#engine-source
1 messages · Page 13 of 1
Wouldn’t hate this answer myself (I did the full thing and it’s massive and takes like 5 hours) any ways to reduce would be nice
Yes
Hmm.. with VS did you install the right components even the individual ones that were required for Unreal etc and what Windows SDK are you using?
Had issues too until I did a clean install of VS and then installed and build the UE5 source build
Hmm Yeah that seems much better than reinstalling whole Windows XD I'll try that.
I think I did install right components as I normally use it for other projects from the launcher build versions of unreal
But I also use Rider and there something could be messed up, it just doesn't look right, I have 2 Build tools
Thanks!
Might wanna remove them both, I don’t have them in my VS as yours are shown, just installed the VS professional one since it was free for private use and added the components needed
Had the community 2022 when I had some issues before but professional worked as well
These here, plus on the installation details on the right in the VS picture below you can scroll down and add components for Unreal Engine as well
I tried with the SDK from Microsoft instead as well but when it didn’t work I installed the one that came with the VS
Might wanna try with that as well
I know about them and have them installed, I think these Build Tools came from trying to use older version of Unreal which required Visual Studio 2019 but I'm not sure
So just make a clean install and hopefully it works
Yeah I will, thank you 😄 it will be useful
Just check all the components needed because there’s some that aren’t mentioned in the forum that people have shown in YT videos that you can install as well just to be sure
Hello, fellows, I'm start to learn developing based on RDG framework, compared building in [Plugins] to in [Engine Source], which one may be a better practice? can i get more advice on that? Thank you guys.
Adding things directly to the engine makes collaboration much harder.
I'm sure I enabled a view the other day that showed me the names of the menus so I could easily extend them.
Can someone tell me whether I hallucinated it or am I just "having a man look" for this option and can't find it?
Hi, does anyone know of any similar rendering path implementation (or alternative workflow) that skips SceneProxy as mentioned in this video? Video mentions that Epic has implemented similar features progressively yet not sure how Epic named them. Thanks.
Faced with the challenge of building massive environments from over 60,000 mesh components, including fields of real-time simulated debris, the engineering team at Creative Assembly needed to find a way to reduce level streaming costs and optimize rendering of unique instances.
In this talk, Grant Johnson, Senior Graphics and Engine Programme...
As Daekesh said : Basically if you start extending engine you will need to set up UGS to keep the source fork synced across all developers. I would personally recommend this only for very experienced teams regardless of size.
If you can get away with custom c++ code at the game level, and/or plugins, that should keep life much easier
As a matter of fact, when 1) sometimes we want to make a upgrade of UE native components (BoxSceneCapture stuff, etc.), it will be more efficient to add lines rather than fetch these code out in a plugin. 2) If we do that in plugin, the engine itself just give 3 or 4 stingy delegates from render pass, it's enough for me though, but feel limited. 3) Say good bye to fork synced if we (3 dev at most) work on source version. We just have no energy to merge code.
Yeah, the lack of experience just terrified me to dive into source. I m still learning
Certainly, just saying it can get iffy if you have say 10 devs over half of who shouldn't really be having to mess with a source fork
We are lucky in that all our changes are purely affecting mobile builds only, so all the designers and such can stick to the store engine while the mobile core team handles the source changes as needed
Uh, I got that. Our concern is fully on PC and rendering, some senior friends left a completely "customized" engine to me. I'm trying to pull the code out recently, but I just find no way.
Yeah, if it's lowlevel changes, you are probably best off sticking with the fork
One option may be to take a long look at the changes and really assess their value IF using source fork is a big hassle
I will get used to that, someday. Maybe. 😰
Well my source is working and who knows if I’ll ever need it (most likely no) haha and I ain’t touching it for a while 😅🙏
Savage only follows instructions 😆
dumb question
As I'm compiling a source build of the engine, is it okay to work on another project in the launcher version of the engine at the same time?
yeah, they should be unrelated afaik
Aite, thank you!
To remove buffer copy beween two process, in UE5.4 branch I found already exists AHardwareBuffer interface, but does not implemented or used any where? I there any sample codes about ahardwarebuffer in ue? any response would be appreciated
Not sure where to post this, anyone know why I get this error when the project loads up?
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: InSizeAfterCompaction > 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp] [Line: 3401]
LogOutputDevice: Error: Compacted acceleration structure size is expected to be non-zero. This error suggests that GPU readback synchronization is broken.
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ffbde2cc986 UnrealEditor-D3D12RHI.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffbde309ae7 UnrealEditor-D3D12RHI.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc3b941fbf UnrealEditor-RHI.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc3b9403b6 UnrealEditor-RHI.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc3b92b4db UnrealEditor-RHI.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc3b94606f UnrealEditor-RHI.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc22e1b88a UnrealEditor-Core.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc22e1bf2e UnrealEditor-Core.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc2706642d UnrealEditor-RenderCore.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc2345c93d UnrealEditor-Core.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc234502b7 UnrealEditor-Core.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc82057374 KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc8301cc91 ntdll.dll!UnknownFunction []
LogStats: SubmitErrorReport - 0.000 s
LogRHI: Error: Breadcrumbs 'RHIThread'
I have an AMD Card, doesn't appear to do this with the Nvidia card on my laptop
Fresh engine install, fresh project etc
Updated drivers as well
I took a peek in UDN, and this was the only relevant answer i could spot
If the diagnostic system itself is working, but no errors are reported then it likely indicates that the geometry is OK (at least as far as our validation layer is concerned).
The only potentially relevant bug that I can think of at this point is an issue with Niagara ray tracing that was fixed in UE5 Main in CL 23590947. I don't think I can provide more hints on how to diagnose the problem at this point. I may be able to help if I was able to reproduce the problem locally, but I need a project that I can build/run.```
Hey guys, i've been bugged by this weird memory leak for almost a week now. I'm using UE 5.3.2 + DX12 and when I minimize my packaged game in windowed mode my memory usage goes off the roof (~400MB/s increase) which causes the entire thing to crash. Task manager shows shared VRAM increases at the same rate. When I maximize the game again the increase immediately stops.
I experimented on a barebone project with an entirely empty level, and the same thing happened, so I'm suspecting sth off with the engine itself. Tried some frame capture tools (renderdoc, nsight graphics) but seems like they won't operate when the window is minimized. If I capture after restoring the window the only diffs i can find is a bunch of buffers named StagedRead and they aren't that big in size.
Kinda run out of ideas at this point. I'd really appreciate any guides on how to debug this - or if u know how to make the framecap tools run on minimized apps. Thanks! 🙏 🙏
Thanks for that, looks like its UDS giving the error
I dragged the BP into the Map and instantly got the error
i think this must be causing a lot of crashes for me on this AMD Card
In Development mode, I think Unreal will do automatically attempt a memreport when it dies from OOM. Check your .log file. If there's nothing there, you can execute memreport and memreport -full yourself (I often do both, slightly different information. There's also Memory Insights as part of the Unreal Insights profiler. Using the -trace=default,memory,memalloc,callstack should get you lots of information to plow through in Insights. Check the Unreal docs for "insights" and there's a bunch there.
hi i'm on 5.3.2 and wanted to double check if this is the correct source build to DL?
scratch that, i have to search tags for 5.3.2. leaving this up for future searches
roughly how long does it take to install prereqs once updating is done? Pic of what I'm seeing:
depends a bit on your PC I guess, but I don't recall ever having to wait more than a few minutes at any stage of these processes with a highend machine and blazing internet
i guess it got hung up. x'd out, re-ran, everything good 👍
Just a question, what is AutoRTFMTests and why do we have to disable it? I mean it solves the problem but do you know what it is?
https://forums.unrealengine.com/t/how-can-i-fix-this-error-building-5-3-from-source/1290352/2
Hearsay, internal epic program.
A few Google search will show some results
Thanks!
Thanks for the advice! I tried both and the llm system can't tell me much as all those crazy mem bump are listed "untracked" - i think they are related to gpu memory alloc since the shared gpu mem in task manager goes up in sync.
How does UHT get rebuilt? Before it was C# it happened (or seemed to) when generating project files. But I don't see any output during that (or during project compiles).
How do I know that changes (like a cherrypicked change from ue5-main) has been incorporated? or that it will be rebuilt/incorporated properly for teammates syncing to my change?
This might not be the correct place to ask, but has anyone successfully set up Microsoft Azure (Entra ID) authentication/login with Unreal Engine?
Is it even possible to add a runtime module as a dependency to an exisiting module in source? Im trying to add GameplayAbilities to the AI.Module build so I can create a more in depth Environment Queries. It doesnt seem to like being added.
wrong screen this is the right one
yeah it just links to the .cpp file which I tried the include with "AbilitySystemComponent"
or errors and points to the file i should say
doing a fresh build of 5.4.3, getting some build errors. here was the end of my log:
12>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -architecture=x64" exited with code 6.
12>Done building project "UE5.vcxproj" -- FAILED.
========== Build: 11 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
========== Build completed at 10:34 AM and took 01:29:33.030 hours ==========
does anyone know what this means?
I'm getting similar errors. Did you ever figure this out?
yes
it was related to windows sdk version. You can remove all windows sdk version and install 10.0.18362.1 version
INFINITY macro is not working on some other version I guess
did you pull that from somewhere other than the VS installer? i don't have that option
no don't use the installer
download it on internet
be sure to remove all windows sdk
even the windows page itself only shows .1
I compiled Unreal from the source and now every time I am trying to open my project (that is created by the exact engine) I get these errors:
I have to build the project from VS over and over again to be able to open it in the editor
I don't know! where can I find out about it?
Is your .uproject file pointing to the source fork? ( "Switch Engine Version" )
yes
I created this project using the launcher itself
like whenever I close the editor, I have to rebuild the solution again to be able to open the project
I don't know what should I search to find out about this problem
the launcher recognizes these projects tho
Hmm hmm
Try delete Binaries + Intermediate, regen solution, rebuild from IDE
it's the classic fix for most funkiness
I do it all the time!
it takes up to 2 hours tho
like every time I close the editor this is the process I go through
The engine version is correct in the .uproject file as well
I have heard of this being mentioned now and then as a bug, but... I could swear there was some way to have things solid
the error says there are some modules missing
what modules exactly! is there any way to find out why the editor can't run it's process?
"MyProject2" is the only thing listed
can UnrealBuild tool be related to this
Sanity check : you can build and launch the development editor / game from IDE?
yes
but every time you close the editor, and launch again, it rebuilds... show your ide settings, on the launch bar
but it requires the build process
this stuff
atm i am building a project so i can open it via the editor, after it finishes, i'm gonna open this MyProject2 and just press play button via VS
it will give some erros
that should be a useful way of finding the issue
does this solve the problem?
what does it mean to run code analyse( where is this option?)
day 5 of trying to build 5.4.3
what the heck am i doing wrong... i had no issues with 5.3
show outputs not error lists
it's quite long. do you prefer pastebin for this sort of thing?
what is the directory that you've cloned the source and trying to build
be careful about the character limitation, the address of the directory shouldn't be long
28>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat UninstallHelper Win64 Development -WaitMutex -FromMsBuild -architecture=x64" exited with code 6.
28>Done building project "UninstallHelper.vcxproj" -- FAILED.
91>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat CmdLink Win64 Development -WaitMutex -FromMsBuild -architecture=x64" exited with code -1073741819.
91>Done building project "CmdLink.vcxproj" -- FAILED.
94>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat BuildPatchTool Win64 Development -WaitMutex -FromMsBuild -architecture=x64" exited with code -1073741819.
94>Done building project "BuildPatchTool.vcxproj" -- FAILED.
100>Deploying GameplayGraphTests Win64 Development...
100>Total execution time: 11.08 seconds
========== Build: 60 succeeded, 3 failed, 60 up-to-date, 37 skipped ==========
========== Build completed at 7:33 AM and took 44.156 seconds ==========
UnrealEngineSrc_5_4_3
usually I put it in something like C:\UE5.4
i'll try extracting a fresh one in a new folder
been doing that though, i'm not certain that's the issue
i';ve done that, reinstalled VS, followed Epic's step by step instructions for installing from source
but it won't let me run local debugger through the sln file, aka it won't start
and what is the startup project set to?
u mean like development editor?
none. i'm trying to just start UE
fresh 5.4 source build
well right click UE5 in the solution explorer and set that as the startup project
though native source builds are better to avoid compiling everything
man if the fix is that simple I'm gonna facepalm very hard. doing a full fresh setup in a new folder now. will get back in a couple hours
well even better is a native build. that only compiles engine modules that your project actually uses
omg that worked
does that cause any limitations down the road or is that just a critical step that I missed?
oh wow it's step 1 on their docs. i am a fool. thank you both @rose grove @hidden hedge if you DM me your venmo or something i'll send y'all tips. shit's been failing since monday on me
one question, if I move a project to the root directory of the engine, would it be any different from the projects that are in other locations?
?
I think it needs to be in the root folder if you want to do proper server/client builds for dedicated servers
yes that's what i want
you can have different projects under the same native build if they are in adjacent directories but usually engine and project is 1:1 outside of Epic
i haven't tried not doing it that way, with the project in the root directory, but I can tell you i successfully set up local dedicated servers on 5.3 doing it this way
currently every time I try to open my .uproject, i have to just build the project from the scratch
and run the editor after building the project via VS
gives me this error
I didn't have to do it that way in 5.3 build. the project will show under the UE5 directory in VS and you can launch it from there.
I followed this guy's series and everything worked fine except for the linux server part for me
Building Dedicated Servers with Unreal Engine 5
00:00 Intro
00:49 Create New Project
02:34 Create Main Menu
08:12 Level Blueprint
10:03 Project Settings
11:26 Server and Client Build Targets
14:37 Packaging builds
16:24 Launching and Connecting to Local Server
Links:
Setting Up Dedicated Servers
https://docs.unrealengine.com/5.2/en-US/setting-...
