#engine-source

1 messages · Page 13 of 1

cobalt fox
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And you still don’t get it to open right?

wary bison
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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

mystic relic
cobalt fox
# mystic relic 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?

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Had issues too until I did a clean install of VS and then installed and build the UE5 source build

mystic relic
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Hmm Yeah that seems much better than reinstalling whole Windows XD I'll try that.

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I think I did install right components as I normally use it for other projects from the launcher build versions of unreal

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But I also use Rider and there something could be messed up, it just doesn't look right, I have 2 Build tools

cobalt fox
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Had the community 2022 when I had some issues before but professional worked as well

cobalt fox
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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

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Might wanna try with that as well

mystic relic
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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

cobalt fox
mystic relic
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Yeah I will, thank you 😄 it will be useful

cobalt fox
pearl gazelle
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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.alex

iron dome
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Adding things directly to the engine makes collaboration much harder.

dense latch
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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?

limpid zealot
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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.

https://www.youtube.com/watch?v=WGv_BjxvJ8M

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...

▶ Play video
astral elm
pearl gazelle
# astral elm As Daekesh said : Basically if you start extending engine you will need to set u...

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.

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Yeah, the lack of experience just terrified me to dive into source. I m still learning

astral elm
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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

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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

pearl gazelle
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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.

astral elm
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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

pearl gazelle
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I will get used to that, someday. Maybe. 😰

cobalt fox
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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 😅🙏

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Savage only follows instructions 😆

buoyant walrus
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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?

astral elm
buoyant walrus
heavy umbra
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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

fiery grail
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Not sure where to post this, anyone know why I get this error when the project loads up?

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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'
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I have an AMD Card, doesn't appear to do this with the Nvidia card on my laptop

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Fresh engine install, fresh project etc

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Updated drivers as well

astral elm
# fiery grail ``` LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensu...

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.```
topaz fulcrum
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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.

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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.

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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! 🙏 🙏

fiery grail
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I dragged the BP into the Map and instantly got the error

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i think this must be causing a lot of crashes for me on this AMD Card

whole wyvern
# topaz fulcrum Kinda run out of ideas at this point. I'd really appreciate any guides on how to...

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.

abstract juniper
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hi i'm on 5.3.2 and wanted to double check if this is the correct source build to DL?

abstract juniper
abstract juniper
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roughly how long does it take to install prereqs once updating is done? Pic of what I'm seeing:

astral elm
abstract juniper
manic flame
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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?

high jewel
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A few Google search will show some results

manic flame
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Thanks!

topaz fulcrum
smoky goblet
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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?

unique sparrow
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This might not be the correct place to ask, but has anyone successfully set up Microsoft Azure (Entra ID) authentication/login with Unreal Engine?

strong osprey
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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.

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wrong screen this is the right one

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yeah it just links to the .cpp file which I tried the include with "AbilitySystemComponent"

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or errors and points to the file i should say

abstract juniper
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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?

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I'm getting similar errors. Did you ever figure this out?

timber sluice
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yes

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it was related to windows sdk version. You can remove all windows sdk version and install 10.0.18362.1 version

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INFINITY macro is not working on some other version I guess

abstract juniper
timber sluice
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no don't use the installer

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download it on internet

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be sure to remove all windows sdk

abstract juniper
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even the windows page itself only shows .1

abstract juniper
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that's .1, not .0 like you wrote

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wait nvm im stupid

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thanks for your help!

rose grove
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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:

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I have to build the project from VS over and over again to be able to open it in the editor

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I don't know! where can I find out about it?

astral elm
rose grove
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yes

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I created this project using the launcher itself

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like whenever I close the editor, I have to rebuild the solution again to be able to open the project

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I don't know what should I search to find out about this problem

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the launcher recognizes these projects tho

astral elm
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Try delete Binaries + Intermediate, regen solution, rebuild from IDE

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it's the classic fix for most funkiness

rose grove
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I do it all the time!

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it takes up to 2 hours tho

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like every time I close the editor this is the process I go through

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The engine version is correct in the .uproject file as well

astral elm
rose grove
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the error says there are some modules missing

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what modules exactly! is there any way to find out why the editor can't run it's process?

astral elm
rose grove
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can UnrealBuild tool be related to this

astral elm
rose grove
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yes

astral elm
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but every time you close the editor, and launch again, it rebuilds... show your ide settings, on the launch bar

rose grove
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but it requires the build process

astral elm
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this stuff

rose grove
astral elm
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yeah, all looks ok...

