#engine-source
1 messages ยท Page 12 of 1
it should look like this
oh ok so your not doing build from src
yah you need the github or perforce src to do build from src
not the installer build
So, that makes sense, but what doesnt make sense is the laptop (that has no cooking issues) doesnt have the SRC either
yah to be clear, I have never said build from src will fix the problem
I'm just saying that is what you need to debug it
yeah, got it
the issue (as far as I would see it) is that it works on the build machine
and it works on my laptop
so it has to be my install on my primary machine? no?
as for it not being a consistent issue.. I don't know, without catching it the debugger its just guesswork
yeah
even then its still going to be some guesswork without knowing the system the problem is in
yah I don't know what the disparity is between the machines
you said you already tried clearing your DDC?
yeah, deleted the entire folder
Im just going to re-install UE5.4.1
there are 2 DDCs
where is the second?
one is in the primary folder of the project
the second is where?
there is the main one that the config or env var points to
and then there is the project one
the one in the project folder is merely the startup stuff
its tiny compared to the main one
that is not it
thats the engine/project one
F:\Program Files\Epic Games\UE_5.4\Engine (this is not my project file)
that is the uproject folder
D:\gamedev\MegaJam2023
so, another location? cause this is where the 5.4.1 enVariable is
the first one you showed is a project level one, but its just the one for the installed downloaded engine your using
the second one is your projects one
but again neither of these are actual DDC
they are just startup DDCs
k, then I have no clue where that would be ๐
where it is saved to is specified in the config
the config can point to a directory or an env var that points to a directory
yah refer to the documentation on this on the unreal website
and to be clear, I am looking through the engine.ini?
the simplest setup is to just have it point to a local directory like this:
D:\SVNs\UE5DDC
outside of your engine and game project directories
cause you do not want this to be source controlled
just look at baseengine.ini
in your engine config
it shows you the envvar it is look for
so you can set that and then all your ue5 projects will use it
UE-LocalDataCachePath
looks like it is the default local one
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)
; 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)
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'
I checked that folder... there is nothing in there
yeah, so I modified the local path to F:/ddc and it didnt create that folder
there was a few baseengine.ini files, but I modified the one in:
F:\Program Files\Epic Games\UE_5.4\Engine\Config
Full uninstall, deleted every folder called Epic/Unreal Engine
installed to a new drive (c) and still same issue on this machine. So crazy ๐ฆ
however, I dont seem to be crashing on the play portion now. So, that is a plus
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
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
I9-3900k on hero z690 board. Very odd
"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!
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
to use a local dest
what settings?
XMP?
I tried to enable substrate, and in doing so it gave me the following error when re-compiling
bios setting for the motherboard
oh god don't enable substate lol
I mean what does it do
well... I think this is where the problem started
It errored out... and now I cant cook anymore
because it corrupts the shaderworker
so you had a working state
yep
yah, don't use epic's experimental or early access 'features'
right around 5910 of the shader count
they are incomplete and broken as shit
well yes, that is true
so now, I have to find out where the DDC is ... again...
"[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)
"
is what the file says
but that folder does not exist. Programs %GAME% does not exist
no look at the baseengine.ini
I went there and it just says the same place I got lost last night ๐ฆ
you know how to use an env var right?
This
I know how to set one, yes
I assume you want me to set UE-LocalDataCachePath and put it to some folder location
try setting both env vars to the same local directory:
UE-SharedDataCachePath
UE-LocalDataCachePath
so...
that seems to have worked
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)
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
it is only 1.5gb
so that is possible
I turned off substrate, but I was still getting errors for cook
another thing you can do to reduce the spectrum of possible problems
after the ENVVAR update... it compiled
is to reduce the number of target platforms that your project is set to
I am only using windows, at this time
I really do appreciate you talking through this with me. This has been a maddening process and a huge waste of my time! ๐
So, it is nice to feel like somebody is working with me on this
that way its not trying to generate derived data for platforms your not using
well yah
substrate is an elephant foot gun
I wanted to toy around with it because of the glass
like I learned the hard way to never trust epic with their 'early access' stuff
๐ I do like using the physics body stuff... that is very cool, but full of bugs for sure
Again, thanks for all the support. I am going back to editing this buggy boss AI ๐
I was mainly curious as to what the problem was, cause we are updating to 5.4.1 this week so wanted to be aware of potential problems like this
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
its not surprising it was substrate, but you can try reporting that bug to epic if you want
turn on XMP I, and then there are some other voltage changers you need ot make. I can send you the information for it
but in my experience reporting bugs to epic is a waste of time
as they only care if it affects them
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
I got a ryzen threadripper
if I land the new job.... I will be doing the same
I plan to make the build server with the 10k one ๐
never had stability issues with it
because when we go to production release... I want the build times to go from 20m to 5 or 10m
๐
it chews through engine compiles, shader compiles, and lightmass builds
yeah, well... that is for the future. Right now, I need to land the new job first LMAO!