I moved a 5.3 project into my 5.4 source root directory and am trying to switch the Unreal version to the source build. I tried the first few google results but I don't think this is the exact same problem
why are you doing that? EngineAssociation should be blank or missing if you're using a native source build. you don't generate project files from the context menu either, you just run GenerateProjectFiles.bat in the engine root. if you've done it correctly, your game will show in the solution explorer under Games when you open UE5.sln
do i not still need to switch the engine version on the .uproject file?
No? And if your uproject file has an EngineAssociation in it, remove it
You don't use unreal version selector at all with a native source build
Thanks for the help. I removed the Engine Association line from the 5.3 uproject file that I moved to the root folder of my 5.4.3 source engine. I deleted the following existing files/folders: .sln, .vsconfig, Build, Binaries, Intermediate, Saved. This was what I got when I ran GenerateProjectFiles:
I've already built a fresh Lyra project in this source build so I don't think there's an issue with VS
looks like i could resolve this by changing "JsonParseException" to "Exception." working through some other errors
Currently stuck with this error:" Not expecting project D:\UnrealEngineSrc_5_4_3\UnrealEngine-release\Engine\Intermediate\ProjectFiles\LyraGameEOS.vcxproj to already have a target rules of with configuration name Game (LyraGameEOSTarget) while trying to add: LyraGameEOSTarget"
tbh I'm nervous to start deleting more stuff
deleting this file, or commenting out various parts of it did not seem to help
has anyone tried building ue5-main lately? I am running into an error:
Cannot open include file: '../Plugins/Developer/Concert/ConcertApp/MultiUserClient/Source/MultiUserClient/Private/Widgets/ActiveSession/Replication/Client/Multi/Columns/AssignedClients/MultiStreamColumns_AssignedClients.cpp': No such file or directory
Not sure how to resolve as I can see the file/directory exists
I'm trying to use the CompanyDistinguishedName in the save game folder path. I added a GetPublisherName function in FApp that reads the Game.ini and returns the value. That function works (tried it by logging it in a project) but it doesn't when building the path in FPaths::ProjectUserDir, then it just returns the default value I set. My only guess is that the save game folder is created and FPaths::ProjectUserDir is called before the engine can access the config files.
Hey everyone, currently trying to do a bit of engine modifications to add a "Toon" Shading Model to it, initially got it to be displayed in the Material Editor earlier.
But after trying to make changes to the GBuffer to add this new Shading Model, it always fail to launch with only a vague error saying that WorldGridMaterial failed to compile.
I've tried deleting the DerivedDataCache, rebuilding it, double checked to see if I did any errors in the shader files, I'm not entirely sure where the error is exactly.
I don't suppose anyone here would know where to look at?
Looks like the actual shader compilation error is just offscreen - Cannot force a cast between non-numeric types.
Sadly it doesn't specify where on that one... I'll try running it again maybe I'm just blind 😅
Yeah the only thing stated is:
you could always set a breakpoint on that line
The MaterialShared.cpp one?
The warning is actually from HLSLMaterialTranslator.cpp on my version (5.3.2)
if I ever see an error message like that and I want to find it, just search the solution for it
then set a breakpoint
How do i build unreal from source?
Is github code broken
?
I`m using release branch. What should i do?
Checkout a stable one like 5.3.2 or 5.4.x
And follow The Fine Documentation
I have tried 5.4.3
@ocean inlet building 5.4.3 from source
I have downloaded from here
I did run setup then generate projectile files what more do i need
I tried everything
Git, archive
5.44, 5.4.3
Nothing works
Maybe i need a compiler ? clang?
Do visual studio compiler works
make sure you are using VS 17.8
I am not 100% on how it's actually achieved but aren't the .pdb debug symbols you can download from epic's launcher meant to allow you to attach a debugger to the release engine build? But also if you just change the uproject's engine assosciation to your source build (from one of the release version branches) it won't change anything in the project other than the engine assosciation string, you can debug on your source build and then flick it back to the release build and it will work just fine (as long as they have the same major/minor engine versions)
built game != editor
yes, can change engine association at will ( if you are not in a "native" folder structure setup ). The "conversion" process does nothing of interest as far as I have noticed so far to anything except the .uproject file EngineAssociationvalue.
When the engine versions are functionally the same, there shouldn't be any danger of messing things up, ( but assuming you have version control, everything is fine in any case no matter what )
So you want to produce the debug symbols and move them into the other engine install?
To do that, you change the engine association in the uproject. Or by right clicking on the uproject and using the menu.
You could put the source build in place of your 5.4 install.
I think there is.
Building Engine from Source - Errors
Hi all, hoping someone might be able to help me with this. I'm trying to build the Unreal Engine source for a personal project (dedicated server, apparently UE source is required for that).
I cloned the repo, and then locally have checked out the tag for 5.4.4, no amendments..
I've followed the ReadMe.md, but I keep getting this error;
12>F:\Software\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "..\..\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -architecture=x64" exited with code 6.
The log from the build in Visual Studio is attached.
Anyone run into this/have any ideas?
Thanks in advance for your help/time 🙂
Have you checked the build log for errors?
Hi @iron dome, I thought that was what I'd posted. Is there another log elsewhere? I'm not seeing any \Saved\Logs directories at the moment?
The one you posted. The attached file.
Search it for error.
Error code 6 is a compile error. The specific error will be in that log.
i do see lots of basic unreachable code errors that were elevated from warning
maybe just un-elevate them on source build or fix them all in avalanche plugin
Damn. What did we do 😳
Or disable the ava plugins. And build your project not the entire solution.
but it usually should work, maybe he did nor run dependencies or setup.bat on project
Ok, so, I'm not entirely sure how to do most of the things mentioned above here. I didn't build the entire solution, just the UE5 target, as per the docs though.
I have run the setup.bat, and the items listed in the readme.md file (one downloaded about 18GB of content etc)
How else would I get a copy of the editor?
If you build your project, it will build thr parts of the engine it needs.
Which is unlikely to be the avalanche plugin.
But the docs say you build the UE5 target, then run it, and then create the project from within that.
why you need that? you can make project from anything else. i is just a text file
I don't know why, this is the first time I've tried using the Source version for a build, usually I just use the launcher etc
Yeah, and that's what I wanted to do
a new project etc
just make project using something else then retarget to a source engine
afterall it is just a difference in one line in uproject file
That'll work a lot better. ⬆️
Not familiar with that, hence just following the docs etc
Which I assumed would take me through the steps necessary
You can retarget by right clicking on the uproject file in explorer.
dont be docs believer/worshipper, docs often wrong or outdated or does not match real life practice
Ideally you probably would just build the ue5 project. However...
Fair point, but this is literally the first steps for building this thing, lol.. you'd kind expect that to be correct at least
If I repoint a project to use this though, being that the build fails, wont the main project then fail anyway?
Building from source is always a bit finicky.
I see I have a "Source build" in the drop down etc for that... but I'm guessing right now, it would fail
The retarget drop down?
Yeah
I'm at a bit of a loss how if the UE editor is failing to build, building my own project which then relies on the editor (which I want to be able to open at some point) is going to work?
it is not editor failing to build but 1001 plugin that is part of engine distrib
It also seems a bit odd that I'll have to use the Launcher version of UE to create a new project, and then having done that, re-target it to the source version
If you build the development editor target for your project it will also build the editor to open it.
normally nobody starts with source build, unless they already have one running in team
The only reason I went down this road is because i wanted to experiment a little more with multiplayer, and from what I found online, it suggested that a source build was necessary for a dedicated server
DS is a separate build target, when you want to make a headless server build of a game
So, I have the standard editor from the launcher available locally, but this was something else I did afte retc
while normally you can use listen server or client
and learning to drive on a f1 race car is not a good choice
was taking small steps... have a listen server model set up and running already, but wanted to try the DS approach... not 100% sure which will suit my needs better at the moment, but leaning towards DS, and wasn't sure how easy it would be to unpick/change that over at a later stage, hence trying to get it right from the beginning
normally as long as you properly handle authority there should be little to no difference. just everything is client,
wait... if you have a project .... why you were trying to start editor to create new one ? you could just retarget yours to source engine and that was all
If you have a listen server, why not use that project?
The project I have was just a little prototype, its a bit messy in places and now has names of things inside it which I want to change. So, I had planned to create a new project, effectively starting over for the multiplayer model, and just copy/pasting the chunks of the code I want across, renaming as I go, and then using the DS approach. So, a bit of a mix of reasons etc.
Just wasn't expecting to get scuppered like this from the get go by a plugin 😦
Copy+paste the entire project 😛
Well I guess I could create a new project in the way I've been doing it before, shift my code around, rename as desired, and then re-target. The bit I dont get though is that if this source UE5 version wont build on its own, how does it magically work when I do it from a re-targetted project? (gap in my understanding here)
git branch ds-testing && git checkout ds-testing and zero need to copy, can time travel anytime
time travel for everyone
hehe, git command prompty wizardry is another area of learning I lack... rely on the UI tools (and hope I never have to do anything complicated)
One thing, when I cloned the UE source repo, from what I can tell it grabbed everything.. then locally I selected the 5.4.4 tag and checked that out. wondering whether perhaps I should have cloned from the 5.4.4 tag in the first place, maybe I've ended up with other stuff here that is causing this plugin not to work?
doesn't matter if you cloned release and then switched to tag. afterall they're all just pointers to commits in history
so what I have been trying (and failing) to build, would be the right stuff then... hmmpf... hadly mildly hoped that maybe this was the cause and that I could write off another day clearing it all and trying again. I hate it when you follow steps and then it doesn't work, reduces confidence etc.
I'll test the re-targetting with a noddy empty project in a sec and see if it works.
Thanks both for all of the replies and your time, my frustrations are with the issue etc, not the help you've both provided 🙂
It would seem commenting out that early return resolves the build issue...
Didn't really want to touch any engine code at all though.
i dont remember where, but there is a file with all elevated warnings, you can just remove 4702 from the list
Is there any knock-on/negative effect of doing that? (e.g. would it fail to then show problems in my own poorly written code)
Looks like it could be all related to a change between 5.3 and 5.4, found a few other people with the same issue, one actually gives the exact example of the issue I had!:
https://forums.unrealengine.com/t/plugin-build-fails-only-on-ue5-4/1853592/8
The files, where said macros are stored on Windows, are these: 5.3 - Engine/Source/Runtime/Core/Public/MSVC/MSVCPlatformCompilerPreSetup.h 5.4 - Engine/Source/Runtime/Core/Public/MSVC/MSVCPlatformCompilerPreSetup.h And the only difference between 5.3 and 5.4 is following addition: #ifndef PRAGMA_DISABLE_UNREACHABLE_CODE_WARNINGS #define PRA...
After cherry picking the commit https://github.com/EpicGames/UnrealEngine/commit/ed5898c2d7bbcb0bff67d3bd0f7632a2859469e1 for the new android target sdk version I get this error
LogPlayLevel: Error: UAT: ld.lld: error: undefined symbol: AssetPackManager_getShowConfirmationDialogStatus LogPlayLevel: UAT: >>> referenced by GooglePADFunctionLibrary.cpp:435 (./../Plugins/Runtime/GooglePAD/Source/GooglePAD/Private/GooglePADFunctionLibrary.cpp:435) LogPlayLevel: UAT: >>> GooglePAD/Module.GooglePAD.cpp.o:(UGooglePADFunctionLibrary::execGetShowCellularDataConfirmationStatus(UObject*, FFrame&, void*)) LogPlayLevel: UAT: >>> referenced by GooglePADFunctionLibrary.cpp:435 (./../Plugins/Runtime/GooglePAD/Source/GooglePAD/Private/GooglePADFunctionLibrary.cpp:435) LogPlayLevel: UAT: >>> GooglePAD/Module.GooglePAD.cpp.o:(UGooglePADFunctionLibrary::GetShowCellularDataConfirmationStatus(EGooglePADCellularDataConfirmStatus&)) LogPlayLevel: UAT: >>> referenced by GooglePADFunctionLibrary.cpp:435 (./../Plugins/Runtime/GooglePAD/Source/GooglePAD/Private/GooglePADFunctionLibrary.cpp:435) LogPlayLevel: UAT: >>> GooglePAD/Module.GooglePAD.cpp.o:(UGooglePADFunctionLibrary::execGetShowConfirmationDialogStatus(UObject*, FFrame&, void*))
In the commit notes they write something of (note: this requires changes to logic for ShowConfirmationDialog!) but I could not figure out which commit they meant with this sentence since, this is the only commit that ever mentioned ShowConfirmationDialog
Also, does someone know, if epic changes something in the Engine/Build/Commit.gitdeps.xml If we have to do something extra, than just pressing rebuild? So that maybe the new library's can be downloaded or something?
I believe that git step is done in setup.bat
Thanks for letting me know, it seems to work
Hello, When I distribute my source build to multiple computers and attempt to open uproject, the uproject gets a different engine association per computer. I distribute the source build by coping the results of the below command, and then on each computer running UnrealVersionSelector.
I have created a source build by running a command like "Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean -set:HostPlatformOnly=true -set:WithAndroid=true -set:BuiltDirectory="C:/UE5.3/""
Do you have your project setup like this? #source-control message
Almost. I have:
C:\GameDev
C:\GameDev\Engine
C:\GameDev\ProjectA
C:\GameDev\ProjectB
I looks like I am missing C:\GameDev\Default.uprojectdirs
I am looking at https://dev.epicgames.com/community/learning/tutorials/8JYW/setting-up-an-unreal-engine-studio-the-epic-way and https://dev.epicgames.com/documentation/en-us/unreal-engine/managing-game-code-in-unreal-engine to try and figure a solution out
Which folder is GenerateProjectFiles in? GameDev? or Engine?
hmm maybe this is my problem. GenerateProjectFiles.bat does not seem present at all on my 2nd computer.