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people seem to have struggled with this before

rose grove
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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

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it will give some erros

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that should be a useful way of finding the issue

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does this solve the problem?

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what does it mean to run code analyse( where is this option?)

abstract juniper
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day 5 of trying to build 5.4.3

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what the heck am i doing wrong... i had no issues with 5.3

rose grove
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show outputs not error lists

abstract juniper
rose grove
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what is the directory that you've cloned the source and trying to build

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be careful about the character limitation, the address of the directory shouldn't be long

abstract juniper
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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 ==========

abstract juniper
rose grove
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usually I put it in something like C:\UE5.4

abstract juniper
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i'll try extracting a fresh one in a new folder

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been doing that though, i'm not certain that's the issue

rose grove
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try to delete the whole thing completely.

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use cmd not gitbash or anything like that

abstract juniper
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i';ve done that, reinstalled VS, followed Epic's step by step instructions for installing from source

hidden hedge
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ah building solution

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I don't think any of those failed programs are even required

abstract juniper
hidden hedge
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and what is the startup project set to?

abstract juniper
hidden hedge
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no, the startup project

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that's the build configuration

abstract juniper
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fresh 5.4 source build

hidden hedge
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well right click UE5 in the solution explorer and set that as the startup project

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though native source builds are better to avoid compiling everything

abstract juniper
hidden hedge
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well even better is a native build. that only compiles engine modules that your project actually uses

abstract juniper
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does that cause any limitations down the road or is that just a critical step that I missed?

hidden hedge
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no since that's the actual recommended way of working with a source build

abstract juniper
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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

rose grove
hidden hedge
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?

abstract juniper
rose grove
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yes that's what i want

hidden hedge
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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

abstract juniper
# rose grove yes that's what i want

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

rose grove
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currently every time I try to open my .uproject, i have to just build the project from the scratch

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and run the editor after building the project via VS

abstract juniper
# rose grove currently every time I try to open my .uproject, i have to just build the projec...

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

https://www.youtube.com/watch?v=Aj-CaWwSPJg

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-...

▶ Play video
abstract juniper
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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

hidden hedge
abstract juniper
hidden hedge
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No? And if your uproject file has an EngineAssociation in it, remove it

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You don't use unreal version selector at all with a native source build

abstract juniper
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I've already built a fresh Lyra project in this source build so I don't think there's an issue with VS

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looks like i could resolve this by changing "JsonParseException" to "Exception." working through some other errors

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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

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deleting this file, or commenting out various parts of it did not seem to help

knotty knoll
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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

cobalt ravine
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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.

ashen plover
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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?

calm mason
ashen plover
calm mason
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you could always set a breakpoint on that line

ashen plover
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The MaterialShared.cpp one?

calm mason
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The warning is actually from HLSLMaterialTranslator.cpp on my version (5.3.2)

ashen plover
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Ah

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I did make modifications on it so maybe my error is there

calm mason
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if I ever see an error message like that and I want to find it, just search the solution for it

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then set a breakpoint

thin crow
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How do i build unreal from source?

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Is github code broken

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?

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I`m using release branch. What should i do?

astral elm
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And follow The Fine Documentation

thin crow
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I have tried 5.4.3

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@ocean inlet building 5.4.3 from source

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I have downloaded from here

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I did run setup then generate projectile files what more do i need

thin crow
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I tried everything

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Git, archive

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5.44, 5.4.3

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Nothing works

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Maybe i need a compiler ? clang?

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Do visual studio compiler works

thin crow
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Can anyone help me building unreal from source?

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I`m sure im using the right tag

digital leaf
drifting dragon
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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)

heady sparrow
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built game != editor

astral elm
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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 )

iron dome
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So you want to produce the debug symbols and move them into the other engine install?

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To do that, you change the engine association in the uproject. Or by right clicking on the uproject and using the menu.

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You could put the source build in place of your 5.4 install.

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I think there is.

weary elm
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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 🙂

iron dome
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Have you checked the build log for errors?

weary elm
iron dome
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The one you posted. The attached file.

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Search it for error.

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Error code 6 is a compile error. The specific error will be in that log.

thick furnace
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i do see lots of basic unreachable code errors that were elevated from warning

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maybe just un-elevate them on source build or fix them all in avalanche plugin

iron dome
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Damn. What did we do 😳

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Or disable the ava plugins. And build your project not the entire solution.

thick furnace
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but it usually should work, maybe he did nor run dependencies or setup.bat on project

weary elm
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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)

iron dome
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Don't build the ue5 target.