I cant justfy spending 10k on a proc.... to the wifey for build times
depends on the level
there are 3 different ones
the board for the max one is 4k alone
yah there is the 128 thread one
I think the CPU is like... 3-5k. Last time I checked
but yah it is bar far the best cpu I have ever used, like not even close to anything else
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 ๐ฅฒ
I haven't experienced this before. Bruh am I in simulation world ๐
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.
Or you have one set to development and one to debug.
even in this case it wouldnt be necessary because debug / development are seperated files, they don't get overwritten
Oh I didn't see the bit about switching back.
I had a similar issue because some of the build.cs files (or target files?) weren't set to the latest configuration.
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.
5.4 added new stricter checks for that.
Not 5.4 it's 5.3 !
5.3 added them sorry ๐
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
Have you updated VS Studio ?
please use the output tab
but this is usually what I would expect trying to link a packaged game without a primary game module
I updated it last week before I began, I'm on the same version that worked then, and don't have any updates available
I guess I ain't getting the log from the output tab then
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.
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
Replace Engine\Binaries\DotNET\UnrealBuildTool\EpicGames.UHT.dll without changing it in the engine.
Because i need to change the output of generated files
You mean UBT or UHT ?
From what i saw, Unreal calls UBT then UBT loads UHT
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 ?
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 ?
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.
doesn't look like anyone replied with solution to the issue
Have you found a fix for this ?
Naah mate. ๐ฅด
๐ซ
I had a similar issue and it was because of certain plugins trying to build in an old spec. Not a problem now.
Could be any module/plugin you have that isn't set up correctly.
So, how do you make those plugins behave ?
Change their build settings to latest.
I mean, it makes sense, but how?! What file do I need to edit ?
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
Build.cs files. Make sure things are set to Latest instead of V3 etc
I don't have V3 at all in any of Build.cs files
"FileVersion": 3, is in .uplugin file
where are those Build.cs files located? Cuz nothing related to V3 is in plugins' files
I see V2 in Targets.cs, not in Build.cs
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;```
nah, that's not it
still being asked to recompile after changing V2 to Latest
my bad - still had to recompile, but now I am no longer being asked to do so
thanks @iron dome
@leaden sequoia @stable hemlock ^^
There are settings in build.cs too I think. Honestly I can't remember. ๐
nah, there is nothing in build.cs on my end
Fair enough!
So, it's working ?
yep
Is it possible to access plugin modules in engine source modules.
Trying to access Gameplay Tags in Foliage
Sure
The thing you're trying to access has to be exported, of course.
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.
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.
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?
Also inside the unreal project browser it now shows these. Anyone knows what they are and should they be opened?
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```
Can anyone help me fix it ?
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.
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.
Did you look at the error list reference above for the actual error?
Or is that the first error?
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.
that's the only error
it's pretty short. It ends after 10 sec
Well; to me step one is make the source to a shorter directory like it tells you. Secondly, I would make it like โunrealโ not โunreal-5.21โ.
Those special chars in the folder name could easily be stuffing it up.
okay
gonna try it, thx
how can It be shorter though
it's at "\Users\Bilal\Documents\UnrealEngine-5.2.1source"
I could shorten the folder name
but yea
Alright I will try
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?
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?
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
did any one faced this issue? while building the source 5.4.1
please just use the output log to show errors
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:
I would suspect your target/build.cs files more than the engine tbh
seeing the log file would also be helpful
The only log generated is an UnrealVersionSelector file, which I think just says the same thing:
The project compiles fine with a binary version of the engine, but any other projects compile fine with the source version. For some reason, it's just this one project with this one engine version.
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
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.
errors aren't real until you actually compile and see the errors there
honestly in my experience with VS i feel this sometimes is the case
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
and in that case, show the build output from the output tab
hey so im getting an error when im trying to package my project. I found the log for it so hopefully this helps
Oh oops mb
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?
Make sure all your plugin modules and game modules are set to the latest build settings in target/build.cs files.
Thanks, looks like adding this to my project's target.cs fixed the issue DefaultBuildSettings = BuildSettingsVersion.Latest; IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
Np
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?
I am trying to setup version control locally for the Unreal Engine 5.0 Source code. When trying to run GenerateProjectFiles.bat on a new Perforce workspace where I am testing the code in Perforce version control to make sure I have all of the files in place in version control I get the following warningโฆ I have added the following to my .p4i...
The Epic p4ignore is busted. I always reconcile using -I
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
I think they restrict it based on support lifetimes. Like you might still be able to get 4.27, but nothing older. And obviously anything 5.XX
Why are you getting something so old?
