionic raptor
#

Is this a brand new project?

mild cosmos
#

yes trying some stuff yes

#

first time i am getting this normally i did earlier was not problem

ionic raptor
#

Yeah, whenever you enable a plugin, you should check its module dependencies. E.g. the GameplayAbilities plugin requires the "GameplayAbilities," "GameplayTags," and "GameplayTasks" modules

ionic raptor
#

Just add it and "CoreOnline" to the list of PublicDependencyModuleNames, after "Core"

mild cosmos
#

here yes ?

#

added thats right ?

ionic raptor
#

Right, and a comma afterwards, since it's a list

mild cosmos
#

sadly same error

ionic raptor
#

Sorry, I'm not sure what else could be wrong

mild cosmos
#

yeah everytime on 411 giving on server build normal build success only server build is giving problem

#

i build from visual studio its succesed no error

mild cosmos
#

if any legend know let me know

fleet dock
#

this is causing errors

#

anyone know why?

quick mica
hidden hedge
fleet dock
#

Gonna sleep

mint flame
#

Hey everyone! ๐Ÿ‘‹
I'm diving into the Unreal Engine source code and could really use some help with documentation. Does anyone have any good resources or tips for navigating through it? Any help would be super appreciated! ๐Ÿ™

south vortex
mint flame
#

Im looking into chaos physics specifically. The comments there are close to none ๐Ÿ˜ญ

#

Especially with it being multithreaded , a few lines in and im lost

fringe yarrow
#

Question regarding building from source - should I do it on my PC directly or on an external drive of sorts? I don't really want to have to compile for hours on every single machine I use.

cobalt fox
#

If you have a spare computer/laptop yeah thatโ€™s effective (depending on how good that one is)

#

Once done you can transfer it either compressed to move it around (7-zip works for compressing the whole 333+ gb, to easy open it up elsewhere - from 300 something youโ€™ll end up at 40-50gb compressed) or move the complete folder into a hard drive and then use on what ever machine you like

fringe yarrow
cobalt fox
#

You can still use the computer

#

Wonโ€™t go that much slower tbh

#

It just likes to work on it without anything else in the background

#

At least you can keep a backup of the source code

fringe yarrow
#

Performance isnt the issue. I'm prepared for the compilation to take forever too no matter what. - But if I only have to compile once and take that onto different machines we're good.

cobalt fox
#

In case you fuck up somehtinf ๐Ÿ˜…

cobalt fox
#

Each change to the source code will require you to โ€œbuild itโ€ again might take time depending on what but for plugins and so a few minutes

#

If done correctly ofc

fringe yarrow
#

I have not got the space for the whole thing on my PC itself. I dont plan to change too much in source.

cobalt fox
#

Run the setup then generate project files and then VS and build UE5

#

Done in 15+hours ๐Ÿ˜…

#

Maybe less if you do less

fringe yarrow
#

Yeah. Gotcha. I've extracted the 2.5GB source code folder to.my external drive. I plan to build it from there.

cobalt fox
#

Will pose no issues

#

Might fail at first or not if you lucky

#

Mine did the 5.4.2

#

Then I just rebuild it and it worked like a charm

#

Btw Iโ€™m a noobie in Unreal ๐Ÿคฃ

#

But I do learn quick haha

fringe yarrow
#

Is the whole thing 333GB no matter what? I cant move the successful compilation to my PC and use like 40GB?

cobalt fox
#

It might be a bit bigger than 333gb depending on what you install to it but โ€œbaseโ€ should be around there, 5.4.1 was around 333gb

cobalt fox
#

When you wanna do other stuff

fringe yarrow
#

The version I have only really adds a new shading model to the program. Not a massive change.

fringe yarrow
#

Source. Cant really add a shading model through editor launcher.

cobalt fox
#

What ever Iโ€™m unsure off Iโ€™m asking here or search the deep wide internet

#

Even the AI to basically give me step by step instructions on text tutorials ๐Ÿคฃ I can read but usually for no clue what stuff means

cobalt fox
#

Hopefully installed and built right as it works haha ๐Ÿคฃ

ionic raptor
#

Hey guys, I'm trying to create an AssetTypeActions for one of my classes, and I want its category to be the "Input" category that's added by the EnhancedInput plugin. The category is defined in the InputEditorModule, so I added it to my editor module's build.cs, and tried to override my asset type's GetCategories function:

{
    return FInputEditorModule::GetInputAssetsCategory();
}```

But I'm getting a linking error, saying `GetInputAssetsCategory` is undefined. But I've included all of the dependencies and headers needed to call the function. Does anyone know what might be causing this issue? I've also tried

`return FModuleManager::Get().LoadModuleChecked<FInputEditorModule>("InputEditor").GetInputAssetsCategory()`, but I get the same error.
plush adder
#

How do I get the libunreal.pdb debug symbols when building the engine from scratch?

#

Online resources only mention how to download them from the packaged engine in EGS

wintry coral
#

why is this happening to me, I spent hours building the source and it says sucessful but when I try to open it

wintry coral
#

My engine source is like 300 gb and it's not even don't yet

#

Is there something wrong with my source? I don't ever remember it being that big in size

cobalt fox
wintry coral
#

@cobalt fox it's 5.4.2

#

I never had issues before with unreal being that big is 360 gb on my desktop

cobalt fox
wintry coral
#

I don't know both are 360 gb

#

On laptop and on desktop

cobalt fox
#

I suppose you have done it before as well so knowing how wouldnโ€™t be an issue right ๐Ÿค—

wintry coral
#

Yes I am using the 5.4.2.releasd

#

is this the coorect one to use?