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Build your project and your project only.

weary elm
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How else would I get a copy of the editor?

iron dome
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If you build your project, it will build thr parts of the engine it needs.

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Which is unlikely to be the avalanche plugin.

weary elm
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But the docs say you build the UE5 target, then run it, and then create the project from within that.

thick furnace
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why you need that? you can make project from anything else. i is just a text file

iron dome
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The docs are wrong.

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That's if you want to make a new project I suppose.

weary elm
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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

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Yeah, and that's what I wanted to do

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a new project etc

thick furnace
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just make project using something else then retarget to a source engine

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afterall it is just a difference in one line in uproject file

iron dome
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That'll work a lot better. ⬆️

weary elm
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Not familiar with that, hence just following the docs etc

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Which I assumed would take me through the steps necessary

iron dome
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You can retarget by right clicking on the uproject file in explorer.

thick furnace
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dont be docs believer/worshipper, docs often wrong or outdated or does not match real life practice

iron dome
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Ideally you probably would just build the ue5 project. However...

weary elm
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Fair point, but this is literally the first steps for building this thing, lol.. you'd kind expect that to be correct at least

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If I repoint a project to use this though, being that the build fails, wont the main project then fail anyway?

iron dome
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Building from source is always a bit finicky.

weary elm
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I see I have a "Source build" in the drop down etc for that... but I'm guessing right now, it would fail

iron dome
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The retarget drop down?

weary elm
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Yeah

iron dome
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No, it'd be fine.

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Choose it. Open the new sln file and compile your project.

weary elm
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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?

thick furnace
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it is not editor failing to build but 1001 plugin that is part of engine distrib

weary elm
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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

iron dome
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If you build the development editor target for your project it will also build the editor to open it.

thick furnace
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normally nobody starts with source build, unless they already have one running in team

weary elm
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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

thick furnace
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DS is a separate build target, when you want to make a headless server build of a game

weary elm
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So, I have the standard editor from the launcher available locally, but this was something else I did afte retc

thick furnace
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while normally you can use listen server or client

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and learning to drive on a f1 race car is not a good choice

weary elm
#

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

thick furnace
#

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

iron dome
#

If you have a listen server, why not use that project?

weary elm
#

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 😦

iron dome
#

Copy+paste the entire project 😛

weary elm
#

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)

thick furnace
#

git branch ds-testing && git checkout ds-testing and zero need to copy, can time travel anytime

#

time travel for everyone

weary elm
#

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?

thick furnace
#

doesn't matter if you cloned release and then switched to tag. afterall they're all just pointers to commits in history

weary elm
#

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.

thick furnace
#

i dont remember where, but there is a file with all elevated warnings, you can just remove 4702 from the list

weary elm
#

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

Epic Developer Community Forums

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...

hexed silo
#

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?

astral elm
hexed silo
balmy mulch
#

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/""

balmy mulch
smoky goblet
balmy mulch
# smoky goblet 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

smoky goblet
#

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

balmy mulch
smoky goblet
#

Engine\ unreal source

balmy mulch
#

Thank you for your help btw

balmy mulch
old jolt
#

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?

hidden hedge
#

define "messing up"

iron dome
#

It might be having old build config which causes the engine to rebuild.

paper cedar
#

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)

paper cedar
#

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 moon2LOLE

tiny horizon
#

Does anyone have any knowledge or have worked with SceneViewExtensions?

mortal iron
compact tinsel
#

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

#

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

solemn edge
#

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

knotty knoll
solemn edge
knotty knoll
wary bison
#

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

dusky zinc
#

==========================
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.

tiny horizon
#

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.

iron dome
#

There's a component that does this, isn't there?

#

Scene Capture Component?

#

Can you get the data from textures from that?

tiny horizon
#

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.

iron dome
#

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.

bitter fog
#

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?

wary bison
#

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

hidden hedge
wary bison
# hidden hedge 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.

hidden hedge
#

yeah not well versed in installed builds and especially not on mac, a native build would be simpler since you just remove the entry

wary bison
#

and by "entry" you mean like the projdirectory file ?

hidden hedge
#

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

wary bison
#

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?

hidden hedge
#

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

wary bison
#

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

hidden hedge
#

like in the picture?

#

replace Project A with your actual project

#

you do not need to modify the uprojectdirs file

wary bison
hidden hedge
#

okay then remove EngineAssociation from the uproject and open Rider again?