I am porting a game to UE 5.4 but the code base is still in 4.23.1 I need to see it build before I try to shift engine versions
is there any particular reason for Visual Logger to be enabled only with PLATFORM_DESKTOP ?
oof. that's rough if the code base doesn't include 4.23 code & data.
Do you know if there were any actual changes to engine source? you might be able to get the launcher version instead.
Or just shift engine versions blind. you may not have another choice
I already tried the Launcher build of 4.23 and realized the Game relies on a modified version of the engine however the UE dependencies were not included so it's basically at the same status as the stock Github setup but with modified code the game depends on
You need to update Engine/Build/Commit.gitdeps.xml with the new version provided in the Assets section for the version you are using: https://github.com/EpicGames/UnrealEngine/releases?page=4
( this tip courtesy of UDN )
So I had already tried replacing this with the 4.27 version and it downloaded but destroyed the engine what do you mean by version provided in the Assets section maybe i got somthing rong the first time
I thought you are on 4.23, best to get that one
I see the Github assets
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
Dude your amazing that worked
They made some changes to the repos at one point about a year back and all the dependency systems were messed up
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
Tell those who helped from the faraway land of the elite UDN community **Thanks ๐ **
Reddit post update hopefully this stops this problem from further occurring
And the Engine built and is open!
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?
did you run setup.bat and generateprojectfiles.bat after pulling the repo?
yes
then the most likely cause is your missing or have outdated modules. Check everything here: https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine
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
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
I got those as well
apparently it doesn't prefer the 2022 VS version?
im 1.7.10 so im not sure why
for 5.4 - it only supports 2022 I thought?
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
yeah i just uninstall vs 2022 and reinstalled with those checked
i get this log when running generateprojectfiles
that says compiler v14?
yeah
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
@somber horizon - try this: https://community.gamedev.tv/t/vs-code-preferred-version/247855/5
that person had same problem as you, and they solved it with steps there
Fr? I couldnโt even find that forum despite putting it in search quotes
Lemme try it
If you cant reach the website - this is what it says (or for anyone else searching here)
The problem was that VSCodeโs preferred compiler didnโt coincide with mine.
However, problem solved.
1. Open the C/C++ extension in VSCode
2. Click โManageโ (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. โC_Cpp.default.compilerPathโ: โC:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\bin\Hostx64\x86โ
8. Save
wait that's vs code tho
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
im doing a fresh build atm after a fresh install of vs
@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
I got that too ๐ญ
I might transfer the ue project from my laptop to my pc
My laptop works fine
I think I fixed it
this fixed it, what's funny is that i found this on a differentwebsite before even reading it lmao
haha it fixed the not recommeneded version warning
but it spawned 1700 errors ๐ญ
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
Hi, for unknown reasons I was removed from the Epic Games GitHub organization. Does anyone have this issue?
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
Close the errors list, open the otuput log. General advice.
That looks like a missing module include.
oh i didnt see the nodegraphassistant part
this was the output
yea its not recognizing NGA
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.
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
You need to disable the compiler check, latest version made C4702 a compile time error #pragma warning(disable: 4702)
Ahh thanks
No worries ๐
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
Well, you could search for all instances of ".pak" and change them and see what happens, but I don't really see the point
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
I know, there's always someone that can get in. Anyway it's too much stuff I would have to change and test
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... )
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
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
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);
}
}
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!
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
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 : (
'TMemoryWriterBase<TSizedDefaultAllocator<32>>::IndexSize': cannot access private member declared in class
getting this error in UE5.4 Rocket
looks like a shadowing error
i always wipe all the intermediate, binary etc folders after a merge update and force a full fresh setup, generate and compile
cause i dont trust for weird cache/compile related errors otherwise
Aye, good point. I wiped Intermediate but forgot Binaries, will try that
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.```
could be, ill update my toolchain
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]```
yes captain
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
I hope my process at least is sane by the looks of it #engine-source message
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 : )
Is there any way to filter commits for a subdirectory?
So for example - if I go onto ue5-main and go to a subdirectory https://github.com/EpicGames/UnrealEngine/tree/ue5-main/Engine/Plugins/Editor/UMGWidgetPreview
I want to know what commits have occured on any/all files and subfolders in this directory between ue5-main and release?
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? ๐ค
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?
If you do offer any help, by the way, make sure to @ me! This is super important to me
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
well this is project specific so... not really source related. looks like windows.h being included
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
thanks for the reply!
these are the includes i have on my private file:
#include "TCPClientComponent.h"
#include "Async/Async.h"
#include "TCPWrapperUtility.h"
#include "SocketSubsystem.h"
#include "Kismet/KismetSystemLibrary.h"
what i still don't understand is that none of these files were modified, why dropping error now? lol
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
what do you mean by unity compilation on? sorry for the silly question, i have no idea what is it
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)
ok, got you, its on, if i disable it that might help? how should i disable it?