#

@cobalt fox which one did you use?????

cobalt fox
#

Latest

#

But download it like a zip

wintry coral
#

do you have the link?

cobalt fox
#

Same one you at

#

But download as zip and unzip it, and use setup, generate project files and then build in VS (UE5)

wintry coral
#

there ware other ones did you go to the TAG section and pick that one?

cobalt fox
wintry coral
#

one says release and the other one does not in the link

wintry coral
#

that is the one I used

cobalt fox
#

This one and just download the zip, extract, run setup (let it finish) then run generate project files ( let it finish) then VS and right click on the UE5 and build that should work

wintry coral
#

I just did a fresh install on my laptop its at 344 GB and still compiling, this picture is from the desktop build

cobalt fox
#

I do wonder what Iโ€™m missing from the folder ๐Ÿ˜‚

wintry coral
#

everyone else ays their install is over 300 GB

cobalt fox
#

I will have to check mine again once I get home but mine is working so got no clue tbh, last one 5.4.1 was about 333gb

wintry coral
#

Yeah I'm at the store getting a bigger HD for laptop now

#

It is what it is

#

I just thought maybe something was wrong

paper kernel
#

fun fact: Spending your birthday alone in your room, waiting for your PC to compile UE5 without knowing you f'd up is the most depressing way to spend your birthday

cobalt fox
daring valve
paper kernel
# cobalt fox So if mine is 189/190GB combined after doing just that and it works? Itโ€™s the 5....

I'm on 5.4.2, upgraded from 5.4.1 source via github. Mine's close to 250GB, and that's probably due to various things... and that I compiled from the raw "release" branch and not a specific version.

rip Fix, UE compile times are a gamble. It took me 2-3 hours to compile UE5.4.1 correctly the second attempt with a i9-10900F, RX 7900 XTX and 128GB RAM feeding into a 980 Pro 1TB. It took close to 14 hours to do with entirely the first time.

cobalt fox
paper kernel
#

idk for sure

#

ur config may differ

cobalt fox
#

Youโ€™re talking to a dummy and a โ€œnewbieโ€ in this field haha sorry

paper kernel
#

no i mean

#

when you compile Unreal

#

you compile it for your PC

#

so your PC config may also have an effect.

#

I just followed Epic's own guide on compiling UE5 and ended up with a 247GB folder of UE5 tech. Asked around at uni and DM'd a few people, was told that it was normal. So I've just gone "yup ok"

paper kernel
#

pretty much yeah

cobalt fox
#

Yeah good followed that one and I suppose it should be like that then, I dont suppose theirs a way to know 100%? x)

paper kernel
#

if the engine screams at you, you fucked up.

#

it always screams at you.

#

:)

cobalt fox
#

Only when I tried install additional plugins last time ๐Ÿคฃ now Iโ€™ll try all at once and hope it works ๐Ÿ™

wet lagoon
#

Hey does anyone know how to solve this.

#

When I build and start debug mode with the source inside Rider

#

when I select a project it immediately disconnects the debugger

wet lagoon
#

OK- I found the problem, it's just the project view creates a new editor instance. Setting a startup project will keep the debugger attached

wintry coral
#

someome please help. after rebuilding 5.4.2 I noticed if I rebuild my project , it breaks the unreal engine, I noticed the unreal Editor short cut I placed on my desktop gets lost and the actual source is broken from just hitting rebuild on my project

#

I have to rebuild th engine again this cant keep happening

#

anyone?

#

can soneone confirm if this bug is in 5.4.2 as I have been working with unreal for 4 years and this has never happened before

wintry coral
#

ok then why has it only started for me in 5.4.2 , today?

#

and how can I fix it

wintry coral
#

I cant open my project anymore please help!

quiet quest
hidden hedge
wintry coral
#

Im getting this after rebuild I just rebuilt 2 times same error 1>[1/27] Link [x64] ShaderCompileWorker-CoreUObject.lib (0:00.07 at +0:00)
1>CVTRES : fatal error CVT1107: 'C:\UE5\Engine\Intermediate\Build\Win64\x64\ShaderCompileWorker\Development\CoreUObject\Module.CoreUObject.2.cpp.obj' is corrupt
1>..\Intermediate\Build\Win64\x64\ShaderCompileWorker\Development\CoreUObject\Module.CoreUObject.2.cpp.obj : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt

wintry coral
#

so I have now deleted everything and used the ip file to do the whole bat set uo and generate project files

small surge
#

How can I share the compiled source version of an engine with my team like a launcher version editor? I'm not able to find any good info.

I have the engine compiled on my device as of now

cobalt fox
#

And share via a site that can load up 50ish gb

#

For them to decompress it easier

#

7-zip works perfectly for larger folders like UE source code

small surge
cobalt fox
#

It will compress it to 1/3 or less of the complete size

#

So should work with the binary as well

#

Iโ€™m a โ€œnoobโ€ when it comes to UE but computers and other software not so much ๐Ÿ˜…

#

So download 7-zip and check Reddit for proper settings (to compress larger files) itโ€™s only a few settings that needs to be adjusted and you good to go

gentle beacon
#

that awful feeling when you realize that you just did a bunch of work to thread plugins and spaghetti into -release branch instead of -main...

quiet quest
cosmic stump
#

When an actor is added to the scene/level, Use as Occluder checkbox is checked by default. How hard would it be to make it so that when actor is placed into the scene, that box is unchecked by default ?

unborn shore
#

Ive just tried to compile the release branch to check if I can compile UE, but I keep getting this error:

11>Microsoft.MakeFile.Targets(44,5): Error MSB3073 : The command "..\..\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -architecture=x64" exited with code 6.