#

it'll detect it's a source build then

wary bison
#

ok i'll give that a shot

astral elm
#

Ahh, I was just finally trying out native structure and was wondering why it wasn't working. Derp : )

woeful drum
#

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

astral elm
#

You can also do "switch engine" by right-clicking .uproject if for some reason you can't do the native structure

wary bison
#

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

wary bison
#

i dont really understand why it's rebuilding the entire project now that it's in rider but okkkkkkk

smoky goblet
wary bison
nova shell
#

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)

radiant chasm
#

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?

hidden hedge
#

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

radiant chasm
#

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

radiant chasm
radiant chasm
hidden hedge
#

registry editing, even more error prone

radiant chasm
#

I understand, although we automated the process

radiant chasm
#

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

hidden hedge
#

Well I can only attest to UGS, but there is PBSync which does something similar

radiant chasm
#

Gotcha, thanks!

radiant chasm
#

Yeah no changes, only additional console platforms.
I am unsure what you mean by version source build as vanilla one.

still quarry
#

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.

hallow yacht
#

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.

hallow yacht
#

Well it was both on the build log and error log

hallow yacht
#

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

short dagger
#

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?

Unreal Engine

Welcome to the Unreal Engine Issue and Bug Tracker. You can check the status of an issue and search for existing bugs. See latest bug fixes too.

short dagger
#

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 🙂

hidden hedge
ionic silo
#

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.

viral prawn
#

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 ?

mystic sequoia
#

Which channel? Sorry I tried to line it up to the right one

#

Marketplace or blueprint?

tiny horizon
fading dagger
#

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.

fading dagger
#

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

earnest verge
#

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.

hexed ferry
#

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;
}

astral elm
hexed ferry
#

if so, ye

astral elm
elfin shuttle
#

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:

hidden hedge
#

Just look at the release notes?

elfin shuttle
hidden hedge
#

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

elfin shuttle
elfin shuttle
hidden hedge
#

well you can install multiple versions, the same as toolchains

topaz fulcrum
#

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 🥰

uncut kiln
#

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)

uncut kiln
#

yep, I could just retry without deleting or reinstalling

astral elm
#

It would be really nice to have a Source Fork setup, update and best practices guide pinned here, if such a thing exists

wary bison
#

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

wary bison
#

yea all g lol

hidden crypt
#

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.

hexed silo
#

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?

smoky goblet
hidden crypt
smoky goblet
#

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.

onyx osprey
#

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 ! 🧐

hidden crypt
#

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.

hidden hedge
#

easier to just integrate the fix

hidden hedge
#

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

jade sapphire
#

Can some one link me how to update source engine

iron dome
#

git pull ?

astral elm
jade sapphire
earnest verge
#

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)

Epic Games Developer

Reference guide for solution and project build configurations.

timber sluice
#

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?

dusky compass
#

Do you know what will happen if you comment it

timber sluice
#

Operator will not be overloaded

hidden hedge
#

Well it's important to look at the entire callstack not just the line it crashed on

#

and what is even the exception?

timber sluice
# hidden hedge 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

hidden hedge
#

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

#

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)

dusky compass
#

so it is a hot reload issuse? "not an issue" then, it almost always crashes for me

gilded latch
#

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

jagged karma
#

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?

hidden hedge
jagged karma
#

figured, got it fixed as far as I know, forced unity builds for the editor

radiant glen
#

does anyone know how to change the default gamepad button. is currently the (A) button for xbox controller

merry mural
#

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...

▶ Play video
dusky compass
#

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

pearl sparrow
#

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!

pearl sparrow
proud slate
#

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.

astral elm
pearl sparrow
#

Has anyone faced this problem when trying to create a new project with an editor compiled from source code?

sand bluff
#

do u still get a handwritten letter from tim and a sick forum badge after they merge ur pr to engine?

dusky compass
#

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

smoky goblet
hidden hedge
#

you're in the credits in the editor too

stable hemlock
#

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
dusky compass
#

rebuild after adding the plugin

leaden sequoia
#

How to handle two different projects of same source engine ? If I build Project A.... I can't open Project B. Vice versa 🥲

stable hemlock
#

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");
gusty lance
#

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!