I usually have something like this in my Build.cs
If (Target.bBuildEditor)
{
bUseUnity = false;
}
It doesn't need to have the condition though
Thanks! Already fixed it! Having other issues now, but at least i was able to compile and open the project
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?
well, surround everything below the return with #if 0 ... #endif or fix the implementation
or remove the return and wrap the whole thing in a if constexpr(false)
or comment it lol
Hi, any ideas how the ExecuteUbergraph_ functions works ?
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.
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.
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
You're missing a module
I mean plugins are modules
yea yea i know i am not using plugin
checked now i have only 2 plugin and
all activated
Unreal wonโt tell you which modules you need. Your build.cs should have every module you reference. Things like UMG, Slate, AI, Niagara, etc.
so its says online subsystem only yes ?
I'm not sure how big your project is, but an average amount of module dependencies is more like this
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
can u sende me the template or can say which code i need to add ?
This is the build.cs for my game module. You can see "CoreOnline" listed right after "Core"
Is this a brand new project?
yes trying some stuff yes
first time i am getting this normally i did earlier was not problem
Yeah, whenever you enable a plugin, you should check its module dependencies. E.g. the GameplayAbilities plugin requires the "GameplayAbilities," "GameplayTags," and "GameplayTasks" modules
llike this ?
Just add it and "CoreOnline" to the list of PublicDependencyModuleNames, after "Core"
here yes ?
added thats right ?
Right, and a comma afterwards, since it's a list
sadly same error
Sorry, I'm not sure what else could be wrong
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
hit compile, paste the console output (not the error list)
Yes? Because building from VS doesn't cook. Did you try debugging the packaging process?
I am rebuilding it
Gonna sleep
Hey everyone! ๐
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! ๐
The source code is the documentation. There are lots of comments and stuff scattered throughout.
Personally I find the best way is just pick something, I.e. APawn and read the class. Then go to AActor etc.
Im looking into chaos physics specifically. The comments there are close to none ๐ญ
Especially with it being multithreaded , a few lines in and im lost
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.
Donโt think it matters if itโs on your own drive or the external, will still eat what ever it needs to finish
If you have a spare computer/laptop yeah thatโs 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 youโll end up at 40-50gb compressed) or move the complete folder into a hard drive and then use on what ever machine you like
I have a 4TB external drive. This is why I ask.
Iโm sure itโs cpu and gpu in the question not the space ๐
You can still use the computer
Wonโt 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
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.
In case you fuck up somehtinf ๐
Well depends on what you change later down the road on the source code
Each change to the source code will require you to โbuild itโ again might take time depending on what but for plugins and so a few minutes
If done correctly ofc
I have not got the space for the whole thing on my PC itself. I dont plan to change too much in source.
Then extract the files on the hard drive
Run the setup then generate project files and then VS and build UE5
Done in 15+hours ๐
Maybe less if you do less
Yeah. Gotcha. I've extracted the 2.5GB source code folder to.my external drive. I plan to build it from there.
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 Iโm a noobie in Unreal ๐คฃ
But I do learn quick haha
Is the whole thing 333GB no matter what? I cant move the successful compilation to my PC and use like 40GB?
Well let it count for you and Iโll tell you once done ๐
It might be a bit bigger than 333gb depending on what you install to it but โbaseโ should be around there, 5.4.1 was around 333gb
You can but itโs a bitch ๐
When you wanna do other stuff
The version I have only really adds a new shading model to the program. Not a massive change.
Source or epic launcher editor?
Source. Cant really add a shading model through editor launcher.
I wouldnโt know what to tell you you ๐
What ever Iโm unsure off Iโm asking here or search the deep wide internet
Even the AI to basically give me step by step instructions on text tutorials ๐คฃ I can read but usually for no clue what stuff means
Now I donโt have bunch of plugins installed yet or changed anything since I finished it but 190gb complete folder
Hopefully installed and built right as it works haha ๐คฃ
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.
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
why is this happening to me, I spent hours building the source and it says sucessful but when I try to open it
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
Which version of it? And all the needed components installed as well?
@cobalt fox it's 5.4.2
I never had issues before with unreal being that big is 360 gb on my desktop
How is yours 300? I finished my build 2 days ago it was 198gb๐ one from GitHub
Tried build it again from scratch?
I suppose you have done it before as well so knowing how wouldnโt be an issue right ๐ค
Yes I am using the 5.4.2.releasd
is this the coorect one to use?
@cobalt fox which one did you use?????
do you have the link?
Same one you at
But download as zip and unzip it, and use setup, generate project files and then build in VS (UE5)
there ware other ones did you go to the TAG section and pick that one?