Here is my full setup. Main computer:
C:\GameDev\EngineSource which contains GenerateProjectFiles.bat
C:\GameDev\EngineBuild (this is produced via RunUAT.bat. I copy this folder to my 2nd computer)
C:\GameDev\ProjectA
2nd computer:
C:\GameDev\EngineBuild (this is produced via RunUAT.bat. I copy this folder to my 2nd computer)
C:\GameDev\ProjectA
2nd computer does not seem to have GenerateProjectFiles.bat .
Is GenerateProjectFiles.bat different that what runs when you right click on a .uproject and generate visual studio project files? On my 2nd computer I can generate visual studio project files
They both probably call the same thing, but this isn't how you should work with unreal across multiple computers. You should be using source control and building binaries locally.
Also, what you have there is called a "foreign project" setup. That engine binding isn't stable across computers because it relies on a locally generated GUID and the windows registry.
Instead you would ignore the bindings and use a "native project" setup:
C:\GameDev\Engine\ <- GenerateProjectFiles.bat
C:\GameDev\Engine\ProjectA\ <- ProjectA uproject file, etc
C:\GameDev\Engine\ProjectB\ <- ProjectB uproject file, etc
to clarify, are you saying every computer should be building it's own unreal engine binary from source?
Is C:\GameDev\Engine\ the unreal source or the resulting folder of RunUAT.bat ?
Working with unreal source has been such a pain 😂 . Only using it so I can use application space warp for my meta quest game
Generally yes. There are ways to share binaries, but only if you're sharing everything.
You either use the installer build to share the engine and build your project, build from source and build engine & source from scratch, or get engine and project binaries from one place.
You don't share engine binaries from a source build and build the project from scratch.
Engine\ unreal source
hmm ok. I am trying out converting my setup to native project setup. i am trying to avoid building the engine binaries as much as possible
Thank you for your help btw
for anyone coming to this thread what I ended up doing to share a source binary build between my desktop and laptop what I did was just add a registry key for my binary build per the instructions on https://dev.epicgames.com/documentation/en-us/unreal-engine/installed-build-reference-guide-for-unreal-engine?application_version=5.3
Project messes up source build
-
i build the engine 5.3.2 from release source and created a project and it works
-
and i converted my launcher 5.1.1 project to source engine project and tested shipping build too
but i had to do some things to get rid of image1 upgrade issue -
then i converted another project this times it prompt me to build or change engine modules kind a message and my source build (not installed build) got messed up by this project and had to build again
-
now i keep a backup of source build and when ever some project messed up source build i just copy backup build folder
-
what could be the reason that project modifies engine modules? am i missing something, how can i restrict projects messing my source build?
define "messing up"
It might be having old build config which causes the engine to rebuild.
Anyone know what this gizmo is named or which c++ class creates and handles it's interaction? (it's the skylight direction, shows up after pressing ctrl+L)
You had me wondering about that too, so here you go, enjoy 😛
https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Editor/UnrealEd/Private/LevelEditorViewport.cpp#L3498-L3525
thank you, I was looking for FInputChord(EKeys::L, EModifierKey::Control) and finding nothing. Good to know there's another UI_COMMAND format to search for 
Does anyone have any knowledge or have worked with SceneViewExtensions?
I also grabbed that 5.4.4 tar ball and tried building from source and ran into that issue. Ended up patching the source to fix it.
posted in #ue5-general too but this seems like the better place to ask:
does anyone know why this error would be occurring when running Setup.bat from the ue5 repository? my friend is struggling to build unreal 5.4.3 from github source and has persistently run into this problem with this specific dependency file (https://cdn.unrealengine.com/dependencies/UnrealEngine-31090618/fbecf22e84e22af7ba4423fc1864c5e54b878f7d). he can download it in browser just fine but doesn't know what to do with it after, and setup just fails on it no matter what
that's Commit.gitdeps.xml?
my apologies it's 5.4.3 not 5.3
so how the repo was as of the "5.4.3 release" commit - https://github.com/EpicGames/UnrealEngine/tree/7ba7e260a528ffbab6d0157890f8ecbe363925f4
we're in a "graphics for games" course where we need to build UE from source and my instructor forked from the release branch instead -- that being said i can still find references to this file inside of Commit.gitdeps.xml from that tag
welp our instructor wants us playing lego i guess, not much we can do about how that's set up
this is a graded assignment for a college course and our instructor set up a github organization in a particular way for him to monitor our submissions, forking from that particular point in the ue repository. that is out of our control. i'm just wondering if there's anything that can be done about that dependency
thanks, forwarded for him to try
Hello everyone, I had a question regarding the landscape I am not sure if I should put this in C++ or in here. But I am trying to modify the landscape to work during runtime. I found some article that explained the step by step on how you would do it. Only I did get it to work partially where I was able to upload the heightmap the the landscape only the quality was poor. The vertices didn't seem to be smoothed and collision didn't seem to work. Would there be anyone that might have time to help me with understanding what some of the functionality do if anyone has any idea
I think landmass plugin already allows you to apply heightmaps at runtime
Alright thank you for the response I will take a look at it.
oh sorry I mean the landscape patches plugin
Has anyone ever gotten this error and know what might be the cause?
Internal inconsistency error: never received target ended message for target ID '1' (in target 'ShaderCompileWorker_Build' from project 'ShaderCompileWorker (Mac)').
This happened after I’d had the game working with the source engine for a while and it just randomly crashed and then this error as well as saying that “mac isn’t a valid platform”
Not a clue how this could have happened. And yea I am on a Mac and never have not been so the error very confusing
==========================
OCEAN MASKING PROBLEM
- Mobile LDR (forward+, VR)
- no post process
- no custom depth or stencil
- no distance field
- Single Layer Water - > as simple translucent via data driven platform info
How do I mask water out of my boat hull(s)?
I don't know of a way to set up a screen space or world space mask for this type of thing without the above.
My only guesses:
- sdf / volume texture into RVT?
- build my own buffer?
I really don't know how I would even populate that buffer with useful data. This seems exactly like what custom depth/stencil or distance field exists for. no idea why the first one isn't included in LDR.
NEED HELP FROM SOMEONE WITH KNOWLEDGE USING THE SCENEVIEWEXTENSION
I’m working on a project where I need to render the scene from a different ViewOrigin without affecting the main camera view. My goal is to set up a secondary view that renders the scene from an alternate location and orientation (Without SceneCapture2D), and then access its SceneTextures (like SceneColor and SceneDepth) directly within the rendering pipeline.
What I’m Trying to Achieve:
Render a Secondary View:
Create a new view that renders the scene from a different ViewOrigin and ViewRotation.
Ensure that this secondary view does not interfere with or alter the main camera’s rendering.
Access SceneTextures of the Secondary View:
Retrieve the SceneColor and SceneDepth textures from the secondary view.
Use these textures in custom render passes or shaders.
What I’ve Done So Far:
SceneViewExtension:
Implemented an FSceneViewExtension class to inject custom rendering logic.
Overridden necessary methods like PrePostProcessPass_RenderThread to access and manipulate SceneTextures.
Custom Render Passes and Shaders:
Set up custom render passes and global shaders that are working as intended.
Able to manipulate the main view’s SceneTextures successfully.
The Challenge:
I’m stumped on how to properly render the secondary view from the different ViewOrigin and access its SceneTextures within the rendering pipeline. Specifically:
Creating the Secondary View:
How to set up and render a new FSceneView or FViewInfo from the alternate location within the existing rendering flow.
Ensuring that rendering this view does not affect the main camera’s view.
There's a component that does this, isn't there?
Scene Capture Component?
Can you get the data from textures from that?
I thought the Scene Capture Renderer is not apart of the main renderer and cannot create a 1:1 quality of the main scene?
At least everything I've tried with SceneCaptures have never achieved a true 1:1 homogeneous quality of the main scene.
That might be true!
If you want to ensure VR never works, you might be able to hijack the stereoscopic support to render at different locations.
Hi everyone, I am currently trying to install UE by source and I want to use Rider as IDE. I didn't install the whole Visual Studio, but only the required parts of the Visual Studio Build Tool (or at least what I think are the required parts, I couldnt find any documentation on what I needed to install). I am now facing the following issue:
Project 'UnrealBuildTool' loaded with unsupported .NET SDK. The current .NET SDK does not support targeting .NET 8.0. Either target .NET 6.0 or lower, or use a version of the .NET SDK that supports .NET 8.0.
Does somebody know why this happens, how I fix it, or can guide me into the right direction?
so i just built my project from 5.4.4 source and xcode built it and runs it fine but rider for soem reason still thinks the project is on 5.4.3 and rider doesn't recognize the new engine... is there a way to get rider to realize i updated it? i'd way rather use rider than xcode lol
EngineAssociation in uproject probably
Yea but not sure what the new engine GUID would be , I don’t see a new install.ini file anywhere and Mac doesn’t let you just right click and switch engine version. But the uproject is opening/building/running via Xcode just fine.
yeah not well versed in installed builds and especially not on mac, a native build would be simpler since you just remove the entry
native build ? is that just the folder strucutre thing ?
and by "entry" you mean like the projdirectory file ?
if you mean this, then yes
and by entry I mean the EngineAssociation entry. that doesn't exist for a native build
since the engine is relative to the project, it can find it that way
ahhh , that would make sense.. the first source build i did was not native and now i am using native maybe that's why the engine association entry is confusing rider
by "engine" does that mean the "engine" folder inside of the source build? or is that the engine as in , the entire folder containing everything for that source build?
yes, the Engine from the source build, that's why Default.uprojectdirs is also listed there
Rider will look for EngineAssociation in uproject first
if it doesn't exist, then it'll assume it's a native source build
yea in rider it just says this
again, it opens / runs / builds in xcode
so i should add the uproject to that directory ?
where would i add the project path ? or how would i add it to this ? never actually used this file before
like in the picture?
replace Project A with your actual project
you do not need to modify the uprojectdirs file
i feel like i already have this setup like that tho
okay then remove EngineAssociation from the uproject and open Rider again?
it'll detect it's a source build then
ok i'll give that a shot
Ahh, I was just finally trying out native structure and was wondering why it wasn't working. Derp : )
Hey, I have a project that I've been working on using UE5.4 installed via Epic Games launcher.
I finally arrived at "I need to use UE5.4 built from source" (in order to get logs in shipping build)
I cloned the repo and successfully built it with Rider, I can run the UE5.4 engine from source now.
But I'm stumped as to how I update my existing game to use the engine I just downloaded and built from source.
I was about to just like... copy the whole thing into a new folder that contains my game plus the engine...??
What's the right answer here
Yes, native structure is recommended, as in the image a page up #engine-source message
You can also do "switch engine" by right-clicking .uproject if for some reason you can't do the native structure
this worked btw , just wanted to confirm that by removing the engine association field it recognized the new source
ty
btw if anyone has a recommendation for this, which one of these is best to do ?
engine or game ?
i went w engine, and given that it's building like the entire engine, i assume wrong choice but f it
i dont really understand why it's rebuilding the entire project now that it's in rider but okkkkkkk
If you were using a different IDE, you might be compiling a different configuration, Development instead of DebugGame for example. Defaults have bitten me before.
ahh, this makes sense. i can never fully tell what is going on in xcode, i suppose it's possible i had a differnt configs, but pretty sure i just built the game's editor just not sure if it was set to development or not casue xcode is confusing
did someone have issues with ALandscapeProxy::UpdateGrass on large World Partitioned Landscapes? it just eats up the game thread time "for no real reason" (the grass isn't drawn even) it's just the fact what material "should" draw foliage forces it to re check all the time i guess. (in insight there are a lot of calls)
Hey, we are only building from source to be able to target consoles. Is it possible to have the build machine and programmers use the custom engine and have everyone else use vanilla UE from the launcher so they don't have to download the custom engine?
I'm not sure why you wouldn't distribute precompiled binaries
That's what a lot of teams do, using UGS or similar
I think it could cause some minor issues, like with asset versioning and with any platform-specific configs
Also it'll require those who do and don't use the launcher engine to locally modify their uproject, which is prone to error
We work with some freelancers every now and then and sometimes they want to quickly go in-engine and see how things look e.g. for animation. But when the project requires our custom engine, they have to download that huge thing just for that when, in theory, they could just use their launcher version that they already have.
We don't use perforce so no UGS for us
When experimenting I ran into "assets saved with empty version" warning, completely breaking the project. Which got me thinking it might not work how I would have liked it to
This we would've just circumvented by modifying the registered engine versions in regedit
registry editing, even more error prone
I understand, although we automated the process
"or similar", are there alternatives that don't require P4?
We are currently using an FTP server which is kind of a pain to manage permissions for when you barely know what you're doing
Well I can only attest to UGS, but there is PBSync which does something similar
Gotcha, thanks!
Yeah no changes, only additional console platforms.
I am unsure what you mean by version source build as vanilla one.
Anyone familiar enough with the nanite shader code to help me fix the nanite displacement issues? The issues being when the camera clips through something with nanite displacement and memory use exploding, causing a few second hitch, as well as flickering missing triangles once the hitch ends.
I've poked around with the LOD/bounds systems that I thought were the culprit, but no luck.
Hi. I've ran into an error when I was building ue5.4 source code with 1 failed and 11 succesful. The error was: Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -architecture=x64" exited with code 6.
I've done the research and installed clang and all windows 11 SDKs to visual studio 2022 and right now I'm rebuilding it though it's rebuilding modules which as much as I know it shouldn't be doing that.