stable hemlock
dusky compass
#

depends where do you need it

dusky compass
stable hemlock
gusty lance
#

Even plugin creators that use this are having problems

dusky compass
#

So why do you use Engine.ini? Use your own ini file, read it with ConfigIni tool and apply settings

gusty lance
#

I'm using this function, needs to be done on Engine.ini, on ther .ini config files don't work

dusky compass
#

So change GengineIni to what you want

#

and earlier in the piepeline read your config so it is available

sharp reef
#

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

dusky compass
#

Check pinned

sharp reef
#

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

errant quail
#

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.

dusky compass
#

GenerateProjectFiles.bat

sharp reef
hidden hedge
#

yes so install the crosscompiler toolchain appropriate for your engine version

sharp reef
gusty lance
#

but now it's working, a day of work wasted on this but now is OK, thanks for the help

dry sierra
#

Yea this basically just works great for me following this guy and launch server in WSL.

errant quail
#

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.

astral elm
#

it's in \Engine\Build\BatchFiles

rich flax
#

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

quick mica
rich flax
#

ok thank you, that's all ?

wintry coral
#

I have discoved a bug in 5.4.4 my nav mesh doesnt work anymore even on brand new level

rich flax
#

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

quick mica
quick mica
wheat rain
smoky goblet
#

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.

rose inlet
#

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

hidden hedge
#

Did you compile everything or setup a native project?

#

Because the latter time is accurate to that

rose inlet
#

I just hit build on Engine/UE5

hidden hedge
#

Then no, you compiled everything

#

Which is a massive waste of time

rose inlet
#

oh

#

In that case what should I build?

hidden hedge
#

Your project from within UE5.sln

rose inlet
#

My project? So like I need an existing ue project?

hidden hedge
#

Yes? You can convert a launcher project trivially

#

Project folder structure section if it doesn't take you there

rose inlet
#

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

hidden hedge
#

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

rose inlet
#

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

hidden hedge
#

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

rose inlet
#

but isn't like the sources the engine itself?

rose inlet
hidden hedge
#

No? UnrealEditor.exe works on its own

#

You can double click a uproject file and that directly opens the editor too

rose inlet
#

I see

#

So once I install from the launcher if I want to update the engine I just update from git?

hidden hedge
#

No, you update from the launcher

dusky compass
oblique pebble
#

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

hidden hedge
#

the IDE version barely matters, for 5.4, you'll want to make sure the 14.38 build tools are installed though

oblique pebble
#

they recommend the 14.40 build tools

hidden hedge
#

yeah in 5.5

oblique pebble
#

along with LLVM 18.1.8
and .net 8.0 as a minimum

#

so just use 14.38 for 5.4?

hidden hedge
#

I just match what's in the release notes

oblique pebble
#

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

hidden hedge
#

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

oblique pebble
#

ok i have that installed already

oblique pebble
#

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?

hidden hedge
#

I would rather see a screenshot

oblique pebble
#

that ! to the right of installed is
what i'm talking about.

hidden hedge
#

you have no reason to upgrade Nuget packages

oblique pebble
#

thanks for telling me that.

#

so just ignore that?

hidden hedge
#

unless it legitimately affects the build process, then ignore anything

oblique pebble
#

ok thank you

oblique pebble
#

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?

astral elm
oblique pebble
#

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

astral elm
dusky compass
#

any other branches are in-dev

oblique pebble
#

^///^ 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.

hidden hedge
#

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

oblique pebble
#

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.

hidden hedge
#

the only dependency on UWP is the HoloLens bulid target which you can ignore anyway

oblique pebble
#

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

hidden hedge
#

well if you used a native build with a pre-existing project, it wouldn't take 6 hours, probably a 1/12 of that

oblique pebble
#

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.

oblique pebble
#

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?

lime basin
#

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:

quick mica
#

did you run the Setup.sh to download additional dependencies

lime basin
lime basin
digital dagger
#

Anyone here that knows if what's in ue5-main is going to included in 5.5 or dev-5.5 branch ?

hidden hedge
#

generally not unless it get cherrypicked

#

epic work in release streams, and it goes release->main

digital dagger
hidden hedge
#

I like explained why it wouldn't be

#

release streams are used for stabilisation leading up to release

digital dagger
hidden hedge
#

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

digital dagger
hidden hedge
#

yes and ue5-main is the //UE5/Main perforce branch

#

all work for 5.5 is in 5.5

#

changes merge to main

ripe gyro
#

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?

oblique cave
ripe gyro
oblique cave
pallid osprey
#

Anyone here has trouble compiling the 5.4.4 source, specifically compile error from Datasmith?

obsidian field
pallid osprey
obsidian field
pallid osprey
#

What about windows SDK or other relevant SDKs?