Wonโt matter, will still take you to the latest 5.4.2
the one I usd has TREE in the link https://github.com/EpicGames/UnrealEngine/tree/5.4.2-release
this one has stuff added 5 days ago and it does not have TREE in the address https://github.com/EpicGames/UnrealEngine/tree/5.4
one says release and the other one does not in the link
Use the latest updated one
that is the one I used
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
I just did a fresh install on my laptop its at 344 GB and still compiling, this picture is from the desktop build
I do wonder what Iโm missing from the folder ๐
everyone else ays their install is over 300 GB
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
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
did you make sure to set the "startup project " to UE5. If you just compile from the moment you get access to the .sln from the source code setup then you'll end up with an upwards of 484GB folder. I uh... learnt the hard way on a HDD.
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
So if mine is 189/190GB combined after doing just that and it works? Itโs the 5.4.2
Thank you for awaking PTSD I didnโt know I had from UE4.0-4.4 days when I was in high school and compiles took my PC 3 hours to know if something went wrong
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.
So technically it shouldnโt be an issue right since itโs working as well the previous one did but just half the size as I did a complete fresh install/build of the 5.4.2 directly from the โreleaseโ in GitHub as well
Depends on when it was last updated or?๐
Youโre talking to a dummy and a โnewbieโ in this field haha sorry
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"
pretty much yeah
Yeah good followed that one and I suppose it should be like that then, I dont suppose theirs a way to know 100%? x)
Only when I tried install additional plugins last time ๐คฃ now Iโll try all at once and hope it works ๐
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
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
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
I cant open my project anymore please help!
Did you try a clean and rebuild, Did a search it looks like you have, so a project rebuild bricks the engine, what plugins and Extensions also did you check the mods for any errors?
Always always always use the output tab
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
so I have now deleted everything and used the ip file to do the whole bat set uo and generate project files
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
Compress it? ๐
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
How do I only send the binary version and not the source? That's 100+ GB
The source code is about 330gb depends on what you have installed on it but 7-zip works wonders
It will compress it to 1/3 or less of the complete size
So should work with the binary as well
Iโm a โnoobโ when it comes to UE but computers and other software not so much ๐
So download 7-zip and check Reddit for proper settings (to compress larger files) itโs only a few settings that needs to be adjusted and you good to go
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...
I just made my own UE5 Branch, Add Team members onto the personal Branch and they switch over to it.
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 ?
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?
Use 5.4 | upstream/5.4 should be the newest build.
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 ?
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?
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)
thanks
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?
I found that in UE5 but 4.26 doesn't support themes/skins
@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)
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
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)
Hm, ok
Anyone know why UE5.4.2 has unreachable code that stops me from building the engine?
Had this issue a few times but after I tried to clean and rebuild it got working
That's what I'm trying now. I've deleted everything and starting again from scratch.
Hopefully everything will be fine ๐ค
Did it a few times myself ๐ last time I didnโt even delete anything just clean and rebuild and it became 188gb ๐คฃ which is a bit weird since 5.4.1 was 333gb and same build/installation shit happened but it works so ๐คท๐ฝโโ๏ธโฆ magic I suppose
I started again from scratch, and now it's working ๐คทโโ๏ธ
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
you shouldn't need to disable it, if you timeout, you should check if calling git status in general times out, likely there is some bleeding lock file in the git folder you need to kill
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.
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!
'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?
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?
I've often wondered this myself.
UnrealSharp is probably the most complete example of one
https://github.com/the-unrealist/specifier-reference-viewer/tree/main/Source/ReferenceGenerator this is a lighter example
ooh they have a link! https://unrealist.org/uht-plugins/ thanks so much!
Unreal Engine 5 Tutorials & Dev Blog
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 :/
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.
yeah cherrypicking is probably what i should be doing, I'm not trying to "do anything" other that get a look ahead, but yeah thanks!
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
sounds like you are runing Ctrl f5 on GraphTests, did you run setup.bat and GenerateProjectFiles without errors?
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.
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.
doh! for some reason the dropdown in VS that shows the debug option was hidden yesterday, but today "gameplaygraph tests" is staring me right in the face. thanksfor the hint ๐
Does it need to be a CSV? You can export objects to/from json very easily.
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
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
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.
I am using Rider and I don't have any ReSharper tool and I am just creating a new project and when I try to run it then it is compiling from scratch and the old projet that was already build when I try to run that again then it is also rebuilding from scratch again.
I would follow the same Pattern remove the old project folders and do a rebuild, it may help to contact Rider support.
possible you use different build settings (like supporting fastbuild or not) for your projects, which could cause such issues
(and rider usually has nothing to do with this, rider just calls UBT which runs the same things as VS does.)
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..