Well it was both on the build log and error log
And also it said "UE5.sln - FAILED" or something like that in the build log
Also it didn't finish the build, it stopped somewhere around 6300 when it had to get to around 6700
I might have found someone with a similar issue in this chat. It has to do something with the windows SDK
I'll try building fresh and I'll see
does anyone know how to get a public CL of a fix from Epic's perforce server? https://issues.unrealengine.com/issue/UE-219732 has a fix commit CL, but it doesn't seem like it's available to licensees and probably needs to be fetched from another CL in another branch... any pointers for me here?
I solved it by looking through the //UE5/Main repository history and looked for a CL close to the one I was looking for and found the matching CL in the description... a bit manual work, so if anyone has other ideas, please throw them my way 🙂
or just press ctrl+g in p4v and type the number in
Hi everyone, is there a trick to debugging Plugins like MovieScene? I've built the engine with Debug Editor but the symbols aren't being loaded when I attach to the process. I don't have any issues with other parts of the source.
hello I got an issue I got an issue on my build machine I have this error [181/2889] Compile [x64] Module.UnrealEd.28.cpp X\Engine\Source\Editor\UnrealEd\Private\Factories\TIFFLoader.cpp(21): fatal error C1083: Cannot open include file: 'FreeImage.h': No such file or directory
but it's really weird the file exist i try to regenerate reinstalle vs re sync my p4 and it's only on this machine
what can I do to troubleshoot more precisly ?
Which channel? Sorry I tried to line it up to the right one
Marketplace or blueprint?
Do you know how I might do that? I have been looking around for a while and this seems like it has a decent chance of working.
I do not, sorry.
Quick question about unreal insights. Since the analyzer can capture runtime data from .utrace I was wondering if it's possible to call gameplay classes to editor pie world or the standalone world. I'd like to capture insight data and from insights analyzer via custom channel pass data back into the game world to simulate data per tick. I was thinking maybe I could make an Editor module that can read some data from a custom file written by the analyzer and use the data in a runtime world.
So just wondering about feasibility. The reason I ask is because I'm using an insights plugin that uses a custom Trace channel with its own UI interface and I'd like to add features to select frame data from the analyzer and pass the captured data to editor world and rerun a tick based on that frame
Not sure if they would work because I'm doing networking so I'm capturing client and server frames
I'd have to consolidate logs separately then load it and sync the timeline
Not sure how easy that is.
I was also thinking of collecting the data and pushing it to visual logger as a separate manager
But I need to also again create a separate log for client and server. This isn't and issue per say tho the issue with visual logger is that it's up to the user to mark their logs and visually log specific state information.
I'd rather capture the input commands and resimulate
Again doable as a separate system. I'd have to serialize input data per frame and load and reinject it Into run time to resimulate. Hence I thought If I have the plugin I have the data and If it's hooked with the world I might be able to pass the data that way. I am unsure if insights allows for that
This would end up working as network debugger so you can scrub frames and debug state mismatches
Again last resort is a visual logger Singleton for each client and one for authority then debug that way but again I'd have to write every log versus it being dynamic for any arbitrary type of data.
Naw id probably make it free
Hi, I am trying to get instance culling to work on mobile(Vulkan/OpenGL ES), and so far it only partially works. If there are instances in the world such as grass clumps they do get culled, but this technique does not work on single instances i.e single occurrences of primitives.
(There is a flag which when enabled forces instance culling on all objects, but enabling this seems to break the visuals on mobile)
I found some source code that mentioned the fact that this behavior, of not using instance culling(unless it is forced) on single instances, is done because single instances will already have been culled, but I found this to not be true.(Refer to the last comment in the code snippet, and yes I know it mentions that dynamic primitives may not be culled)
void FInstanceCullingContext::AddInstancesToDrawCommand(...)
{
...
const bool bForceInstanceCulling = EnumHasAnyFlags(InstanceFlags, EInstanceFlags::ForceInstanceCulling);
....
// We special-case the single-instance (i.e., regular primitives) as they don't need culling (again), except where explicitly specified.
// In actual fact this is not 100% true because dynamic path primitives may not have been culled.
EBatchProcessingMode Mode = (NumInstances == 1 && !bForceInstanceCulling) ? SingleInstanceProcessingMode : EBatchProcessingMode::Generic;
LoadBalancers[uint32(Mode)]->Add(uint32(InstanceDataOffset), NumInstances, Payload);
TotalInstances += NumInstances;
}
How and where are these single instances culled.
When using instance culling we don't want to use occlusion queries because that defeats the purpose of instance culling(reducing cpu-gpu latency) and HZB tests are already performed during instance culling anyways, and when enabled they don't seem to cull the single instances.
Hey guys! I am very very new at extending source, so i'm sure im doing something very stupid 😛 I was trying to find the specific function that allows you to change lumen's visualisation mode as it would in the engine but I want to do some stuff through editor utilityy widgets whilst getting to know how to extend source.
Does anyone know how I expose this function to blueprint? Below I just added a ufunction macro as i've seen in videos and documentation but it didnt work 😦
/Engine/Source/Editor/UnrealEd/Public/EditorViewportClient.h
UNREALED_API
UFUNCTION(BlueprintCallable, Category="Editor|Lumen") void ChangeLumenVisualizationMode(FName InName);
**/Engine/Source/Editor/UnrealEd/Private/EditorViewportClient.cpp
**
void FEditorViewportClient::ChangeLumenVisualizationMode(FName InName)
{
SetViewMode(VMI_VisualizeLumen);
CurrentLumenVisualizationMode = InName;
}
It looks ok. Have you done regen solution after creating it? Seems to me every time I have to add new c++ stuff I also have to regen project and rebuild
Regen, you mean reopening unreal after rebuild?
if so, ye
yeah, and often it seems I have to do regenerate solution. Have never investigated more deeply why that is
Where can I look what MSVC version do I need and what Windows SDK version do I need. Problems with MSVC I solved(I was using always latest). But now I am getting:
Just look at the release notes?
Release notes?
Google "unreal <version number> release notes" and you can see the exact SDK and toolchain versions they use for that release
So for 5.4, I would have that Win SDK and thr 14.38 toolchain installed
Thanks
Newer version of Windows SDK is not compatible
well you can install multiple versions, the same as toolchains
hey friends, i got a small issue with the material layer instance editor and i wonder if it's sth fixable by modifying the engine source:
- say i have a mat layer instance that is used in multiple mat instances.
- i then go ahead and tweak some param for this ML instance - this updates the mat preview viewport, all good.
- however objects in the scene viewport that are affected by the mat instance change won't get updated in real time, unless i hit the "Apply" button.
- i could force the engine to "Apply" after param change - but that recompiles all the affected shaders which is pretty slow, esp if i'm using a param slider.
- is there a way to have all the affected mat instances update in real time w/o compiling all the shaders, just like with regular instance params? or is it sth inherently impossible with layers?
thanks in advance 🥰
I was building the 5.5 source but it failed, I realised to late I didnt have enough space at the end 😅
Do I have to delete everything, download from github, Setup.bat, GenerateProjectFIles.bat again?
all the steps?
or because I already did Setup.bat and GenerateProjectFiles.bat now I just have to click Build again (Im using Rider just in case it matters)
yep, I could just retry without deleting or reinstalling
It would be really nice to have a Source Fork setup, update and best practices guide pinned here, if such a thing exists
is there any issues with adding content from another project folder directly into another projects folder? if using source? dont know if there would be any qualms w that
yea all g lol
Hi guys quick noob question about building from source: Can i combine parts of the engine into my own source build? I want a version of 5.4, with the Movie Render Queue plugin from 5.3.
Hi, is there a way a access the stencil buffer in the PostProcessMobile.usf shader, I naively tried getting it from the DeferredShadingCommon.ush using the GBuffer, but of course it didn't work cause mobile uses forward rendering. Is there maybe a different way to acces it?
Did they delete that plugin? They might have had a good reason (like there's a better solution elsewhere).
However you should always be able to make a copy of the plugin from 5.3 and put it into your project to make it version agnostic.
No there's a bug in the 5.4 version of the plugin that isn't going to be fixed unti 5.5, so I'd like to revert it back to the 5.3 version. I'm currently following an old forum post that says to put the older plugin into a blank C++ project and force rebuild, but it says plugin could not be compiled try rebuilding from source manually
You should still be able to put the 5.3 version of the plugin into your project and that should override the engine version. That's how it's normally recommended to make edits to engine plugins: dupe to project, edit project version.
im in windows 11 and i want to run .mov file which is have transparency backGround on video
why unreal engine not playing .mov file ?!!!!! , but in documention says we supporting .mov file as well ! 🧐
I've had no luck trying to put the 5.3 Movie Render Pipeline plugin into a 5.4 project , maybe because it relies on other engine plugins.
easier to just integrate the fix
it's a p4 CL number which is handy if you have licensee access, a bit strange it didn't link the github mirror commit though
but you can probably find it going through the history on github anyway
Can some one link me how to update source engine
git pull ?
I've had very painful experiences so far trying to update source... so what I am doing now is taking a clean fork, putting it on the desired branch, then cherrypicking my changes from the old fork. Hardly best practice though
Hmm i guess i had to redownload and recompiling hours again 😭
Hello, I am building a project for android and I enabled a few features(instance culling) which seem to work perfectly fine when I build the game in the "debug game" mode, but do not work in the "test" mode.
Does anyone know if the rendering pipeline changes between the two modes and if so what would cause this to happen.
(I have read the documentation on the different modes but I could not find anything relevant)
Reference guide for solution and project build configurations.
I have some Linker load crash sometimes. I think it's when a object is inside a map, saved, and I change the header file. Crash happen here at line 5885. Can I comment this?
Do you know what will happen if you comment it
Operator will not be overloaded
Well it's important to look at the entire callstack not just the line it crashed on
and what is even the exception?
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000001f277879aa8
LabApp_Win64_Shipping!FLinkerLoad::operator<<() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5885]
LabApp_Win64_Shipping!FArchiveProxy::operator<<() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\Core\Public\Serialization\ArchiveProxy.h:52]
LabApp_Win64_Shipping!FObjectPtrProperty::SerializeItem() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyObjectPtr.cpp:51]
LabApp_Win64_Shipping!FArrayProperty::SerializeItem() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyArray.cpp:172]
LabApp_Win64_Shipping!SerializeUnversionedProperties() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\Serialization\UnversionedPropertySerialization.cpp:897]
LabApp_Win64_Shipping!UStruct::SerializeTaggedProperties() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:1297]
LabApp_Win64_Shipping!UObject::SerializeScriptProperties() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1797]
LabApp_Win64_Shipping!UObject::Serialize() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1640]
LabApp_Win64_Shipping!UObject::Serialize() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1500]
LabApp_Win64_Shipping!AActor::Serialize() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\Engine\Private\Actor.cpp:867]
LabApp_Win64_Shipping!FAsyncPackage::EventDrivenSerializeExport() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp:3536]
LabApp_Win64_Shipping!FAsyncPackage::ProcessImportsAndExports_Event() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp:3849]
LabApp_Win64_Shipping!`FAsyncLoadingThread::QueueEvent_ProcessImportsAndExports'::`2'::<lambda_1>::operator()() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp:2681]
LabApp_Win64_Shipping!FAsyncLoadingThread::ProcessAsyncLoading() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp:4385]
LabApp_Win64_Shipping!FAsyncLoadingThread::TickAsyncThread() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp:5291]
LabApp_Win64_Shipping!FAsyncLoadingThread::Run() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp:5216]
LabApp_Win64_Shipping!FRunnableThreadWin::Run() [C:\stream\Test52\UnrealSource\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Not sure what to read
there's a bunch of places there where you can see which object is being loaded, what struct it's referring to, which property it's reading, etc
-waitfordebugger and -waitforattach don't work in shipping iirc, but if you can repro it in dev or test then do that, or alternatively: https://dev.epicgames.com/community/learning/tutorials/dXl5/advanced-debugging-in-unreal-engine#parameters (the -basedir thing from VS/Rider)
it'll be a lot more helpful to you to catch it in a debugging session
I wouldn't be surprised if this turns out to be a circular dependency (struct depends on object, object depends on struct)
so it is a hot reload issuse? "not an issue" then, it almost always crashes for me
does anybody know where engine preferences are stored?
I'm having this super annoying bug where half the Blueprint Node Shortcuts (to spawn stuff like a ForEachLoop on F, DoOnce node on O etc.) are gone and nowhere to be found in the editor preferences menu.
and this persists across all projects so it has to be somewhere outside the project scope
Just curious about this. I setup git the other night for my unreal source solution and now when I go to build it's doing over 30 thousand files? Been sitting for like 6 hours now having it complete and it's just about done, but I'm wondering if anyone knows why the hell it suddenly jumped from the usual 6000 or so files to 30 thousand for a full rebuild?
check Engine/Saved
Sounds like the sort of thing that happens if you disable unity builds via target rather than module
figured, got it fixed as far as I know, forced unity builds for the editor
does anyone know how to change the default gamepad button. is currently the (A) button for xbox controller
Anyone have any resources on dissecting the base character class and it's movement component? I'm trying to create an in-air rotating system like in this video. https://www.youtube.com/watch?v=tisfkYC7kvg&t=334s The creator even mentions it wasn't the greatest implementation of this sort of system. I'm trying to understand what is actually limiting the character class from accomplishing this sort of system. Is it the movement component, gravity, etc? If anyone could suggest a place to start that'd be appreciated. I really don't want to create a full bipedal character on a pawn class just to support this but I may be forced.
Created some dynamic falling for a project I've been working on (Air Current). The character responds to which direction she is falling relative to her rotation. She also responds how fast she is spinning, and in what direction (angular velocity).
A brief explanation is given how to go about making this, the concept itself is pretty simple. The...