obsidian field
obsidian field
#

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! 🙏

quick mica
#

maybe a temporal AA thing?

obsidian field
# quick mica 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.

quick mica
obsidian field
kind minnow
#

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?

hidden hedge
#

The release notes

#

Which will also tell you the WinSDK and build toolchain versions

dusky compass
#

they still force bundled SDK to be use anyway so it does not matter much, dumb be dumb

kind minnow
#

got it working, thanks all

gilded latch
#

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.

smoky goblet
cedar moth
#

Wish Epic expose dll on UE::Anim::IGraphMessage.
Without UE::Anim::IGraphMessage, I need to work around using FAnimSubsystem_Tag.

dusky compass
#

you have sources, expose anything you want

dim vector
#

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.

dusky compass
#

It depends, normally it tries to build onyl what's needed for project but installed build/default UE build will build it all

brave cedar
#

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.

smoky goblet
astral elm
oblique pebble
#

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

dusky compass
brave cedar
#

thank you all! @dusky compass @astral elm @smoky goblet 🖖

hot flicker
dim vector
hot flicker
dim vector
hot flicker
dim vector
#

Yeah probs

leaden sequoia
#

Happens for me too. The community answer is mess

hot flicker
# leaden sequoia 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?

oblique pebble
#

yeah thats what im saying.

#

i dont mind compiling my project,
i was just wondering why it does that.

hot flicker
#

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?

oblique pebble
#

its probably because i've been launching the editor from the pre-built launcher.

hot flicker
oblique pebble
#

ah i see.
that would explain it

hot flicker
cobalt fox
#

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

last swallow
#

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?

hot flicker
brazen lodge
#

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.)

hot flicker
fleet dock
#

this is on a completely unchanged UE version, i tried building on visual studio and i have a ton of errors

hot flicker
#

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?

brazen lodge
#

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
hot flicker
brazen lodge
#

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 !

hot flicker
#

np 👍

fleet dock
#

why is this happening on a fresh UE build

fleet dock
#

these are what most of the errors are

fleet dock
#

i guess im doing something for the rest of the day

obsidian field
fleet dock
#

i wish i had the money to get a new one

obsidian field
hidden hedge
#

I would make sure your build toolchain matches (14.38 in 5.4) as well

fleet dock
hidden hedge
#

did you modify UnrealBuildTool.xml at some point in the past then? it should pick 14.38 by default

fleet dock
#

since i haven't made any modifications to this build, i'll just delete it and reinstall

hidden hedge
#

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

fleet dock
hidden hedge
#

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

dusky compass
hidden hedge
#

oh yeah, I guess I should always start with "what branch/tag did you clone"

astral elm
hidden hedge
#

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

dusky compass
hot flicker
# hidden hedge there's a whole pin in <#375019235853729805> about project setup, but it has thi...

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.

hidden hedge
#

alright? still easier to do it the native project way

hot flicker
hidden hedge
#

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

hot flicker
dusky compass
#

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

oak thicket
#

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;

hot flicker
#

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

flint path
#

guys why does The source build take so much space, and keeps expanding
124GB and it 4.26.2

dusky compass
#

welcome to the beautiful world of pdb gen

hidden hedge
#

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

obsidian field
#

UE5.4 dev editor is more than 400gb 😭

hot flicker
void owl
#

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

hot flicker
hot flicker
void owl
#

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...

void owl
dusky compass
#

my 5.5 Binaries/ are just 6gb and /Intermediate 37GB

#

git gut

void owl
#

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 😉

dusky compass
#

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

hidden hedge
#

Good luck debugging then

quick crystal
hot flicker
#

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?

dusky compass
#

set what standard you want in buildconfig.xml

hot flicker
hot flicker
#

still at a dead end here

leaden sequoia
mint flame
#

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

Epic Games Developer

Building Unreal Engine as a library that you can control from external applications

steep shuttle
#

Well this is interesting. What are the use cases. Sorry newbie here. GPT are still mature

flat shuttle
#

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());
    }
flat shuttle
iron dome
#

If it's a template function it will be compiled into the calling function (sort of), not in the module it's defined in.

blazing dust
#

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.

dusky compass
#

it fails at Debug-target it seems and your "Rider build" builds probably Development only

blazing dust
#

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. 🤷

dusky compass
#

check the ib template, may be they changed something again

stray sorrel
#

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?

flat shuttle
earnest verge
#

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.