Above that there is several complaints about unreachable code being detected, but thats all

#

it does compile if I remove that code, but shouldn't release compile by default?

quiet quest
hot parrot
#

Hi ! I'm trying to add a custom ufunction during blueprint compilation, in a packaged build, the function exist but its property values are not saved except for FunctionFlags (passed to the ufunction ctor so it make sense)
Does someone know where ufunction are constructed for blueprint classes ?

sour sable
#

Literally have no idea where to put this question, but Is it possible to auto default the viewport to unlit mode, upon hitting play?
almost like it it were to auto hit F2 for you?

any ideas on this?

gritty dragon
#

I'm having an issue with compiling Unreal Engine 4.27.2 on Linux Fedora. Basically I get an error when running Setup.sh

Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-18298425/0107275f6001142a756fd31da3aef73c3cf3e703': The remote server returned an error: (403) Forbidden. (WebException)
sour sable
#

thanks

cobalt ravine
#

I want to change the 4.26.2 editor colours to the UE5 ones, are they somewhere defined in 1 file or hardcoded at every point they are used?

cobalt ravine
#

I found that in UE5 but 4.26 doesn't support themes/skins

barren shadow
#

@cobalt ravine ^ It's as Kein says, also here is a gh that might be usable as a starting off point, https://github.com/Solessfir/UE4Minimal, replace any icon see with icons you want to be used and keep the name the same so the editor may laod them in properly, keep in mind that some of these bitmaps are actual background colours of editors and such, (for example under editor/slate/graph you can see a nubmer of them being used for shadow colours, highlight colours, backgrounds in other contexts, etc)

pseudo saddle
#

Hello, I don't know if this is the right place to ask, but I'm looking for the location of the definition of FMeshDrawingPolicy class in UE4, and I cannot find it, nor find documentation about it

cobalt ravine
# barren shadow <@780035290551156736> ^ It's as Kein says, also here is a gh that might be usab...

Thanks, but the link you sent seems to only have icon files and not the colour definitions like the blue on "Blueprint/Add Script" for example. Doesn't matter anyway now because I can't make an installed build with my needed configuration (Windows, Linux, Android, Client, Server) because I get ```txt
BUILD FAILED: failed, retries not enabled:
AutomationTool exiting with ExitCode=1 (Error_Unknown)

cobalt ravine
#

Hm, ok

winged condor
#

Anyone know why UE5.4.2 has unreachable code that stops me from building the engine?

cobalt fox
winged condor
#

Hopefully everything will be fine ๐Ÿคž

cobalt fox
winged condor
deft cradle
#

unreal that this is required for disabling such an absurd feature

#

at least 3 minutes of compile time for engine source is just from invoking git status on a 100gb git repository

quick mica
haughty warren
#

I was screwing around with Niagara... but anyway, I reverted all changes and recompiled everything. But I'm getting this now, and I don't even understand what this is supposed to be - no error in sight? But stops execution. As if I had a breakpoint or something.

haughty warren
#

Well, open/closed Rider and retried a couple times and suddenly it works. Maybe it was a bugged breakpoint or maybe I'm misunderstanding what that even was, but it works now!

unborn jacinth
#
'AutomationTool.exe' (CoreCLR: clrhost): Loaded 'C:\Program Files\dotnet\shared\Microsoft.NETCore.App\6.0.18\System.Numerics.Vectors.dll'. 
Starting AutomationTool...
'AutomationTool.exe' (CoreCLR: clrhost): Loaded 'H:\UnrealEngine-5.3\Engine\Binaries\DotNET\AutomationTool\fastJSON.dll'. 
'AutomationTool.exe' (CoreCLR: clrhost): Loaded 'C:\Program Files\dotnet\shared\Microsoft.NETCore.App\6.0.18\netstandard.dll'. 
Parsing command line: 
Exception thrown: 'System.Exception' in AutomationTool.dll
ERROR: Failed to find scripts to execute in the command line params.
'AutomationTool.exe' (CoreCLR: clrhost): Loaded 'C:\Program Files\dotnet\shared\Microsoft.NETCore.App\6.0.18\System.Diagnostics.StackTrace.dll'. 
'AutomationTool.exe' (CoreCLR: clrhost): Loaded 'C:\Program Files\dotnet\shared\Microsoft.NETCore.App\6.0.18\System.Reflection.Metadata.dll'. 
The program '[30308] AutomationTool.exe' has exited with code 2 (0x2).
#

not quite sure why this is happening, anyone have more experience with it?

timid surge
#

I've just stumbled upon the concept UbtPlugins (ubtplugin.csproj C# projects), Unreal Engine docs doesn't seem to mention it or SEO is bad, or search engines are bad, inline code docs mention this as if it was the most trivial of things and needs no explanation. There's only one coming with the engine ScriptGeneratorUbtPlugin.ubtplugin.csproj. Does anybody know an article which actually explains the full extent of this concept?

iron dome
#

I've often wondered this myself.