You dont have to edit engine source, you can create your own movement component or even make one from the scratch from the base class defult one inherits. Your question more suited to #cpp
Hi everyone, 👋
I'm running into an issue while trying to build a dedicated server for Linux on Unreal Engine 5.4.4 source code (release branch). I’m getting this error message: "The SDK for Linux is not installed properly, which is needed to generate data. Check the SDK section of the Launch On menu in the main toolbar to update SDK."
I’ve already installed the Linux toolchain, but it seems like only the build option for Windows is available. Has anyone else encountered this or know how to resolve it? Any help would be greatly appreciated!
I fixed it, guys. Reinstalling it did fix the problem.
how can i fix sliding on curve and moving character Y direction tried everything even chatgpt didn't help in this area.
capsule is sliding due to acceleration or velocity of movementcomp.. due curve surface. which lead movement on not desire direction.
for me programming channel is not showing so i'm posting here.
There is no "programming" channel as such. Perhaps you are looking for #ue5-general or something, but engine-source is def not the right place for this
Maybe #animation ?
Has anyone faced this problem when trying to create a new project with an editor compiled from source code?
do u still get a handwritten letter from tim and a sick forum badge after they merge ur pr to engine?
If it is full merge as it is then may be? But majority of merges I saw was someone from the team adapting/rewriting the idea and crediting original PR author (my tiny PR to address one small thing led to rewriting whole functional for this thing, for example), altho I looked only for smallish/simple stuff, not some big ones for complex rendering stuff
I have had PR’s merged and not had such a thing given to me.
You are listed in a section of the release notes (at least your git handle is)
you're in the credits in the editor too
What's the problem here: 1>Unable to find plugin 'VisualStudioTools' (referenced via ***.uproject). Install it and try again, or remove it from the required plugin list.
{
"Name": "VisualStudioTools",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/362651520df94e4fa65492dbcba44ae2",
"SupportedTargetPlatforms": [
"Win64"
]
},
```This plugin is a must for me but it doesn't let me compile with it
rebuild after adding the plugin
How to handle two different projects of same source engine ? If I build Project A.... I can't open Project B. Vice versa 🥲
I have this in my Target.cs but the macro declared is always set to 1 when it should be 0 in this project, I declared the macro inside of the Build.h file:
BuildEnvironment = TargetBuildEnvironment.Unique;
GlobalDefinitions.Add("UE_GAS_SPEC_WARNINGS=0");
I've encountered an issue while working with Unreal Engine versions 5.4 and 5.5. I am trying to use a function to modify the Engine.ini to change the RHI (Render Hardware Interface) settings for players. This works as expected in version 5.3, where the Engine.ini file is generated automatically in the Saved\Config\Windows directory. However, when I try the same approach in versions 5.4 and 5.5, the Engine.ini file doesn't seem to be created at all.
Is this a known bug or an intentional change in the behavior of how Unreal Engine handles configuration files in these newer versions? Are there any alternative methods for modifying the Engine.ini to change the RHI that work in 5.4 and 5.5?
Any guidance would be greatly appreciated. Thanks!
Wait, am I supposed to do so in the GameNameEditor.Target.cs or GameName.Target.cs ?
depends where do you need it
just use your own ini and apply settings at runtime where needed
It's a log warning error, I think I'll do it in both just to avoid any log error in the package game as well
The engine delete custom ini on the %APPDATALOCAL%\XXXX\Saved\Windows\Config when you open the package game
Even plugin creators that use this are having problems
So why do you use Engine.ini? Use your own ini file, read it with ConfigIni tool and apply settings
Because the engine only opens with another RHI when the command is given uppon Engine.ini
I'm using this function, needs to be done on Engine.ini, on ther .ini config files don't work
So change GengineIni to what you want
and earlier in the piepeline read your config so it is available
where can I find a tutorial or list of engine source build options ? like "setup.bat -exclude=WinRT .... etc"
I want to build engine from source to distribute within my team with dedicated server enabled
Check pinned
I got the error : "Platform Linux is not a valid platform to build. Check that the SDK is installed properly and that you have the necessary platorm support files (DataDrivenPlatformInfo.ini, SDK.json, etc)." trying to build from source on windows ... must I build in linux to be able to compile Unreal with linux support ? What am I missing ? I want to be able to package the game server for linux
how do i do that "Generate Visual Studio Project Files" for UE source? i created build.cs files but it does not show up in my msvs 2022
i created the file from the pc explorer and with correct file format too.
GenerateProjectFiles.bat
Still need help with this, I was hoping I would be able to cross compile linux dedicated server on Windows host
yes so install the crosscompiler toolchain appropriate for your engine version
would you happen to have instructions to install crosscompiler toolchain for the engine ?
The solution was to make a c++ to work on the windows and change the launch arg of the .exe
but now it's working, a day of work wasted on this but now is OK, thanks for the help
Required software and recommended hardware for developing Unreal Engine games with Linux.
Yea this basically just works great for me following this guy and launch server in WSL.
any idea where can i get the dump files from "GenerateProjectFiles.bat"? i saw a list of highlighted warning, but i couldn't see it fast enough before it close itself.
run it by hand from commandline
it's in \Engine\Build\BatchFiles
Hello guys. I'm totally unexperienced with the source code but i wanted to try add a couple of shading models. Can you tell me if this workflow is correct or pheraps i should do something else?
As for now i
cloned repo - setup - generatedprojectfiles - built the UE.sln.
But now exactly how should i approach the changes i will do?
Do I create a cpp project in this vey version of the editor, open the project solution and from there i can modify / add classes to the source and by F5ing the project it will also compile the engine changes i just did? i'm very hmmmm lost let's say
You don't need to build the engine. if you create a project that uses the engine, it will compile the parts of the engine it needs.
ok thank you, that's all ?
I have discoved a bug in 5.4.4 my nav mesh doesnt work anymore even on brand new level
is there a proper way to rerun the source after a small change is made? i just changed very little things and by F5 it it's gonna have a 10 min compile
that should be all, yes. that's why we have UBT that creates the projects and their dependencies.
well, that is the proper way. do changes, compile, run. Depending on what you change, compilation may take longer, especially if you touch header files
thank you immensly man
It's normal if you change a module that has many dependent modules.
Source code compilation sure. Automated build machines (probably lacking gpus) is pretty ubiquitous in gamedev. UE development is no different.
I'm not so sure about shaders, but I would imagine that also doesn't require a gpu just as you can compile for Mac or Linux on a windows machine. So you should be able to compile for the gpu on a cpu. Plus it's a little unreasonable to require the developer to have every gpu target to compile shaders for.
Is it normal for the Build to take around 2 hours? Considering in the README.md it says 10 to 40 minutes?
The source is on an NVME and I have a Ryzen 5 3600
Did you compile everything or setup a native project?
Because the latter time is accurate to that
I just hit build on Engine/UE5
Your project from within UE5.sln
My project? So like I need an existing ue project?
Yes? You can convert a launcher project trivially
Project folder structure section if it doesn't take you there
Oh I see, I don't even have the launcher installed. Wanted to avoid that considering how slow it is.
I thought it would launch the project creator directly
Then why would you need source if you don't even have a project
But when I've done this in the past I've created a minimal project in the launcher engine and just copied it
So I don't have to use the launcher at all
but it seems I need it 😂
as I said I thought it would work like the launcher just without the launcher
Well once you install the engine, you don't even need the launcher after that, so I don't get the launcher issue at all
but isn't like the sources the engine itself?
I thought you could not launch it without the laucnher similarly to how steam for example doesnt let you launch games without it
No? UnrealEditor.exe works on its own
You can double click a uproject file and that directly opens the editor too
I see
So once I install from the launcher if I want to update the engine I just update from git?
No, you update from the launcher
40 min on a dedicated monster build machine cluster that occupeis 2 golf courts
hello all, i've decided to tackle UE source engine building.
I have a question which i can't seem
to find a solid answer online for:
which build of VS 2022 is currently recommended
for building UE_5.4.4 from source?
I'm having a lot of compiling issues with the latest release
which is 17.12.35
the IDE version barely matters, for 5.4, you'll want to make sure the 14.38 build tools are installed though
ok thanks.
also this website provides of extra insight too:
https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine
they recommend the 14.40 build tools
yeah in 5.5
ok thank you.
also is there a recommended way to switch VS2022's
default .net that it uses when compiling?
i'm still learning VS2022
so i havent learned all the little shortcuts for it yet
in a compiling context it's only relevant to UBT
and that is set to use .NET 6 in 5.4 iirc
so it will require the .NET 6 SDK to be installed
ok i have that installed already
ok this may not be totally UE related..
but in VS 2022 when i have an ! next to installed
when i'm in nuget package manager,
what does that mean?
I would rather see a screenshot
you have no reason to upgrade Nuget packages
unless it legitimately affects the build process, then ignore anything
ok thank you
hi all.
sorry for not asking this last night,
but when choosing a branch for UE 5.4.4 source
which do you all recommend, main or release?
I took release like this. I think main would be all new broken stuff?
i would think so.
also can i still compile UE 5.4.4 if im running
windows 10 IoT LTSC as one of the required
workloads is UWP Development?
i read that UWP isnt supported on LTSC Windows
10
Jaa-a... I have no clue. Docs say this is recommended spec:
Windows 10 64-bit version 1909 revision .1350 or higher, or versions 2004 and 20H2 revision .789 or higher
Minimum and recommended hardware specifications and necessary software for developing with Unreal Engine.
you pick a release tag named after the version you want
any other branches are in-dev
^///^ good news!!
my UE 5.4.4 source engine build completed
successfully!
turns out it was my old windows 10 LTSC
install. I reinstalled a plain jane
Win10 pro debloated it then retried the
build.
the build took 6 hours but it completed without
a hitch.
6 hours? non-native build moment
and I really doubt it was the OS, it was probably particularities around your VS install and if you made any local changes to the engine checkout
i have a 12th gen cpu with 50 gb ddr4 ram.
also it was the OS because according to what i read,
LTSC does not support UWP development.
when i reinstalled a regular version of win 10
not LTSC the build completed successfully.
the only dependency on UWP is the HoloLens bulid target which you can ignore anyway
hmm well be as that it may,
at least i got it built.
i do plan on upgrading my motherboard
to a better one that supports DDR5
but i was working on a tight
budget when it came to building
my gaming PC.
I'm moving in about a month to a cheaper town
/ apartment plus my partner is
going to be assisting with his income
so i will have more funds to spend on hardware
upgrades.
for now though im satisfied with my rig
and the fact it even compiled
well if you used a native build with a pre-existing project, it wouldn't take 6 hours, probably a 1/12 of that
ok maybe it wasnt 6 hours.
idk, i was asleep while it was compiling
still plan on getting better hardware.
im using old 2666 mhz ddr4 ram with this
board atm.
when i upgrade to a better board that supports
DDR5 future builds will be a lot faster.
hey guys im having a bit of an issue.
when i create a new c++ project in my new UE5.4.4
engine it just opens VS2022 but doesnt automatically
close and re-open the editor.
also, i dont see the 'compiling code' progress bar
appear either.
does the source build handle the creation of
C++ projects differently than the launcher build?
Hi, I just forked and cloned the unreal editor.
I switched to the 5.5 branch(although this happened on release too), and when I tried to open it in rider, it just failed.
I should mention that I am on linux, arch to be specific.
Here's what happens:
nope, let me try that
that might've actually worked, I am trying to build the solution now to see what happens, thanks
Anyone here that knows if what's in ue5-main is going to included in 5.5 or dev-5.5 branch ?
generally not unless it get cherrypicked
epic work in release streams, and it goes release->main
but as 5.5 hasn't been released, I'm wondering if fixes they made in ue5-main will be added in the release of 5.5 or if it's more likely it would be added in 5.5.1 and up
I like explained why it wouldn't be
release streams are used for stabilisation leading up to release
assuming you mean that the 5.5 branch is what's "planned" for release ?
this is really just a tl;dr of the various talks Epic has done about P4 workflow, but close to release they cut a branch (from main) and any work for that release goes in that branch
changes in the release stream are propagated to main by robomerge
just that currently there are 5.5 , dev-5.5 and ue5-main
yes and ue5-main is the //UE5/Main perforce branch
all work for 5.5 is in 5.5
changes merge to main
hi guys
i can't access git epic games
is there any other way i can download unreal 5.0?
will there be any problem if i download it via zip download?
Most people download it using the zip direct from git mate.
oh...
thank you
because the guide that I saw on youtube they used git and didn't use download zip
ether way works just make sure to download the correct version you want.
Anyone here has trouble compiling the 5.4.4 source, specifically compile error from Datasmith?
Yes! I encountered this problem yesterday. I suggest you to uninstall all Visual Studio stuffs.
Then go to take the Build Tools v143 4.38 - 17.8
https://learn.microsoft.com/fr-fr/visualstudio/releases/2022/release-history
Thanks for replying, interestingly enough I do have 14.28-17.8 installed when the problem occurred. Are you suggesting that I need to remove everything VS and only install the build tools?
I use Rider, so it's what I did 🤷♂️
What about windows SDK or other relevant SDKs?
You'll find everything you need in the build tools.
Hi there! 🔥
I have objects rotating very slowly on their own axis. After migrating to UE5 (no problem in UE4), I noticed that the textures on these objects became blurry (no motion blur), and some of them (especially ISM/HISM) weren’t updating at all. There’s probably a threshold/tolerance causing this!
I built the engine (UE5.4) from source and found three tolerance values in SceneComponent.h and InstancedStaticMesh.cpp. The tolerances are equal to or greater than 1e-4, and my rotations are much larger (minimum 0.006), so I don’t understand why this is happening. Also, modifying these values didn’t change anything.
Any idea where this could be coming from?
Thanks in advance! 🙏
maybe a temporal AA thing?
I tried other AA options and it's the same unfortunately.