desert cliff
#

is there a way to skip unneeded platform like andriod iso etc ?
when building unreal

dusky compass
#

skip at which stage

desert cliff
#

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

desert cliff
#
./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

main carbon
#

is there a way i can modify the code to make editor build that can edit cooked assets on 5.4.4?

iron dome
#

That sounds like modding or just stealing. Not something we support on this server.

main carbon
#

oh ok im sorry

tawny adder
#

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'."

potent radish
#

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.

tawny adder
#

@potent radish that worked, i updated vs, then ran the build for uba and now its letting me compile the engine

opal prairie
#

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.

gritty urchin
opal prairie
gritty urchin
opal prairie
#

oh ok yeah that works

#

thank you!

gritty urchin
#

No problem

gilded ivy
#

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. kermit_think

#

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

stable hemlock
#

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.

Epic Games Developer

Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine.

dusky compass
#

use buildconfig.xml to enforce specific sdk

stable hemlock
clear cairn
#

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!"

wintry kindle
#

@clear cairnwhat project is selected in the top toolbar in VS?

clear cairn
#

I've my "Ejemplo1" project selected, which is the correct one.

#

sorry for the spanish

wintry kindle
#

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

clear cairn
#

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?

wintry kindle
#

this is how it shows up for me

#

with all the other projects in the drop down

clear cairn
#

Okay, thanks for the help!

balmy mulch
#

does anyone know where RunUAT.bat logs to? I was running it overnight and my computer restarted and it seems to not have finished

dusky compass
#

nowhere, the tools that it runs log some data, either Engine/Saved/Logs or Project/Saved/Logs

thick lion
blazing dust
# thick lion 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" ]
        }
    ],
thick lion
mint flame
wary geode
#

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.

dusky compass
#

old as Tim issue, welcome to the club

white spindle
#

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

hidden hedge
#

Well you should use the tags really

white spindle
#

wdym ?

dusky compass
#

I dont think you've built correct branch, there is no mopdule UnrealEditor-libpas.dll 🤔

white spindle
dusky compass
#

it is used in Core but it should not be a standalone editor target module

white spindle
#

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>
hidden hedge
#

Also if you have a tool like Everything (voidtools.com), you can search the file system for it

dusky compass
#

release currently on par with latest 5.5.0 tag

dusky compass
#

any reason you want clang for win64 build?

#

also what do you see in UnrealEditor.modules

white spindle
white spindle
outer marten
#

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]"

dusky compass
#

easy solution is to install net6

outer marten
dusky compass
outer marten
outer marten
#

I think it's actually using the dot net that comes with it though

dusky compass
#

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

void owl
#

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)

dusky compass
#

few games in the past did it
Like what? Name 3

raw folio
#

Maybe it's for potential mod development in the future?

quick crystal
#

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.

blazing dust
# dusky compass > few games in the past did it Like what? Name 3

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.

dusky compass
quick crystal
#

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)

dusky compass
#

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

outer marten
#

I just installed the latest VS 2022 and am having the errors above with running GenerateProjectFiles.bat, with dotnet --version being 9.0.100

vital hawk
hidden hedge
#

You have to distribute the editor on EGS though

#

I worked on a mod kit that was distributed on EGS

deep rover
wispy pond
#

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

wispy pond
#

this fixed it

small surge
#

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'
dusky compass
#

wrong sdk

#

use 10.0.19041.0

small surge
#

Do I just install or I have to change something

small surge
dusky compass
#

well it is using a different one as you can see

#

enforce specific via buildconfig xml

small surge
small surge
steep shuttle
#

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

dusky compass
dusky compass
small surge
steep shuttle
umbral plover
#

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

astral elm
#

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

umbral plover
leaden sequoia
#

I wonder why engine don't have thread safe blueprints by default. Is the ARM architecture a blocking point ?!

ionic raptor
halcyon shale
#

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.

Epic Games Developer

Create pre-packaged binaries for Unreal Editor that you can distribute to your team.

dusky compass
#

you need to edit the graph and remove all that junk

halcyon shale
halcyon shale
#

this? InstalledEngineBuild.xml

#

looks like it has noPCH default to true

#

seems like the problem

#

dunno why that would be defaulted to true

dusky compass
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🤷‍♂️

quick crystal
#

Anyone else here really hate that the VS UE extension seems to always be locking your files?

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I'm debating on disabling it because every little change I make is causing the files to become locked and I have resharper anyways.

cyan dawn
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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!

hidden hedge
cyan dawn
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For async asset collaboration, and GitHub.