hidden hedge
#

UnrealSharp is probably the most complete example of one

timid surge
knotty knoll
#

hey guys, not sure if this is the right place to ask, I'm trying to explore ue5-main, and I've cloned it and built it but when I try starting the VS project, some experimental plugin called GameplayGraphTests is causing it to fail, anyone have any experience and/or a quick fix here? I have no idea what this plugin does :/

quick mica
#

no - but ue5-main is not a "I should use this to do things" branch. It doesn't even necessarily compile. If you need latest features, you are better of taking the release branch and cherrypicking what you need.

knotty knoll
hexed silo
#

How would I go about sampling the CustomStencil Texture in a shader specifically the in the "void BloomPS_Mobile" function inside the "PostProcessMobile.usf" ? Because I would like to disable the bloom for certain meshes on mobile but I've not figured out how to sample the CustomStencil

quiet quest
quiet quest
# knotty knoll hey guys, not sure if this is the right place to ask, I'm trying to explore ue5-...

Oh I'm using that Branch myself only 1 plugin is giving me a hard time with a nullptr but overall it's stable just updated it today, run using powershell in the /d of UE5 Source ,
.Setup.bat and ./GenerateProjectFiles.bat

if no errors move onto project folder updating right click Unreal Engine Project file and Generate Virtual Studio Project files Launch Virtual Studios solution and rebuild engine done.

tender warren
#

Can anyone tell me where in the engine code the DataTable CSV exporter serializes a DataAsset type into a string? I want to reuse this method in HTTP requests but I'm currently using the AssetManager to get a PrimaryAssetId, which is a different string format.

knotty knoll
iron dome
shy juniper
#

Hey gang, cross-posting this issue I'm having here. Any help is appreciated, I'm pretty new to building Unreal custom, so it might be something simple I'm overlooking: #metahumans message

placid olive
#

Hi, I am facing one issue with source unreal engine 5.3 in which when I try to compile any new project it will compile witn 2700 build actions every time. How can I fix it

quiet quest
# placid olive Hi, I am facing one issue with source unreal engine 5.3 in which when I try to c...

I've had this happen a few times. Are you using any addons such as Resharper? If not, you might want to consider picking it up. I fixed this issue by removing and rebuilding.

Here's what I did:

Go to the Project Folder and delete the following folders: Binaries, Config, DerivedDataCache, and Intermediate.
Make sure Visual Studio is shut down.
Right-click on the Unreal Engine project file and select "Generate new solution."
Rebuild the project.
All the folders should get rebuilt, and you should be able to close Visual Studio. It shouldn't need to build unless you make changes to the files.

placid olive
quiet quest
quick mica
#

(and rider usually has nothing to do with this, rider just calls UBT which runs the same things as VS does.)

livid fiber
#

Does anybody know, why Unreal Engine tool is trying to call UBT from a wrong folder?

I built the engine, and on one project this issue was fixed, but then I tried to generate project files for another project and got this error.

#

It not does not work for the first project either..

quiet quest
#

Agreed, that is a crazy spot for it.

quiet quest
livid fiber
#

Whats wrong with Documents folder?

quiet quest
livid fiber
#

Looks like UE5 UBT is in the folder, and UE4 UBT is in DotNET folder

#

And you must do Setup.bat whenever you need to regenerate projects of another version unreal Engine

livid fiber
#

I'm waiting for my 4tb M.2 from Amazon, so the only place I could think of for UE is Documents ๐Ÿ˜„

#

I do not really like Program Files because of access issues

quiet quest
quiet quest
livid fiber
quiet quest
livid fiber
quiet quest
livid fiber
#
  1. Use Setup.bat on UE4
  2. Generate project files for UE4 project <- Works fine
  3. Use Setup.bat on UE5
  4. Generate project files for UE4 project <- Does not work
  5. Use Setup.bat on UE4 again
  6. Generate project files for UE4 project again <- Works fine
quiet quest
livid fiber
stray willow
#

Hello, i want to compile the source code. Is there any need to adjust the build target and config?

#

In Rider i have the options to choose for config [Debug, DebugGame, Development, Shipping, Test] and for target [Game, Client, Server, Editor] - i know what they are for in game projects but do they make any difference for compiling source?

south vortex
stray willow
#

thank you

ashen saffron
#

Iโ€™ve been using unreal launcher build of 5.2.1 for my game. Today, I installed the source build for the same version. But now when I open my project, it gives me an error that project is built using a different version.

#

How can I solve this issue without breaking my project

hidden hedge
#

Providing you're following proper source control practices, just proceed to open it?

#

At least then the worst that could happen is a revert

ashen saffron
#

I did

#

So I tested it on blueprint only project, the project was opening. But when I do the exact thing on cpp project, change the version and generate the visual studio files.

#

It doesnt work

hidden hedge
#

Well what do you see, error messages?

ashen saffron
#

I copied all the marketplace plugins from engine folder to the project plguins folder (whichever are used). Even after generating project files. All of my plguins and project build fails. It says build from source manually but on building from VS the build fails.

hidden hedge
#

yes, so fix the build?

#

I can't see which errors you're dealing with if you don't share them though

ashen saffron
#

Iโ€™ll look into it

quiet quest
ashen saffron
#

no from the launcher build plugins folder

#

I think it will work, It is just a plugin problem. Earlier I did something wrong during the installation

#

*I thought

quiet quest
#

So you took the plugins from the retail UE5 launcher into Source right?

ashen saffron
#

yes

quiet quest
#

I do not think that works.

ashen saffron
#

into project plugins folder

#

wont it work?

quiet quest
#

Source makes a copy of itself into the project folder.