And btw the ISM/HISM just don't rotate if the delta rotation is too small (maybe < 0.006f).
The problem seems related because if I increase the rotation's speed, all problem disappears!
I'm sad I can't find why, and also because I haven't this problem in UE4.
k, was just a wild guess^^ but I don't have a real clue, sorry.
All tracks are good tracks ah ah! Thx!
hey in the pinned guide on installing from source on #ue5-engine-source he says "I had to install a specific .NET framework version based on my version of UE5, yours might be different based on your version", is there a way to find out what version i need to have checked off?
you can just install 8 runtime and generic .NET SDK and it is enough
they still force bundled SDK to be use anyway so it does not matter much, dumb be dumb
got it working, thanks all
hey has anybody used horde / UBA yet? is it possible to speed up building the engine from that, or is it limited to projects?
basically i have a PC and a Laptop that i'd like to connect to make the process a bit less of a pain.
UBA will speed up whatever it is that needs to be built. That includes engine code if you're on a source build.
Thanks!
Wish Epic expose dll on UE::Anim::IGraphMessage.
Without UE::Anim::IGraphMessage, I need to work around using FAnimSubsystem_Tag.
you have sources, expose anything you want
How many files roughly are there to build for UE5.4, so far it has built at least 11k for me and the progress bar on Visual studio (im almost sure that its false) says im only a bit above half way.
Its been 26-27h since I started build I know my pc is bad but man is it really THIS bad.
It depends, normally it tries to build onyl what's needed for project but installed build/default UE build will build it all
Hi folks! How can I change the splash of the editor? And is there a way to fix the engine association id to a single value? We have a problem were building from source we always end up having different association and a pop up always shows asking if we want to "convert the project" – we know its the same version, just built in different machines.
Generally the solution for this is to use the "native" project structure instead of using the engine association.
If the project directory is parallel to the Engine subdirectory (the same level as GenerateProjectFiles.bat), you don't need the engine association.
If for some reason native structure is not doable, one option is to check out the .uproject file, move it to a named CL like 'Local EngineAssociaton', and let it keep it's unique id like that. There will be occasional merges to handle if and when plugins are adjusted.
hello all,
got a little question about UE 5.4's code.
i noticed when i create a c++ project in the
editor I install using the launcher
it generates the project and starts
compiling the code inside the project
browser but when I try to do the same
with my 5.4 source build i dont
get that same functionality.
which module in the engine controls
the c++ compiling?
perhaps my VS2022 missed that module
during the build
splashscreen can be changed in settings, nothing to do with source
thank you all! @dusky compass @astral elm @smoky goblet 🖖
the UnrealEditor target was about 4-5k actions but there were a lot of other targets being built along with it. All in all a full clean rebuild takes me roughly 3-4 hours.
It took me more but now it's done just need to fix errors on a project
when I was experimenting with different build flags on linux, I had set the StaticAnalyzer flag and the UnrealEngine target went from ~4k actions to ~20k and the entire process took roughly 12 hours 👀
Well I sure do hope I didnt do something simmilar albeit there were MORE than 4k for me
probably depends on platform. There were other targets built as well but UnrealEditor itself, during the build process, was only 4k
Yeah probs
5.4 is mess
Happens for me too. The community answer is mess
what happens? I'm not understanding the original question. Are they saying that making a new C++ project from the launcher with the pre-built binaries will auto-compile, but the binaries they built from source doesn't automagically kick off the build process hwne a new C++ project is created with it instead?
yeah thats what im saying.
i dont mind compiling my project,
i was just wondering why it does that.
how do you go about launching the editor? if you launch from command line, do you see any messages after creating a new c++ project?
its probably because i've been launching the editor from the pre-built launcher.
that could have something to do with it; the pre-built editor would be upset with me if I tried to open it with a uproject made from the source-built editor and ask me to rebuild the MyProject module where MyProject is just the name of whatever game/project you createc
ah i see.
that would explain it
have you since tried creating a new c++ project from the source-build editor rather than the pre-built launcher?
If not mistaken you can build it with the Epic Launcher (Editor) and then move it over to the correct folder and 1. Delete the Folders: Remove Intermediate, DerivedDataCache, Saved, Build, and Binaries as mentioned above.
2. Generate Project Files: Right-click on the .uproject file and choose “Generate Visual Studio project files” (or use the GenerateProjectFiles.bat script in the root directory for non-Windows platforms).
3. Open in Visual Studio: Open the generated solution in Visual Studio (or your preferred IDE), set the build configuration to Development Editor, and compile the project.
4. Launch the Project: After building,
But wasn’t prob the answer to your question but a way to do it as well😅
@oblique pebble
hello, i was wondering, how do manage to build unreal if i don't have ipv4? it seems cdn.unrealengine.com doesn't have ipv6?
its funny because the auto-compile on creation of a new project is something I've wanted to prevent 😂
Anyone had any issues with Rider recently failing to load a UE uproject? I had to pause working on a project for a few months and when I came back (after updating Rider as well), it refused to load the project. My UE source code release is tracking somewhere between UE 5.4 and 5.5 (occasional updates from ue5-main). I can't think of anything that I did to cause the project to stop loading... (I'm also on macOS.)
what do you mean by "it stops loading"?
this is on a completely unchanged UE version, i tried building on visual studio and i have a ton of errors
as in syntax highlighting/error diagnostics and things like jump-to-definition aren't functioning? You're still able to see the source files though?
As in I haven't changed any source code or any files in the engine/project hierarchy so far as I'm aware and I come back after a couple of months and now Rider can't open the solution that it was able to without issue previously.
Here's the output that I'm seeing:
Setting up Unreal Engine project files...
Setting up bundled DotNet SDK
/Volumes/DevBox/Projects/unreal-dev/UE/Engine/Build/BatchFiles/Mac/../../../Binaries/ThirdParty/DotNet/8.0.300/mac-arm64
find: ../Restricted/**/Source/Programs/Shared: No such file or directory
find: ../Platforms/*/Source/Programs/Shared: No such file or directory
find: ../Restricted/**/Source/Programs/UnrealBuildTool: No such file or directory
UnrealBuildTool.dll is up to date
Log file: /Volumes/DevBox/Projects/unreal-dev/UE/Engine/Programs/UnrealBuildTool/Log_GPF.txt
Some Platforms were skipped due to invalid SDK setup: Mac, IOS, Android, TVOS, VisionOS.
See the log file for detailed information
Generating Rider project files:
Total execution time: 2.17 seconds
Some Platforms were skipped due to invalid SDK setup: Mac,... stands out to me
Yeah, I just noticed that. I'm looking into the indicated log file.
Okay, I think I found the issue:
Unable to find valid SDK(s) for Mac:
Found Sdk Version=16.1, MinRequired=14.1.0, MaxRequired=15.9.0.
Found AutoSdk Version, Required=14.1.
Registering build platform: Mac - buildable: False
I updated XCode recently and it must have removed prior macOS SDKs. Any ideas on how to update that?
Well, it looks like I could adjust the source script to allow for this myself or I could "simply" update my engine repository from ue5-main with the assumption that they've fixed this already. I'll probably go the latter route.
Thanks for the help in tracking this down, @hot flicker !
np 👍
why is this happening on a fresh UE build
these are what most of the errors are
i guess im doing something for the rest of the day
Good luck! Took 6 hours on my 11 years old computer (i7 4th gen), and 2 hours on a recent one (Ryzen 7).
it takes like 8 for my current pc
i wish i had the money to get a new one
My condolences
Is this a native build or spending a few redundant hours on a full build of the "UE5" target?
I would make sure your build toolchain matches (14.38 in 5.4) as well
i did install 14.38 but its still using latest
did you modify UnrealBuildTool.xml at some point in the past then? it should pick 14.38 by default
i installed it after i generated the visual studio files
since i haven't made any modifications to this build, i'll just delete it and reinstall
you should be able to regen and attempt to build again
but if you use native builds, you'll save a ton of build time
how would i use a native build?
your project is direct descendent of the engine checkout directory
there's a whole pin in #source-control about project setup, but it has this diagram
this won't solve your problem, but will likely save you an hour or two of build time
since if you build your project, it figures out dependencies
because you people keep fetching main or ue5-main instead of release tags
oh yeah, I guess I should always start with "what branch/tag did you clone"
Unreal docs remain far too unfriendly in this area. The first screenshot handily shows main highlighted ( though later text says yeah no, you don't want main ). In addition there is no mention of native project structure on the whole page : (
https://dev.epicgames.com/documentation/en-us/unreal-engine/downloading-unreal-engine-source-code
yeah it's mentioned on that comprehensive project setup guide though
which is a valuable resource if you've not been exposed to a big boy setup (P4/UGS) before
unreal docs are a joke in general, especially so if you come from Unity field
I have the engine source and compiled binaries under ~/Projects/UnrealEngine and my Unreal Projects are stored in ~/Documents/Unreal Engine/ and, to build one of the projects, I run the following (for a build of the project to edit in the unreal editor) /home/PL/Projects/UnrealEngine/Engine/Build/BatchFiles/Linux/Build.sh -project "/home/PL/Documents/Unreal Projects/Clangd/Clangd.uproject" ClangdEditor Development Linux where 'Clangd', in this example, is one of any UE projects.
alright? still easier to do it the native project way
how so? I've usually only used the pre-built binaries and just started building from source and was wondering why/how the layout you posted would be easier and/or faster
sure use foreign builds if it works for you, but this is the recommended project layout by many studios and every studio I worked at used a source build this way
I guess since you build with command line it might not make much difference
but the primary development environment is Windows
people using Rider or VS, and it is able to find the engine relative to project without jumping through hoops
UGS and Horde also assume your project is like this
oh this might be why Id get errors about CoreMinimal.h not being found while suggesting a fix of including the file at the path it is at despite the fake error
Unrelated, open any more or less complex cpp in VS or Rider and you will have 783 errors, 1285 warnings
you learn to ignore and only watch for compiler/UHT output
Does anyone happen to know where in the shader files Point Lights/Rect Lights get calculated for SHADINGMODELID_SINGLELAYERWATER? I feel like I'm going a little crazy trying to find where that's occurring.
NVM: All I needed to do was ask after hours of experimenting and I found it. For future folks:
BasePassPixelShader, ~1317
Color += ForwardDirectLighting.DiffuseLighting.rgb;
with a little bit of massaging, those errors/warnings can go away as well. I was checking to see if the changes were working in vs-code as well and everything seems to be fine (able to jump around deeper in the engine code without errors and the only warnings I was receiving was unused includes)
it's incredibly slow though and, for some reason, vs-code spins up a mystery cmake process which never shuts down and runs indefinitely in the background causing the whole machine to be sluggish
guys why does The source build take so much space, and keeps expanding
124GB and it 4.26.2
welcome to the beautiful world of pdb gen
Why would you have a source build in Program Files
You can also have it be a little leaner by not building all of it
UE5.4 dev editor is more than 400gb 😭
that...... doesnt sound right
it actually does
especially if you're switching between debug and development for example, since that means there are more or less two builds living side-by-side, then you have to account for the project etc etc... my local worksapce for the game is about 750 gigs
mine's only around 280
if there were multiple builds, sure, but I read it as just the development build of the editor being at over 400 GB
I recently pruned it, so it went back down to ~400 gigs.... and I'm switching between debug and development relatively often - though our DDC lives outisde game project, so if I'd account for that... yeah...
I mean... if you have huge project with a lot of C++ it's possible, but unlikely
PDB targets are thesame for any config so they overwrite the same files you can't have 2
my 5.5 Binaries/ are just 6gb and /Intermediate 37GB
git gut
just my win64 binaries are ~30 gigs
and I'm afraid to even check intermediates
but yeah, periodically cleaning your workspace is good for saving some space... since I've got dedicated 4 TB SSD for the project I don't mind it taking 500 gigs 😉
Intermediates would have all the junk data generated for each target, yes.
You can set DebugInfo to None in build config as well as
<bDisableDebugInfoForGeneratedCode>true</bDisableDebugInfoForGeneratedCode>
<bOmitPCDebugInfoInDevelopment>true</bOmitPCDebugInfoInDevelopment>
this should generate smaller PDBs that still give you call stack but they wont take as much space
or you can just disable PDB gen altogether if you dont need it in foreseeable future and save ~30-50GB
Good luck debugging then
I wonder when 5.5 is coming out
Noticed when generating a cmake project that the CMakeLists.txt file is setting the cpp standard to 14 but I would have expected either 17 or 20. Any thoughts on why the project file generator is doing this?
set what standard you want in buildconfig.xml
It is set but ignored apparently
still at a dead end here
It is live now
Hi, anyone familiar with building UEAsALibrary? like what are the steps? is it possible to build just the engine itself without a uproject and link it to an empty c++ project?
The official documentation here:
https://dev.epicgames.com/documentation/en-us/unreal-engine/building-unreal-engine-as-a-library?application_version=5.5
tried following the documentation but i dont really understand it
Building Unreal Engine as a library that you can control from external applications
Well this is interesting. What are the use cases. Sorry newbie here. GPT are still mature
I don't understand - I pulled the latest from release branch, ran Setup.bat, GenerateProjectFiles.Bat and build Unreal Engine in Rider but when I build my game project (also in Rider) now I get an error in Unreal Engine source code:
SubsystemCollection.h(213): Error C4172 : returning address of local variable or temporary
0> while compiling FObjectSubsystemCollection<UGameInstanceSubsystem>::GetSubsystemArray<UGameInstanceSubsystem>
It's complaining about the return line of this function:
/** Get a list of Subsystems by type */
template <typename TSubsystemClass>
UE_DEPRECATED(5.4, "This function is unsafe for re-entrancy and has been deprecated. Use ForEachSubsystem or GetSubsystemArrayCopy instead")
const TArray<TSubsystemClass*>& GetSubsystemArray(const TSubclassOf<TSubsystemClass>& SubsystemClass) const
{
// Force a compile time check that TSubsystemClass derives from TBaseType, the internal code only enforces it's a USubsystem
TSubclassOf<TBaseType> SubsystemBaseClass = SubsystemClass;
FSubsystemArray& Array = FindAndPopulateSubsystemArrayInternal(SubsystemBaseClass);
return TArray<TSubsystemClass*>(reinterpret_cast<TSubsystemClass**>(Array.Subsystems.GetData()), Array.Subsystems.Num());
}
The answer to this was that a plugin I had included as source was calling the GetSubsystemArray. What confused me was that the error was in the called function and not the caller function.