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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.

hidden hedge
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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

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if everyone has VS then you can at least use the recommended approach of using a native build

cyan dawn
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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.

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@hidden hedge , I am reading about the UnrealGameSync, but open to more commentary on the matter.

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3D assets, procedurals and such?

hidden hedge
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It's specifically for the unreal project

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though I'm interested in the verbatim errors as well

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and as for everyone on Windows, are they just using the Epic launcher build?

cyan dawn
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Yes sir.

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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?

hidden hedge
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UnrealGameSync only works with perforce

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you can read Epic's project setup guide which goes through a lot of it

cyan dawn
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Will do. Which section to you recommend starting on?

hidden hedge
cyan dawn
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Thanks.

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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?

hidden hedge
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you can just drop Houdini in the project's plugins directory and it just builds with the project binaries

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that's all I've ever done with thirdparty engine plugins

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since it's doesn't interfere with the engine at all

cyan dawn
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Thanks! And sourcing the Houdini environment before compile?

hidden hedge
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I don't know what that means

cyan dawn
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Like linking libraries between softwares.

hidden hedge
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the build system doesn't significantly change between whether a plugin is in project or engine

cyan dawn
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Got it. This would be the safe approach for that. 👍

plain vine
#

Wondering if there are any recent udemy or related courses for engine specific development anyone would recommend? Thanks 😊

tawny adder
#

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?

gritty hill
#

it's nice that packaging can allow shader code reuse/sharing, but why can't the editor itself do that?

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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?

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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 🙂

void owl
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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

quick crystal
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Is the mover 2.0 component available for testing using 5.5 source?

hidden hedge
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Yes? It's just a plugin. It was even in 5.4 in an earlier form

quick crystal
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Oh cool

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I wasn't sure if it had made it yet into the repo for GA

molten mantle
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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!

iron dome
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Are you compiling the entire solution? The ue5 project?

molten mantle
iron dome
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Right. Are you trying to make an installed build? Or just make something that works with a project you're making?

molten mantle
iron dome
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Maybe find out where those tihngs are defined and why they're defined twice.

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And for the actual errors... good question.

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Which version of the engine did you dl?

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The GetFace method, for instance, is only valid when WITH_FREETYPE is defined.

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So it's all about those definitions.

molten mantle
iron dome
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The latest version of those branches? Or the specific release tag?

molten mantle
molten mantle
iron dome
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I'd suggest looking at the specific release tag for 5.5.0 and trying to compile that.

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1308e62273a620dd4584b830f6b32cd8200c2ad3 is the commit

molten mantle
iron dome
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Good luck!

dusky compass
quick crystal
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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?

crystal timber
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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?

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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.

calm mason
calm mason
quick crystal
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I wonder how that flow works normally, especially with a git repo

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As the game is being developed, that would be a pita

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By project you mean cpp I am guessing. Well, anything that would trigger a project build

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But to get the artists changes back... without manually copying and pasting to a file share, I wonder how others do that

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The uassets copying and pasting I mean

somber echo
#

Hello, how can I localize the CrashReportClient? Is there a way in a UE Epic Launcher Version? Thanks in adavance!

crystal timber
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Feels great to be in control of my own engine compilation now

vague summit
#

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

gusty lance
#

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

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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

crystal timber
ebon zinc
cloud chasm
#

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?

grand sand
hot dome
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anything new with this, i had just downloaded 5.5.1 from launcher and got the same error

crimson crane
obsidian steeple
#

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.

Epic Games Developer

Compiling Unreal Engine from source code.

hidden hedge
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Gonna need the full error output

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Also you can skip several hours by using a native build

obsidian steeple
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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

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Do you need the entire output contents or?

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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.

hidden hedge
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you should always add your workspaces to AV exclusions

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since that'll also slow down the build otherwise

dusky compass
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imagine building UE with AV that check every file
you can take a whole week vacation

obsidian steeple
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Yeah thanks. Probably false positive.

wary bison
#

all i did was close the project... why 😭

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was wondering why it was taking so long to open back up lol

steep shuttle
#

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 ?

sly token
#

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?

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i downloaded the zip just fine.. so I guess I'll use that

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the zip has the same git data anyway right? so I can still have it versioned

dusky compass
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probably

crystal timber
sly token
whole wyvern
spice sundial
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Im struggling to build 5.5, If anyone one can assist I would be very grateful

crystal timber
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@spice sundial did the engine build but just these two plugins fail?

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========== 1 failed, 11 up-to-date