#

or just links over.

ashen saffron
#

then how would I use my marketplace plugins in my project?

quiet quest
#

This is 1 plugin I clone into my Source.

D:\Program Files\Epic Games\Source\UnrealEngine\Engine\Plugins\vc-ue-extensions

#

same plugin but for retail.

D:\Program Files\Epic Games\UE_5.4\Engine\Plugins\Marketplace\VisualStudioTools

#

I think it can work just need to put the files into the right folders.

ashen saffron
#

so for example I have the async loading screen plugin in retail build

#

i just have to clone it into my source build

#

is this what you're saying

#

?

quiet quest
#

or remove the market folder, and or clone it into the plugin folder.

ashen saffron
#

okay I'll try that

hidden hedge
#

Don't call the folder they're all in "Marketplace", UBT likes to ignore it

#

And don't copy any plugins except the marketplace plugins

#

If any errors still persist, share them verbatim

ashen saffron
#

Okay

ashen saffron
#

it is working, mainly it was the plugins and live coding.

hidden hedge
#

you shouldn't be using live coding for anything but non-constructor function body changes though

ashen saffron
#

i'll keep that in mind

wary bison
#

im trying to build a dedicated server using source build of unreal and i can't seem to get my uproject file to recognize the source build of the engine. im on mac btw, and it seems it's a little more complicated to get the system to recognize the source build and i've been suggested to run a script that supposedly does this?

does anyone any any expereince w this?

hidden hedge
#

can't say I know how mac discovered engine builds, but the native build setup should still work on mac

wary bison
wary bison
astral elm
#

Note that I have often had the function of generate not working correctly from Finder on Mac, and am used to running it from terminal

astral elm
#

something like this:

 
cd "//Users/macstudio/UnrealSourceFork/UnrealEngine/Engine/Build/BatchFiles/Mac"


STEP 2 RUN THE THING WITH CORRECT PATH

./GenerateProjectFiles.sh -project="/Users/macstudio/mygame.uproject" -game```

naturally replacing the paths as per your setup ( yeah, I haven't got mine set up as 'native' like I ought to )
wary bison
astral elm
wary bison
#

to answer your q's

#
  • i can't switch unreal version from right clicking like normal (the source build doesn't show up)
  • have no regenerate solution as i didn't change the unreal version
#

i have attempted a few things:

  • install.ini file and manually changing the engine association (didn't work)
astral elm
#

ok, so :

  • are you able to build the source engine and get it to run on the mac?
wary bison
astral elm
#

reach at least the launcher screen where you can select a project / template

wary bison
astral elm
#

yes

wary bison
astral elm
#

pain is fun : )

wary bison
#

lolol you're making me feel much better about this process. has been quite the struggle for the last week.

#

i will update after the editor is built , but thanks for your help ! very appreciated

wary bison
#

ok so took quite a while but editor is built and open asking for project to open and i see my project but it's still 5.4. i tried to check to see if it is reading the new version by right-clicking and trying to swtich unreal versions but the source doesn't show up still

#

would trying any of these be a good idea?

astral elm
#

assuming you have version control and can roll back things, otherwise you might want to use a copy until you are certain everything is go

wary bison
astral elm
wary bison
#

also, when i do this would i delte binaries / intermediate?

astral elm
#

Deleting Binaries/Intermediate is generally done to make sure you are on a clean slate when either a) troubleshooting this sort of thing
b) having some weird behaviour on editor that seems inexplicable
c) I actually do it before every autobuild just to be sure

wary bison
#

nice ok good to know, may just send it and see what happens

#

so yea seems like all the plugins will need to be disabled initially. or should i place the ones that give errors in my plugins folder ?

astral elm
#

but I guess it is possible

#

First make sure a Blank Project can be converted in any case, without any changes

wary bison
#

ok i think i got everything working, what i did before disabling any plugins was open it in rider and i noticed the engine association was changed so i think it was correctly changed and then i just built it from there and it succeeded so i ran it and now it's opened. so this seems like it's working and the epic launcher has the 'other' next to it so seems like it has worked in chaning engine versions.

#

in order to* build the server target in my uproject will i need to build the source unrealserver target first? Update: im doing it rn*

wary bison
#

21:04:47.099: Exception while generating include data for Target:MAiWORLD_topdownDUPServer, Platform: Mac, Configuration: Development 21:04:47.099: Server targets are not currently supported from this engine distribution.

this is what i get when trying to build my server target but maybe i have something set wrong

stable hemlock
astral elm
astral elm
stable hemlock
tardy yew
#

Hi everyone! I have Unreal Engine 5.3 and 5.4 source codes. I have the 2 projects builded. If I have a game project in 5.3 and I switch it to the 5.4, the game project will need to rebuild all the intermediate files again? I need to switch constantly between 5.3 and 5.4 and if this is the case, each rebuild takes like 1h-2h.

astral elm
tardy yew
astral elm
tardy yew
astral elm
#

Well, this is a weird one... on MacOS, custom source fork 5.3
After Setup.command, running GenerateProjectSolution.command, getting:

Choosing MODERN XCODE based on .ini settings
Unhandled exception: System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
   at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in /Users/macstudio/UnrealSource53/my-unreal-source/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.cs:line 663