If it's a template function it will be compiled into the calling function (sort of), not in the module it's defined in.
Curious if anyone has had any trouble building an installed build from the 5.5.0-release tag? Mine are failing during the server build, the only modification I've made is changing bUseLoggingInShipping to true for the server only.
Here's a snippet of the apparent errors:
Looks like WITH_FREETYPE is getting enabled for the server build, which should be, but I'm not sure how. The stranger thing to me is that if I build the server in Rider it builds fine.
it fails at Debug-target it seems and your "Rider build" builds probably Development only
I built DebugGame, Development, and Shipping in Rider. I've got another build running now without any modifications to see if it still fails, although it'd be weird if bUseLoggingInShipping was somehow triggering a separate macro redefinition, but I've seen stranger things I guess. 🤷
check the ib template, may be they changed something again
we have a customer that wants a custom physics solver, but only explicitly marked components should use that solver
how would yall do that with how the solver is integrated into the whole physics system?
Thanks for explaining! 🙂
Hello, I wanted to ask about primitive ids.
Does anyone know if they are static i.e do they change from one frame to the next?
In theory they should be static, however I logged the largest primitive id and it seems that the value sometimes changes from one frame to the next when the camera is moved.
is there a way to skip unneeded platform like andriod iso etc ?
when building unreal
skip at which stage
am just trying to reduce unreal size by like 40gb
so any stage
am on linux
i had to build unreal to use Houdini engine
and i wanna ask if make UnrealEditor ARGS=-clean nuke the build or only clean unneeded files ?
i already nuked the build with make ARGS=-clean
./Setup.sh --exclude=Samples --exclude=FeaturePacks --exclude=Mac --exclude=osx64 --exclude=osx32 --exclude=Linux --exclude=linux --exclude=Linux32 --exclude=linux32 --exclude=Linux64 --exclude=linux64 --exclude=linux_x64 --exclude=Android --exclude=android --exclude=HoloLens --exclude=TVOS --exclude=Win32 --exclude=WinRT --exclude=winrt --exclude=HTML5 --exclude=html5 --exclude=XboxOne --exclude=Switch --exclude=Dingo --exclude=PS4 --exclude=Win32 --exclude=win32 --exclude=Templates --exclude=HoloLensD
So this can skip a lots of stuff
is there a way i can modify the code to make editor build that can edit cooked assets on 5.4.4?
That sounds like modding or just stealing. Not something we support on this server.
oh ok im sorry
hi, im trying to update to 5.5, but when i try compiling im getting this error: "Unhandled exception: EntryPointNotFoundException: Unable to find an entry point named 'Config_Load' in DLL 'UbaHost'."
We had a few weird ones too during the update, ensure your visual studio is fully up to date and you rerun setup/generate
Does anyone here know where I can access early builds of DLSS? Trying to get a build cranked on 5.5 to compare some performance stuff.
ill give that a try, thanks
@potent radish that worked, i updated vs, then ran the build for uba and now its letting me compile the engine
is it possible to have two copies of the same engine version? I tried simply copying the folder, but not sure how I'd retarget a project to use the second copy.
I think you need to open your second editor first and try opening your project from there
what do you mean open second editor?
Open the second engine you copied and then open your project from the second engine
No problem
Hey friends, I feel like I must be missing something. I'm a long time Unreal developer and have used Perforce at all of my studios. Now I'm looking to set up some pull requests using git but git is excruciatingly slow... There has to be something I'm doing wrong here. 
I think one of my first mistakes was forking release instead of starting from ue5-main, but even adding a single commit locally (not even pushing to my github fork yet) is taking minutes
i need some help with compiling unreal source engine 5.3. I've downloaded the engine using a shallow copy (I set the commit depth to 1 to only get the files and not the git commit history) and ran the setup.bat file. Running GenerateProjectFiles.bat gives this error.
Firstly, checking the requirements for Windows SDK on Epic's website: https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine shows me that the required version is "10.0.18362 or Newer" so it should not ask for an older version.
Despite that, I installed the version from Windows SDK website manually and this error went away. However, compiling the engine gave me around 563 errors all in the mentioned (10.0.17134.0) SDK files. I've spent a whole day trying to get this right, I would really appreciate if someone could help me. Thanks.
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine.
use buildconfig.xml to enforce specific sdk
thanks
Hi everyone, I’m new to Unreal Engine and just set up a fresh install of UE 5.5 and Visual Studio 2022. When I installed Visual Studio, I made sure to include all the recommended components through the Visual Studio Installer (C++ development tools, build tools, etc.).
Everything seems to compile fine, and the builds succeed, but when I press the green 'Start Without Debugging' button (and have 'UnrealBuildTool' selected), instead of launching the Unreal Editor, I just get the Visual Studio debug console opening.
By the way, I had an issue earlier where UnrealBuildTool was missing as a reference. I fixed it by adding the reference manually and adjusting permissions in the Development configuration for the Mutable directories and the RunMutableCommandlet.Automation.GeneratedMSBuildEditorConfig.editorconfig file. Hope that’s helpful if it’s relevant!"
Is this normal, or is there something I might’ve missed in the setup? Any help would mean a lot, thanks!"
@clear cairnwhat project is selected in the top toolbar in VS?
I've my "Ejemplo1" project selected, which is the correct one.
sorry for the spanish
no that says unreal build tool is the selected project
solutions can have more than 1 project, the UE5 solution has many many projects. You want the UE5 project. in the solution explorer on the right, right click on the UE5 project and set as startup project
Ah, I thought you were referring to something else
I had already set the UE5 project as the startup project before, and it works fine when I run it, as the editor opens up. I just found it odd that 'UnrealBuildTool' doesn't show up at the top now, even though everything seems to be running as expected. Is it normal for it to appear like this now?
Okay, thanks for the help!
does anyone know where RunUAT.bat logs to? I was running it overnight and my computer restarted and it seems to not have finished
nowhere, the tools that it runs log some data, either Engine/Saved/Logs or Project/Saved/Logs
anyone found a solution for this, I had this error too
AvalancheDisplayCluster plugin seemed to be causing the issue I think. I didn't dig too deep, but it looks like it's supposed to be a client-only plugin. It has a dependency chain that ends up forcing WITH_FREETYPE to 1 on server builds.
I disabled it by adding Server to the target deny list in the uplugin definition.
Engine/Plugins/Experimental/AvalancheDisplayCluster/AvalancheDisplayCluster.uplugin
"Modules": [
{
"Name": "AvalancheDisplayCluster",
"Type": "Runtime",
"LoadingPhase": "Default",
"PlatformAllowList": [
"Win64",
"Linux"
],
"TargetDenyList": [ "Server" ]
}
],
Thanks, I will try and see if it works
well its mostly up to your imagination. For me, it is just a simple application to serve something else but being able to run an instance of UE through it. Cant really say too much, under NDA. Sorry 🥲
am I missing something? I cloned 5.5-release, built it and checked out a local branch. Every time I now fetch changes to cherry pick 2-3 small commits from ue5-main and build the solution it builds everything again? Never happened before. I'm on a fresh install VS 17.11 and tooling setup as per docs.
old as Tim issue, welcome to the club
Hello, does anyone had/know how to fix this error when building Unreal Engine from source (latest 5.5 release on branch release).
I already tried to re-compile it but the error still there.
The error when I try to launch it (from VS or directly from the binaries/UnrealEditor.exe)
UnrealEditor.exe - System Error
The code execution cannot proceed because UnrealEditor-libpas.dll was not found. Reinstalling the program may fix the problem.
Thanks in advance
Well you should use the tags really
wdym ?
I dont think you've built correct branch, there is no mopdule UnrealEditor-libpas.dll 🤔
I've never seen it either. That's why I find it strange.
it is used in Core but it should not be a standalone editor target module
Does you thing it could be an issue with clang ?
Here is my %appdata%\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<WindowsPlatform>
<Compiler>Clang</Compiler>
<CompilerVersion>Latest</CompilerVersion>
<ToolChain>VisualStudio2022</ToolChain>
<ToolchainVersion>14.38.33130</ToolchainVersion>
</WindowsPlatform>
</Configuration>
(had no issue with 5.4)
You clone the tag for the release rather than a branch
Also if you have a tool like Everything (voidtools.com), you can search the file system for it
release currently on par with latest 5.5.0 tag
could be a cross-compile issue yeah
any reason you want clang for win64 build?
also what do you see in UnrealEditor.modules
Testing to use Neovim as editor
where can I find it ?
Hi,
Trying to build Unreal 5.5 from source from:
https://github.com/EpicGames/UnrealEngine/releases
Unreal Engine 5.5.0 Latest
Ran Setup.bat and now running GenerateProjectFiles.bat but getting many of these errors. Does anyone else get this or know how to fix it? I was able to build Unreal 5.3.1 but not Unreal 5.5.
"Setting up Unreal Engine project files... Using bundled DotNet SDK version: 8.0.300 Building UnrealBuildTool... C:\proj\Engine\Source\Programs\Shared\EpicGames.Core\EpicGames.Core.csproj : error NU1202: Package Microsoft.Extensi ons.Http.Polly 6.0.26 is not compatible with net8.0 (.NETCoreApp,Version=v8.0). Package Microsoft.Extensions.Http.Polly 6.0.26 does not support any target frameworks. [C:\proj\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cspr oj] C:\proj\Engine\Source\Programs\Shared\EpicGames.Core\EpicGames.Core.csproj : error NU1202: Package System.Text.Json 8.0.5 is not compatible with net8.0 (.NETCoreApp,Version=v8.0). Package System.Text.Json 8.0.5 does not support any tar get frameworks. [C:\proj\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj] C:\proj\Engine\Source\Programs\Shared\EpicGames.IoHash\EpicGames.IoHash.csproj : error NU1202: Package Blake3 0.6.1 is not compatible with net8.0 (.NETCoreApp,Version=v8.0). Package Blake3 0.6.1 does not support any target frameworks. [C:\proj\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj] C:\proj\Engine\Source\Programs\Shared\EpicGames.Serialization\EpicGames.Serialization.csproj : error NU1202: Package Blake3 0.6.1 is not compatible with net8.0 (.NETCoreApp,Version=v8.0). Package Blake3 0.6.1 does not support any targe t frameworks. [C:\proj\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj] C:\dev\fw2\Engine\Source\Programs\Shared\EpicGames.IoHash\EpicGames.IoHash.csproj : error NU1202: Package Microsoft.Ext ensions.Http.Polly 6.0.26 is not compatible with net8.0 (.NETCoreApp,Version=v8.0). Package Microsoft.Extensions.Http.P olly 6.0.26 does not support any target frameworks. [C:\dev\fw2\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool. csproj]"
easy solution is to install net6
tried installing net6 but it didn't work for me
UE 5.5 seems to need .NET 8.0 based on release notes https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5.5-release-notes
Overview of new and updated features in Unreal Engine 5.5
do you have net 8 installed?
yes, in Visual Studio - generally following Visual Studio setup here: https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine?application_version=5.5
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine.
I think it's actually using the dot net that comes with it though
UnrealEditor-Stalker2.dll
That's a first. I guess they managed to get an exclusive, written by Tim himself a permission to redistribute that publicly
Not probably Tim himself… but it’s indeed possible to distribute the editor if you have custom license which has this included… few games in the past did it… though usually it was first party or affiliate studio
Epic pretty much makes sure you’re not disturbing editor in open enough fashion to make whole games with (I.e not shipping copy of preconpiled editor from egs for example) or misinterpreting it as some custom tool etc… from what I’ve been told (I never shipped a game with built in editor , nor do I know the business side of these deals… but in general this is what I’ve been told)
few games in the past did it
Like what? Name 3
Maybe it's for potential mod development in the future?
Anyone here have any luck compiling 5.5 on the latest VS2022 that recently dropped w/ .NET Core 9 support?
I generally wait a bit before upgrading VS ever since several years ago there was a big problem with trying to compile post-upgrade.
Off the top of my head... ARK, ASA, Pixark, ConanExiles. Not really 3 as the first 3 are basically the same, but they all ship a "mod kit" that is a stripped down version of the editor. Of course it's not shipped with the game directly as they are huge mod kits, but I'd imagine the same licensing requirements apply.
I'll admit though, I do not know anything about the ins and outs of shipping parts of the editor or if there is some kind of automatic special exemption for mod kits like those.
net version generally isnt an issue
Right, the net version isn't. I just couldn't remember the exact VS version, so I mentioned that it was the most recent one that dropped with .NET 9 support.
I made a point of calling that out because a security hotfix dropped the day before or the same day for the previous VS 2022 major release.
17.12 - that's the latest major version now (just looked it up)
there shouldnt be any issues, you can use vs2022 as far back as to 4.23 to compile stuff (with some tweaks)
worst case scenarion, if you use default UE toolset with the bat-files you need to adjust version in RunUAT.bat and may be retarget some net-projects
I just installed the latest VS 2022 and am having the errors above with running GenerateProjectFiles.bat, with dotnet --version being 9.0.100
I'm really not sure, but didn't game that had Unreal Editor mod kits did this? Bus Simulator 18 I think, maybe also some ARK game.