Agreed, that is a crazy spot for it.
Anytime, I get a DoNet, Error I use the setup.bat and gen almost always takes care of it.
Whats wrong with Documents folder?
makes for really long powershell?
PS D:\Program Files\Epic Games\Source\UnrealEngine> ./Setup.bat
Yeah, it does help. But when I use Setup.bat on UE5, Im starting to get this error on UE4 projects
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
Idk. I do not really use console with UE on Windows.
I'm waiting for my 4tb M.2 from Amazon, so the only place I could think of for UE is Documents ๐
I do not really like Program Files because of access issues
Are you using Perforce at all maybe you need to check out the files, Ive had a failed project sln build from that a few times.
No, only git
what happens when you run ./Setup.bat from the powershell within the source engine?
Well, it works as expected. Why?
and GenerateProjectFiles.bat no errors from engine?
I got to go eat, I would remove the things from the project folder, Binaries,DeriveedDataCache,Intermediate and Saved and rebuild.
GenerateProjectFiles works fine. It's just I get an error when I try to generate files for UE4 after I use Setup.bat for UE5. And then to make UE4 generate work, I need to call UE4 Setup.bat again.
ohhhh, thats a whole different problem good luck man.
- Use Setup.bat on UE4
- Generate project files for UE4 project <- Works fine
- Use Setup.bat on UE5
- Generate project files for UE4 project <- Does not work
- Use Setup.bat on UE4 again
- Generate project files for UE4 project again <- Works fine
Doesn't that tell us that the new UE5 is removing or add new DotNet files, leading to the errors you have in UE4
Yeah, UnrealBuildTool.exe is in another folder in UE5. This is probably the reason.
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?
i just do development/editor for source in rider
thank you
Iโve 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
Providing you're following proper source control practices, just proceed to open it?
At least then the worst that could happen is a revert
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
Well what do you see, error messages?
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.
yes, so fix the build?
I can't see which errors you're dealing with if you don't share them though
Iโll look into it
Wait, you went into the Source and Copied files over into the project plugin folder?
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
So you took the plugins from the retail UE5 launcher into Source right?
yes
I do not think that works.
then how would I use my marketplace plugins in my project?
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.
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
?
or remove the market folder, and or clone it into the plugin folder.
okay I'll try that
For the record, you can copy plugins to the project's plugins folder just fine
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
Okay
it is working, mainly it was the plugins and live coding.
you shouldn't be using live coding for anything but non-constructor function body changes though
i'll keep that in mind
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?
can't say I know how mac discovered engine builds, but the native build setup should still work on mac
this native build might be something i need at this point, but still have no idea what it is really
would you mind sharing some references / resources to this? i'd like to give it a try
Sanity check : if we are just talking about running the client on a custom source fork, there shouldn't really be anything special involved.
Checklist
- you have done the Switch Unreal version, and .uproject file show the unique EngineAssociation id instead of the store version like "5.3" ?
- you have cleared Intermediate and Binaries and regenerated solution?
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
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 )
really appreicate your response. seems like im one of the only mac users out here lmao
Mobile devs are forced to use it to build for iOS : )
lol perhaps im the only one who dove into unreal on mac by choice
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)
ok, so :
- are you able to build the source engine and get it to run on the mac?
yes, although, i should say, on my computer right now i don't have the actual engine built (haven't built the unreal editor raw). i was going to just my uproject file to the source and THEN try to build. but maybe im skipping a step ?
yeah you have to compile and run the engine first
reach at least the launcher screen where you can select a project / template
compile = build? and in xcode that would be the "unrealeditor" and not any of the other options like "client/server/game"
yes
ok i ironically did this first and then deleted it cause i thought it was unnecessary lmao so will do that again
pain is fun : )
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
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?
convert in place yes
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
i have backups made, curious if plugins would be an issue ? assuming there will need to be some work there
You can sanity check by creating a blank installer project and converting it to source
yea i'll try that, so create the project in old 5.4 engine and then convert to see (w plugins enabled)
also, when i do this would i delte binaries / intermediate?
well, 1st sanity check might be just a clean blank project, then work up from there
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
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 ?
I don't usually see problems with plugins switching between installer and source, hmm
but I guess it is possible
First make sure a Blank Project can be converted in any case, without any changes
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*
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
Sanity check, do you use a source build of UE, right?
Yes, he just got a source build of the editor working
I'm afraid I've never built server targets so I don't know how to proceed here
Okay then, the reason I ask that because this error usually seen on binary builds. @wary bison Can you delete Binaries, Indermediate, .vs, .sln then generate fresh VS project files?
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.
I would have 2 separate workspaces, 1 for each.
I assume you are in the period of time between engine upgrades, and aim to stabilize onto 5.4?