Fooo... I guess I have to sanity check on a clean 53

wary bison
wary bison
wary bison
#

trying to run the generateprojectfiles.sh script in terminal and it gives me a no permission error

zsh: permission denied: /Users/mynamelol/Documents/Unreal

astral elm
wary bison
astral elm
#

or try running the .command version

wary bison
#

i remember doing this once and it did work. i just can't remember what exactly i typed i know that it's super sensitive and gives absolutley not hints lmao im also kinda a noob w this side of things

wary bison
astral elm
#

I don't recall having this issue, but go figure... you are running like this?
./GenerateProjectFiles.sh
plus the paths etc

#

oh, and are we now in the project or in the engine?

wary bison
#

i can send the full thing i tried to run if you want

astral elm
#

sure

wary bison
#

lol

#

@ the project folder name

astral elm
#

youch, long paths ( should be unrelated but may bite ass later )

#

hmmm.... seems like the error truncated at "/Unreal" and didn't show the full path, that is sus as well

#

I would clean up the folder names to be nice, clean, short and no spaces to make sure that's not the problem

wary bison
#

yea the one thats like copy,2,original,copy3 lol i can can change without it being a problem i think as it's not related to project name, and yea i just know i did this once and it did work. i just cannot remember what i did, and id ont remember getting the permission error

astral elm
#

I would also keep things simpler:

  • navigate into the Projects/SourceBuild/5.4.3/Engine/Build/BatchFiles/Mac
  • run the ./Gen... command from there
#

should make no difference either... but yeah the error stopping at /Unreal is very sus

wary bison
#

alright cool trying a few things, would it be possible to generate the files in the editor ? i think i could get the project opened in there and then maybe i could generate the xcode project from there and it will gnereate the project files

#

dont know if that's any different

#

actually i think i just realized that it doesn't open ? lol i think all of the building i've done is somehow still using the old engine? i see it points to the actual engine folder of the mp versions

#

it was the quotes on the first pare

#

part*

#

i need quotes when there are spaces i guess

#

so that was the issue why it way stopping on /Unreal , cause i hav ethat folder called Unreal Projects

wary bison
#

ok so definitley did it right this time and i had to move all the plugins im using to my project/plugins folder in order for it to build, so far so good editor has built successfully and now im on the server about 1/6th done rn

wary bison
#

seems everything has worked, successfully built both the editor and server for the project and i think it's the new engine, as i had to do the plugin folder thing to get hte plugins to work, but thanks for all the help, im sure this is just the start of the issues but glad i got throught hat part lmao

ivory vine
#

Can a modified unreal plugin source be shared on own public repository ?

wary bison
#

after building your project / server w source engine, are you able to work in the editor like normal from that source engine and make development changes ? and then i'd just have to build the two targets again and package? or i wouldn't have to rebuild them, just package since it's already linked to source engine?

quick mica
young pivot
#

Hi! Is there a list of recommended toolchains for each engine version ? I'm working on a plugin and when testing it (especially with non-unity -nopch builds) a lot of times I cannot compile the specific engine from source. I think due to wrong compiler version or incompatible windows sdk.

astral elm
# young pivot Hi! Is there a list of recommended toolchains for each engine version ? I'm work...

Having the right VisualStudio version and running the setup.bat for each version should really do the trick... not sure if I've seen a doc with more details beyond this : https://dev.epicgames.com/documentation/en-us/unreal-engine/hardware-and-software-specifications-for-unreal-engine

Epic Games Developer

Minimum and recommended hardware specifications and necessary software for developing with Unreal Engine.

young pivot
#

Thanks, It does for normal builds, but when compiling for non-unity no-pch there are issues (I am testing 5.4, 5.0, 4.27, 4.24(

astral elm
#

maybe show more of what errors you are getting, and/or head over to #plugin-dev

hidden hedge
#

It specifies the toolchain versions that Epic compiles the engine against

young pivot
#

thanks!

young pivot
#

my guess is when using unity-build that macro is included via another (combined) file.

young pivot
#

I guess I'll just add the macro myself

ivory vine
quick mica
iron dome
#

And opening up your fork to the general public is not allowed.

#

(not that you want to?)

quick thorn
#

releated to houdini engine:
not sure if its the proper channel
i guess its known that compile times go up while using ue engine for houdini,
is there a way to rule it out from re compiling the ue engine module ?

ivory vine
# iron dome (not that you want to?)

I wanted to do that with clearly mentioning that this is epic's source with some of my changes, but as I understand it violates license, so will just have to settle for epic org visibility.

iron dome
#

Yeah.

#

You can't open source somebody else's project without their permission ๐Ÿ˜„

ivory vine
#

It is a unreal plugin which I am modifying which makes it a derivative work.

wary bison
#

for doing this "native" folder structure, if i currenlty don't have it setup this way, if i move the engine folder, will everything still compile correctly? there's much more than the engine folder inside of the folder that comes w the source code, and im not sure if i can just move that single engine folder or if i should move my project folder to inside of the source folder (not the engine folder). also, if i've already compiled and built the project with the folders in different places will i be able to mvoe things around and build again with no issues?

iron dome
#

My experience is that unless it's in teh same parent folder as the engine, it won't open properly in the editor.

#

Even adding relative and absolute paths to Default.uprojectdirs doesn't help.