You have to distribute the editor on EGS though
I worked on a mod kit that was distributed on EGS
right click your project, go to debug, start new instance
getting a very unclear build fail
i was attempting to merge nvidia's 4.25.1 RTX branch with an edited UE i made if thats any help
this fixed it
Getting compile errors on vanilla 4.27 plus here
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt\wrl/event.h(211): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt\wrl/event.h(211): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt\wrl/event.h(371): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt\wrl/event.h(371): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
Do I just install or I have to change something
Already there
well it is using a different one as you can see
enforce specific via buildconfig xml
Would retargeting the project via VS work?
What do I type
Compiling 5.5 from source throw me these errors. Any help would be appreciated. Also using Ubuntu
No errors or warnings while generating project files
nothing, google BuildConfiguration.xml
pure bubuntu or wsl? this oddly looks like path length bug but only Windows is affected
Pure Ubuntu
Fixed
Closing terminal and running again getting success from last module itself 👍
does anyone know if there is any branches in unreal engine's select node in blueprints? I was wondering because I'm in the process of optimising some blueprint code and I was wondering if using a select node over a branch node, and due to lack of documentation for this specific detail it feels like only the source code would have the answer
You can view the source code even in the store engine version.
That said, I strongly doubt whether this sort of thing is the optimization you are looking for. Typically you should look for stuff like "GetAll<x>OfClass" happening every frame, or similar mis-use of performance intensive nodes
Simple Branches, Switches ( even on Strings ) or Selects are unlikely to make a big impact.
Optimally you should be profiling your game, looking for trouble points, not just trying to optimize blindly
alright, thanks for the tip
I wonder why engine don't have thread safe blueprints by default. Is the ARM architecture a blocking point ?!
It's difficult to guarantee thread safety in object orientation. That's why functional programming exists
anyone know why when making an installed engine through the process described in this doc: https://dev.epicgames.com/documentation/en-us/unreal-engine/create-an-installed-build-of-unreal-engine?application_version=5.5 that it can result in compile errors that are exclusive to it? As in I cannot get the various build configs to fail to compile when compiling them with vis studio.
because it is governed by installed_build template which has a bunch of useless stuff added to it
you need to edit the graph and remove all that junk
edit the graph? I'm not sure what your referring to
this? InstalledEngineBuild.xml
looks like it has noPCH default to true
seems like the problem
dunno why that would be defaulted to true
🤷♂️
Anyone else here really hate that the VS UE extension seems to always be locking your files?
I'm debating on disabling it because every little change I make is causing the files to become locked and I have resharper anyways.
Cross-Platform Unreal Engine Project and Pipeline Versioning Issue
Hi there,
I’m working on a project with several colleagues. I’m on Linux, and they’re using Windows. I’ve built Unreal Engine 5.4.4 from source, while they are using the binary build.
The project is centralized on a Teams SharePoint site for remote collaboration. However, when opening the project on either platform, we encounter a versioning error. So far, we’ve chosen to skip the error and continue working.
Could this lead to problems in the foreseeable future, and if so, how might we address or mitigate them?
Thanks in advance for your guidance!
you're using sharepoint in lieu of proper source control?
For async asset collaboration, and GitHub.
That's our pipeline. We're working in remote locations, @hidden hedge - if you have commentary on that? Although, I'd be interested in hearing how that relates to versioning? To my knowledge, it doesn't.
so git is being used for the game project itself? perforce has better tools available for distributing PCBs (like UnrealGameSync), so you would either have to have something equivalent or use an installed build
if everyone has VS then you can at least use the recommended approach of using a native build
Thanks! Yes, git... Still establishing that version control but it's there. We thought the source native build might be the way. I had to use source because it is the only method to link the Houdinin Engine plugin on Linux.
@hidden hedge , I am reading about the UnrealGameSync, but open to more commentary on the matter.
3D assets, procedurals and such?
It's specifically for the unreal project
though I'm interested in the verbatim errors as well
and as for everyone on Windows, are they just using the Epic launcher build?
Yes sir.
To my knowledge that is the discrepancy between binary and source that is flagging a version error on open. At this stage, we just skip... I can generate more accurate logs if you need?
We have the entire project stashed in the SharePoint and open it across platforms. GitHib will manage the versioning and I imagine the UnrealGameSync is directly for the project?
UnrealGameSync only works with perforce
you can read Epic's project setup guide which goes through a lot of it
Will do. Which section to you recommend starting on?
https://dev.epicgames.com/community/learning/tutorials/8JYW/setting-up-an-unreal-engine-studio-the-epic-way like all of it, goes through what epic and other unreal studios have as their typical setup, which includes deploying source builds. however, there is not a lot of git-relevant content here
Thanks.
One other question @hidden hedge, not sure if you'll have an answer, but if we compile from source on windows - will we need to put the source for our Houdini plugins before compile, or is it satisfactory to drag and drop to the plugins folder after build?
you can just drop Houdini in the project's plugins directory and it just builds with the project binaries
that's all I've ever done with thirdparty engine plugins
since it's doesn't interfere with the engine at all
Thanks! And sourcing the Houdini environment before compile?
I don't know what that means
Like linking libraries between softwares.
the build system doesn't significantly change between whether a plugin is in project or engine
Wondering if there are any recent udemy or related courses for engine specific development anyone would recommend? Thanks 😊
hi, im trying to use a plugin from fab, i copied it over from the epic games launcher to the projects plugin folder, everything builds fine, but when i try and use some of the plugins bps, the parent class is set to none, and the parent class its supposed to have isnt listed, so i have to recreate the entire bp. the parent class does show up tho when creating the new bp. im using 5.5 built from source, does anyone know if this is this a problem with the engine or the plugin?
it's nice that packaging can allow shader code reuse/sharing, but why can't the editor itself do that?
each time you make a new project you got all these standard vanilla shaders and it goes and recompiles every time.. can't it make a hash of the source file and then put the shaders into a shared resource library provided that the shader source hash matches?
I'm sure there are lots of different ways to do things, some of which escape me, but I'd be interested to know more about this aspect of the engine 🙂
If you are using sufficiently new versions of unreal that have proper local Zen DDC setup you won't have to as unlike standard/old file based DDC which is local to your project (and thus each project has separate ddc) - zen stores data somewhere in ProgramData iirc... although for few versions it stored data in Appdata instead....
so if your engine versions and other markers that make the ddc caching key match across projects and you're using local zen, they will be shared
Is the mover 2.0 component available for testing using 5.5 source?
Yes? It's just a plugin. It was even in 5.4 in an earlier form
Hello everyone!
Is anyone else encountering issues when building Unreal Engine 5.5 from source?
I’ve carefully followed the guidelines and installed all the necessary components mentioned in the 5.5 release notes. However, my build consistently fails.
https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5.5-release-notes
Here’s my setup:
• Visual Studio 2022 (version 17.8, toolchain 14.38.33130)
• Windows 10 SDK (10.0.22621.0)
Here’s what I’ve tried so far:
• Used both the ZIP archive of the source files and the Git version.
• Disabled my antivirus.
• Tried 2 different machines (with Win10 and Win11).
Unfortunately, none of these approaches resolved the issue.
Any advice or insights would be greatly appreciated!
Are you compiling the entire solution? The ue5 project?
Im using BAT file with this command
start /high D:\ENGINE_SOURCE\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="Engine\Build\InstalledEngineBuild.xml" -set:BuiltDirectory="D:\ENGINE_BUILD" -set:WithServer=true
Right. Are you trying to make an installed build? Or just make something that works with a project you're making?
Yeah right, installed build
Maybe find out where those tihngs are defined and why they're defined twice.
And for the actual errors... good question.
Which version of the engine did you dl?
The GetFace method, for instance, is only valid when WITH_FREETYPE is defined.
So it's all about those definitions.
Do you mean engine version? Im trying to build 5.5.0. I have tried release git brunch and main brunch also...
The latest version of those branches? Or the specific release tag?
It's just very strange that only I have those errors (maybe others also, but i haven't find any info)
Just latest versions. I have build many source builds, but this is extremely problematic one
I'd suggest looking at the specific release tag for 5.5.0 and trying to compile that.
1308e62273a620dd4584b830f6b32cd8200c2ad3 is the commit
Okay, thank you very much for your time, I will try this approach.
Good luck!
this been discussed not a long ago in this channel, read up
Is it possible with an installed build to also package the project with it? That way your artists don't have to have VS installed and they can just launch the compiled editor with your game project included?
I'm building NVRTX locally and would like to build Marketplace plugins to be compatible with this version.
I've copied the plugins into Engine/Plugins but I don't know how to build them. They don't automatically show up in the Visual Studio solution for UE5.sln (nor would I expect them to).
What do I need to do to include them in the build?
The official docs on plugins say:
Precompiling Plugins
If you are precompiling a plugin for UE 5.2, compile your plugin with Visual Studio 2019 — the minimum supported version of Visual Studio for UE 5.2. Compiling with Visual Studio 2019 ensures that the resulting libraries are compatible with UE 5.2 for all users. For more information about Visual Studio and Unreal Engine version compatability, see Setting Up Visual Studio for more information.
but Setting Up Visual Studio doesn't describe how to do this.
They should build and show up automatically if you add them to that Plugins folder. You will need to run GenerateProjectFiles.bat again if you want them to appear in the sln.
Assuming you also downloaded the engine source from github and not the epic launcher version?
You could zip them together, but eveytime the project changes you'd need to distribute the entire thing again.
I wonder how that flow works normally, especially with a git repo
As the game is being developed, that would be a pita
By project you mean cpp I am guessing. Well, anything that would trigger a project build
But to get the artists changes back... without manually copying and pasting to a file share, I wonder how others do that
The uassets copying and pasting I mean
Hello, how can I localize the CrashReportClient? Is there a way in a UE Epic Launcher Version? Thanks in adavance!
Thanks, this worked perfectly!
Feels great to be in control of my own engine compilation now
im currently trying to build unreal installed build so i can have dedicated server build support.
i'm currently encountering error when compiling UnrealServer especially on Text3D Plugin.
Engine\Plugins\Experimental\Text3D\Source\Text3D\Private\Text3DEngineSubsystem.cpp(355): error C2039: 'GetFace': is not a member of 'FFreeTypeFace'
the other build target seems to work fine. but the server got stuck there.
any help is appreciated
Unreal has some problems with Ryzen 9 7900? Because after I updated my processor and my RAM to this, the engine always crash with Shader Compiler problems
Its most on DX12, and it seems to be on nanite landscapes, on DX11, I've some problems with cooking, but don't on the editor preview
i'm on 7950x3d. no issues here
Run a memtest86 or something for a few hours. I had all kinds of similar problems on a past PC and it turned out to be bad memory or memory not getting enough voltage. Not guaranteed this is your problem, but it could be it. It was an AMD machine i had the problem on. (Currently my 7950X3D also doesn't have issues)
Hello!
I'm trying to take confidence with extending Unreal: to do so, i'm trying to increase the number of light channels a mesh can have, my idea was to extend the gbuffer with an R32_UINT texture where i render a mesh's light mask.
I managed to extend the FSceneTextures with my additional texture (i can see it in renderdoc among the BasePass's render targets), and now i would like to pass the mesh's lightmask with in each mesh instance's data, however i have no idea on where Unreal gathers each mesh instance's data, does anybody have a clue?
Not able to see unreal engine running in front, why the application goes to run in background ?
anything new with this, i had just downloaded 5.5.1 from launcher and got the same error
No idea sorry. it's been so long I don't remember what the solution was
Any C++ Visual Studio wizards?
Using Microsoft Visual Studio Community 2022 (64-bit) - Version 17.12.3 with .NET Framework 4.809037.
Following these instructions
https://dev.epicgames.com/documentation/en-us/unreal-engine/building-unreal-engine-from-source?application_version=5.4
After several hours and a partially complete compile Visual Studio quits with the following error
The command "....\Build\BatchFiles\Build.bat -Target="UnrealEditor
Win64 Development" -Target="ShaderCompileWorker Win64 Development
-Quiet" -WaitMutex -FromMsBuild -architecture=x64" exited with code 6.
Gonna need the full error output
Also you can skip several hours by using a native build
The preceding line in the Output window just before the error is
Failed to produce item:
C:\Users\foo\source\UnrealEngine\Engine\Binaries\Win64\UnrealEditor-BuildSettings.dll
Do you need the entire output contents or?
I think the issue may be an overzealous antivirus check.
Bitdefender is saying
4\UnrealEditor-BuildSettings.dll is infected with Gen:Variant.Lazy.618666 (moved to quarantine)
Weird. I need to research further.
you should always add your workspaces to AV exclusions
since that'll also slow down the build otherwise
imagine building UE with AV that check every file
you can take a whole week vacation
Yeah thanks. Probably false positive.
all i did was close the project... why 😭
was wondering why it was taking so long to open back up lol
I has upgraded my project from 5.3 win OS to 5.5 in Ubuntu potato laptop. The parent classes are missing. And those parent plasses are plugin based. Is it a concern from moving 5.3 to 5.5 ?
Trying to clone Unreal from github right now.. I've done it a bunch of times before.. it just is failing right now.. says it's disconnecting.. happened like 3 times in a row.. is this just like a "try again later" kinda thing?
i downloaded the zip just fine.. so I guess I'll use that
the zip has the same git data anyway right? so I can still have it versioned
probably
iirc zip usually omits .git but is thus also smaller
you are correct sir!
Are they Engine or your own plugins? Perhaps you forgot to bring over the .uproject file which lists the plugins to enable? Make sure they are in there, and then regenerate the solution?
Im getting this issue, did you fix it?
Im struggling to build 5.5, If anyone one can assist I would be very grateful