Exactly, sometimes there are issues in the engine code that happen in 5.4 that did not happen in 5.3. I think that the solution will be having 2 workspaces as you mention. I'm not sure if switching engine source code versions make the intermediate folder regenerate again. I don't want to try it as it might take hours to build ๐
Yeah, having two separate workspaces is def the way to go, so you always have the working base to refer to, and no hassles switching around
Perfect, will work this way. Thanks! ๐
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
yea i'll try this first thing today
all good man, i appreicate your assitance thus far !!
trying to run the generateprojectfiles.sh script in terminal and it gives me a no permission error
zsh: permission denied: /Users/mynamelol/Documents/Unreal
That seems unusual, but you can do Get Info on the folder and unlock it if it is indeed in readonly mode
yea i just checked all the folders involved and they are all read&write
show your output of "ls -l" in terminal?
or try running the .command version
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
how would i do this ?
google "open folder in terminal" and then run the ls -l
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?
i can send the full thing i tried to run if you want
sure
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
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
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
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
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
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
noice : )
Can a modified unreal plugin source be shared on own public repository ?
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?
as it's part of the unreal source, no. you can fork the engine and push your changes to the fork though.
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.
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
Minimum and recommended hardware specifications and necessary software for developing with Unreal Engine.
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine
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(
the only clue I have is something like this
You do also have the option of forcing your plugin module to compile with C++17 regardless of the default settings being C++20, you can do so by setting CppStandard = CppStandardVersion.Cpp17 in the ModuleRules
maybe show more of what errors you are getting, and/or head over to #plugin-dev
The most reliable way is to check the release notes
It specifies the toolchain versions that Epic compiles the engine against
https://github.com/EpicGames/UnrealEngine/blob/5.4.3-release/Engine/Config/Windows/Windows_SDK.json though this file specifies the toolchain versions the engine searches for, in priority order
thanks!
Its not really related to my project, building the project needs to rebuild the engine with non-unity no-pch.
For example when testing for 5.0.3
I get 'STDC_WANT_SECURE_LIB' is not defined as a preprocessor macro
apparently an issue that is fixed in the the most recent vs2022, but now I have a conflict because that version does not support .net targeting pack 4.5 any more
my guess is when using unity-build that macro is included via another (combined) file.
I guess I'll just add the macro myself
I have a private repository of the unreal plugin source only, can I make that public for unreal organization only ?
don't think you can add any repo to epic. You can just fork the engine.
And opening up your fork to the general public is not allowed.
(not that you want to?)
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 ?
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.
It is a unreal plugin which I am modifying which makes it a derivative work.
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?
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.
Can I delete these somehow after I build everything?๐
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
Um. By the way. I started my build when I had this configuration on. Maybe that's why I've got 480 GB?
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?
Do a git hard reset and re-run setup.bat?
Yeah. Of course๐
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
Yeah you just want it to have it as UE5 on the startup project
surely Jetbrains Rider can do that right?
Of course. That's a screenshot of selecting a startup project
I'm builddng unreal source 5.4, I have these errors, any idea? "overflow in constant arithmetic"
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
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
There absolutely is in some parts of the engine, even in a full debug build. ๐ข
What do you mean? I saw a part that the very first main function does not have debug symbols. But that's just really doesn't matter.
I was looking always at the common part of the code that I wanted to know but variables and stack wasn't available
I mean there were default debug symbols in marketplace. But it's not all of them, right?
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.
The default debug symbols are for development builds, not debug, that's why you get very limited engine debugging from the launcher builds.
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?
get some logs out, also what exactly happens?
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?
I am too
Found this thread in the dev community, seems to be a problem with the Windows SDK version we have installed.
having the same issue, currently. the usual โ โ โ โ job by microsoft managing their software updates and sdk version clusterf*ck. they spam update like crazy every week, but probably untested. unreliable. hmm so i should get rid of those and compile another 3 hours? will it work? ugh. -_-
Funnily enough, I use 10.26100.0 of the Windows 11 SDK
I Uninstalled the one I had to try the 26100.0 and no luck so many errors still lol
Try downgrading it, looking at that thread 19 or 18 should work, I'll try 22 next
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 ?
what do you mean by "send" usually you have your projects code in some sort of source control, so you'd need to check this out on the machine you want to build on. and of course you also need the engine source / a compatible launcher build. (say you use the source build from release branch without any changes, you can just use the launcher version with the same version of unreal)
yea in this case i just have it backed up via external drives so i just have the project folder. and i just need the source for the server but would i need to rebuild a new source engine on that computer? given that this one is built on a mac? or could i just send the source engine that i have built on this computer*
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)
i had to build the full engine on my mac just cause it was the only way my project owuld recognize the engine but that was probalby a mac issue specifically that i had.
well you should have the version selector build and run it once so it registers with the regestry
yea once it ran i had to convert my project in place to force the project to switch to the new engine, then i just closed editor (cuase that didn't build it) and i regenerated the files, then it built w the source
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
you just need the same engine version + potential modifications you did
ok great, and i guess my worry about it being windows vs mac doesn't matter ?