#

It will build just fine, it just won't open correctly.

elfin shuttle
#

Can I delete these somehow after I build everything?๐Ÿ˜…

#

I want to try manage this thing. I'll send screenshots of sizes of all folders. There is a program called Folder Size. Pretty convenient

#

Because keeping 470 GB is insane

#

I want all debug symbols. But when I checked all .pdbs. It's only 110 GB

#

So this is not the issue

#

I just for god dagitity tick. It's still building and in progress of UnrealMultiUserSlateServer thingy. I wish I could have free agents for Incredibuild

#

If you ask why I need all debug symbols. I want to understand rendering stuff and other Engine code. For example how Lines are being drawn or just draw and create lines. Because there are no actually normal code about 2D or 3D drawing of basic stuff besides weird DebugDrawers. Unreal Engine built on DirectX I know that. But I am pretty new on all of this stuff and I just want to draw lines between two points and making my code. For example my custom distance calculation between two points

And in parallel learn more about Unreal Engine Source Code + Rendering progamming. It's just good for practice I think

#

Oh wait. Parallel executor for some reason not limiting maximum cores. Now it's faster

#

What is BootstrapPackagedGame omg

#

Finished

#

This is the size of the whole Unreal Engine 5.4.3 built source on Debug Editor Win64(Not DebugGame)

#

Oh wow. DotNet 8GB. I'll delete old versions. I retargeted all references to the new one

#

The build itself 216 GB. Maybe some thing I really don't need, right?

#

Only Win64 by the way. No Linux or MacOS or IOS, even if I just used default setub.bat without any other arguments

#

And that is the core of the build

#

Here you can see a bunch of "Test" "Tests" "Tests". What are those? And can I delete them?

#

For example ReplicationSystemTest

#

And If I delete whole ReplicationSystemTest folder. Isn't it gonna start a new build of this module again?

#

Don't need all the plugins folder too. Only some of the code. How can I delete or make configuration to clean and rebuild. So I could for example delete and not build all the "Tests" things. Leave all "Experimental" and other plugins. And keep for example "EnhancedInput"

#

And for some reason I have errors of 2 modules

elfin shuttle
#

Oh wait. This is probably really really usefull

#

Wow. I could have used more then 6. After I allocated more memory to Rider(16GB) It gave me this option. OMG

#

I have a question. If I could run this configuration without building from source but from Marketplace. Would Engine breakpoints work?

iron dome
elfin shuttle
elfin shuttle
#

I know this text channel is not about it. But. I am so glad that I can see now everything. All variables, whole stack and everything. There is no variable that is not shown by the debugger

#

But still. Disk space is the issue

paper kernel
#

surely Jetbrains Rider can do that right?

elfin shuttle
timber sluice
#

I'm builddng unreal source 5.4, I have these errors, any idea? "overflow in constant arithmetic"

wary bison
#

yea i figured this would be an issue. im just trying to make sure it's setup the "right way" but i did get everything to compile / build, but my folder structure is not the "epic way"

#

was seeing if i could easily change that

thorn flare
#

Hello there is a way to contribute to the engine localization?
In the compiled source I have the directory Engine/Content/Localization/Engine/en but it is missing on the github, so there is any way ?
Thank you in advance

iron dome
elfin shuttle
#

I mean there were default debug symbols in marketplace. But it's not all of them, right?

iron dome
#

This is a full debug editor build. (It's an ensure I'm getting right now... I have no idea why.) Yes, there are some places where even a full debug build doesn't give you everything.

#

No InState. CurrentThreadId isn't listed available either.

#

Maybe it's because it's inside the ensure? Idk.

iron dome
livid quiver
#

Also tried to build Source with 5.4 earlier, but got error c4702, so tried to build with 5.3.

Now I can build the engine, but cannot start Unreal, any ideas?

astral elm
cobalt ravine
#

Anyone else getting C4756 in PeakPicker.cpp (17), RenderGraphPrivate.cpp (189), LiveLinkClient.cpp (1728) and PoseSearchLibrary.cpp (134) when trying to make an installed build of 5.4.3?

cobalt ravine
#

Found this thread in the dev community, seems to be a problem with the Windows SDK version we have installed.

#

Funnily enough, I use 10.26100.0 of the Windows 11 SDK

jaunty seal
#

I Uninstalled the one I had to try the 26100.0 and no luck so many errors still lol

cobalt ravine
#

Try downgrading it, looking at that thread 19 or 18 should work, I'll try 22 next

wary bison
#

i currently have a source build of my project working on mac but im going to send it to a windows computer to try to build it on a windows next and im curious if i need to sent the same source engine with it ? or will i need to redownload/rebuild a new source engine on that windows computer ?

quick mica
wary bison
quick mica
# wary bison yea in this case i just have it backed up via external drives so i just have the...

Step one, setup source control... using backups is not quite a good solution.
Step two, depends. I think if you want client/server builds you need a source build, but you don't need to compile the full engine, you just need to sync and build your project as editor target, then it will just compile what it needs. packaging will then build what is needed for the packaged build (in general you never build the full engine)

wary bison
quick mica
#

well you should have the version selector build and run it once so it registers with the regestry

wary bison
#

i already have a source engine on the windows tbh

#

it's the same one as i have on this computer, no differneces so im assuming it should be fine ?

#

im goingt o have to regnerate the project files i assume and make some changes to the uproject textfile so i can make it point to windows instead of mac

quick mica
#

you just need the same engine version + potential modifications you did

wary bison
quick mica
wary bison
# quick mica not quite sure what you refer to

i've just only ever done thigns on mac, and trying to bascially port the project to windows is new, just wasn't sure if there were platform specific things that might occur when building the same project on a different platform

quick mica
wary bison
#

but good to know. will be testing tomorrow so i'll prob send updates in here when i do / if i run into any obstacles

cobalt ravine
#

@jaunty seal version 10.0.22000.0 of the Windows 11 SDK seems to work

wary bison
#

update on testing trying to build my mac created project on a windows machine, so i have gotten this error in various forms pretty much immediately. not sure if anyone can help me figure out what might cause this vague issue, but given my unique circumstance of having built the project originally on a mac, i have to assume that the problem is platform related

C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "C:\UnrealEngine-release\Engine\Build\BatchFiles\Build.bat -Target="MAiWORLD_topdownDUPEditor Win64 Development -Project=\"D:\MAiWORLD_topdown copy 2 (5.3) (original 2) copy (original) copy\MAiWORLD_topdownDUP.uproject\"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -architecture=x64" exited with code 6. 12>Project "MAiWORLD_topdownDUP.vcxproj" build completed -- FAILURE.

iron dome
#

Error code 6 is generally a compile error.

#

Look at the actual compiler output.

wary bison
iron dome
#

Sounds like you're doing more work than you need.

wary bison
#

im not sure how'd i'd not include whatever it is building tho

wary bison
iron dome
#

Not sure. I don't even know where the text you pasted came from.

iron dome
#

Check the output tab then.

wary bison
#

yea that seems to be gone now , guess it doesn't save past logs

#

unless you tell it to (what im reading)

#

getting new errors at this point tho lol

cobalt ravine
#

Finally built the engine but now I'm getting this error when trying to start it

cobalt ravine
#

I don't know how but creating an installed build for my team fixed it???

half mantle
#

Hi gentle folks, anyone know what's the difference between -main and -release branches on the Unreal Engine Github? I remember seeing a video somewhere Epic folks talked about this, but I have now totally forgotten ๐Ÿ˜ฆ

mystic relic
#

Hello, I've just build the engine from source for the second time, but when I create new C++ project I get this. Is this normal or I haven't set something up correctly?

smoky goblet
wary bison
#

now...

if i only want to have a single dedicated server and i want that server to be a linux (the dedicated server hosting platform im going to use only takes linux targets) can my windows and mac builds both work with this?

and would i need to build a mac and windows server target ? or just the client/editor targets ?

this is assumign im only using the linux server as what all clinets would connect to and they would be on any platform

astral elm
wary bison
wary bison
astral elm
wary bison
mystic relic
wary bison
mystic relic
#

But that's the only thing I have shown on the screen ๐Ÿ˜ฆ

#

I mean, I just create C++ project and it is loading and then I get this

wary bison
mystic relic
wary bison
mystic relic
#

It happens when I create a new C++ project so I don't even have the chance to do anything in the project structure

mystic relic
wary bison
mystic relic
#

Haha thanks, you too

astral elm
#

I assume you have done generate project files on the project .uproject, and are trying to open the game .sln

#

Basically everything should work just like in the store engine

mystic relic
#

Hmm but I don't have any .uproject, i just did source build and tried to create c++ project.. but I will check it now

cobalt fox
#

At least how it did for me

mystic relic
mystic relic
astral elm
mystic relic
#

I think I just did but I'll try again

astral elm
#
  • do you have a .sln file in project root
  • is your .uproject file pointing to source fork udid
mystic relic
#

When I generate project files it finishes and then asks me to do that again all the time.
This is my folder structure, I have .sln file (I'm not using Rider now but Visual Studio 22)
I don't know how to check where uproject is pointing to, I don't see this in properties

astral elm
#
  • ok, you have .sln
  • open .uproject file in notepad
#
    "FileVersion": 3,
    "EngineAssociation": "{1A987D7D-4E02-EA85-7BEC-EB962CAAFEA5}",```
#

should look something like that

mystic relic
#

Yes I see

#

I have this

    "FileVersion": 3,
    "EngineAssociation": "{6BC52A26-4A0B-E9CC-D8BA-6ABAC176E572}",
astral elm
#

ok, now open the .sln

#

i.e. go to visual studio and Build+Run

mystic relic
#

Oo it works!

#

Thank you

#

But I guess I still won't be able to do that from the source build, I'll check to be sure

astral elm
#

You rebuild the source fork whenever you make changes to the engine, not otherwise

astral elm
#

I haven't really bothered with the 'native' configuration since it hasn't really affected us, but I should really get with that as best practice in the next project

mystic relic
#

What do you mean by native directory setup? I haven't changed anything

astral elm
mystic relic
mystic relic
astral elm
#

Not sure what is going on there, but does it really matter? If you have a project working now

mystic relic
#

I could theoretically build with Unreal from launcher and then change version to that from source but I prefer to fix what doesn't work

mystic relic
#

Maybe I'll just reinstall windows ๐Ÿ˜„

astral elm
#

I just tried creating a new Games->Blank->c++ project on my source fork, and it did open up visual studio nicely with the solution instead of hanging in terminal like that, so yeah... maybe you have something a bit funky

half mantle
smoky goblet
half mantle
astral elm
cobalt fox
half mantle
mystic relic
fleet dock
#

how would i get a source build to the smallest possible size? i literally just need the ability to build dedicated servers