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
did you implement any platform specific things for mac and didn't for windows, then yes. if you used the generic platform things the engine provide, then no as the engine wraps that for you
incredible. then i should be good. if anything, most things don't work for mac lol they usually worked for windows by default, so in some ways i imagine it might even be easier
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
@jaunty seal version 10.0.22000.0 of the Windows 11 SDK seems to work
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.
will check this , actually cleaned the solution / rebuilt it and im now past the shader compile worker so , let's see how this goes. about 100/6000 compiled so far lol
Sounds like you're doing more work than you need.
that is very much so possible
im not sure how'd i'd not include whatever it is building tho
where do i find this
Not sure. I don't even know where the text you pasted came from.
visual studio
Check the output tab then.
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
Finally built the engine but now I'm getting this error when trying to start it
I don't know how but creating an installed build for my team fixed it???
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 ๐ฆ
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?
Main is the absolute latest and "greatest". It's very likely to not compile successfully or have bugs & stability issues.
Release is the most recent stable release. Right now that means it's equivalent to 5.4.3.
Update , we have successfully built and opened the project on windows now (project was made on Mac)
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
1 server to rule them all will be fine, the targets are just for what iron you will be running it on
best news i've heard in a long time
if the windows and mac builds / package successfully, will they both communicate with the linux server target ? never have done this part so not certain if there are requirements to include when doing something like this
should be fine. ( I admit I haven't done unreal client/server stuff but having done other architectures, I am making an educated guess here )
i will take this educated guess as gospel
Anyone had the same problem? I would really appreciate help
ngl that screenshot gives very little to go off of
But that's the only thing I have shown on the screen ๐ฆ
I mean, I just create C++ project and it is loading and then I get this
have you tried to run it as development editor from your ide ?
Yes, same results, with this configuration
not sure, but this might be something you could try
It happens when I create a new C++ project so I don't even have the chance to do anything in the project structure
I'm so frustrated that I'm one step away from doing fresh Windows install ๐ . But thanks for trying to help โจ
i've been smashing my head against a wall for the last 2 months and just recenlty made some breakthroughs, keep going 
Haha thanks, you too
To sanity check, try creating a new blank c++ project in store engine, then converting that .uproject file to your source fork
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
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
If the source build was built correctly this shouldnโt come up? Should just open the Engine, once you create new project it should open VS and then the custom built editor
At least how it did for me
Ok so I guess I don't have some modules?..
Yeah thought so :/ But it's weird because I really did everything as in the UE documentation and later as in lots of youtube tutorials
generate the game uproject solution, open in IDE ( visual studio, rider etc ), build
I think I just did but I'll try again
- do you have a .sln file in project root
- is your .uproject file pointing to source fork udid
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
- ok, you have .sln
- open .uproject file in notepad
"FileVersion": 3,
"EngineAssociation": "{1A987D7D-4E02-EA85-7BEC-EB962CAAFEA5}",```
should look something like that
Yes I see
I have this
"FileVersion": 3,
"EngineAssociation": "{6BC52A26-4A0B-E9CC-D8BA-6ABAC176E572}",
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
Source fork is the engine/editor
Game is the game/your project
You rebuild the source fork whenever you make changes to the engine, not otherwise
Or you mean, can you build and run the game from the source fork solution? If you have the 'native' directory setup, I think you might be able to, but certainly not otherwise
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
What do you mean by native directory setup? I haven't changed anything
Native is the recommended structure
#engine-source message
I mean from the engine source build, not from the launcher, when I open it and I get this window I couldn't create C++ project
Ok it still doesn't work as I wanted it to. here I clicked "create project" and again i got this window
Not sure what is going on there, but does it really matter? If you have a project working now
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
It's just weird, if something is broken now it could also not work in other aspects and surprise me in the future, but still thank you very much for helping me and teaching me how uproject works
Maybe I'll just reinstall windows ๐
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
Thanks, do you know about the dev branches? Are they gonna make it into main or just experiments
I donโt know anything about dev branches. The only other branches I know about at the other version branches that sort of snapshot the engine releases.
I would imagine they are probably made public to expedite emergency fixes for studios that are heavily into source fork development
So from here after you press create new c++ project it doesnโt open up a VS and then auto opens your new project in the editor? It just gives you that command with build tools?
Oh right, sounds fair, i was just confused over so many branches
It doesn't open new project, only the command with build tools
how would i get a source build to the smallest possible size? i literally just need the ability to build dedicated servers