#engine-source

1 messages · Page 14 of 1

crystal timber
#

also

1>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.
https://stackoverflow.com/questions/75816783/build-bat-error-code-6-in-the-unreal-engine-5
Resolution: either close the editor before compiling or disable Live Coding in the Editor Preferences.

spice sundial
#

From my reading of the logs there is something inside of Plugins\Experimental\Animation\HierarchyTableBuiltin\Intermediate\Build\Win64\x64\UnrealEditor\Development\HierarchyTableBuiltinUncookedOnly.
Or that is is missing, but the file doesnt exist on the repo and I have not built it, I can only assume that it is automatically genreated but I cant find it.

spice sundial
#

Please feel free to reach out if you can

hearty sand
#

Does UE have any kind of "patching" setup for Installed Builds?

dusky compass
#

?

#

patching of what

hearty sand
#

@dusky compass How about you properly formulate what you don't understand.
If I automate building an Installed Build from a custom Source via our Build Machine, and said Installed Build is then distributed to the rest of the team, I would like to know if updated versions of said Installed Build have any form of patching system, or if one has to re-download the full Installed Build each time.

#

Epic has all kinds of new programs by now, e.g. Horde. So it's not too far fetched to assume that there is a setup that allows distributing Installed Builds easily.
Although given that Epic is by now more or less married to Perforce, I doubt there is a solution that doesn't required Perforce.

#

I guess UGS would be the answer again, but locked to Perforce. So will just have to plug it into our SourceControl setup and have people get latest I guess.

smoky goblet
hearty sand
smoky goblet
# hearty sand Hm guess that makes somewhat sense. Only other option would be a simple download...

I wouldn't be surprised if it didn't have to. Similarly with Steam, that can do patching distribution too.
In both cases, the client has a very limited set of (very specific) possible initial conditions (maybe only 1) that you'd need to worry about being the state you're patching from.
During dev when you're making (hopefully?) multiple builds a day, and people are syncing whenever it makes sense for their workflow, it is much more difficult to maintain a patches that could be applied to update.
It would probably take longer to update if the patch was being built on the fly than just downloading the whole thing.
I believe Steam does their patch on upload of a new version, but it's been a while since I was involved in any of that.

sick pivot
#

having severe issues with trying to build out 5.4 source - within 30 seconds of build kickoff - i get multitude of errors.... i'm looking online for pre-reqs ... i look to meet them.

VS Community 2022 - .Net, DesktopDevC++, GameDevC++
Win10 SDK (Latest) - PathVariable confirmed set
Rider(paid) - Latest 2024.2.7

Have used previously 5.0, 5.1, 5.2 with minimal issues - but sorted/fixed quite easily.... this has been a PITA - anyone make sense of these?

smoky goblet
sick pivot
#

this was much further in than a few seconds of build though - all the way to step 840's

smoky goblet
sick pivot
#

you cant even start unrealeditor.exe.....

#

because it doesnt build correctly.

#

i dont understand this .... in the past its been simple:

1: Get from GITHUB.
2: Setup.bat
3: GenerateProjectFiles.bat
4: Build Unreal.sln

#

sure there are dependency requirements - as stated earlier.

smoky goblet
#

Yeah it’s been a while since I haven’t had at least one game project I can build instead of trying to run the launcher from instead of going straight to the editor (which is what your doing)

hidden hedge
#

building the entire engine (not just for one project) takes so long, it's just quicker to make a project with the launcher engine and "convert" it

#

there's seldom reason to open unrealeditor without a project

sick pivot
#

but how do you build a project, on a source-build engine - that has corrupt .dll ?

#

@hidden hedge

#

will it compile/build (the project) ?

hidden hedge
#

what corrupt DLL?

sick pivot
#

with the eerrors i've shown above - i get the following error:

#

this is different than the 5.4 dll error i had last night

hidden hedge
#

the best workflow still is to use a native build (engine + project)

#

also you should be using the toolchain prescribed for your engine version. 5.4/5.5 is 14.38

#

also if this is actually a native project, then your project's *Editor.Target.cs can influence the entire engine build

sick pivot
#

so again - i have no project....

And the only eway to make one would be to use the LAUNCHER version editor (install - NOT source)

#

i've not ever done this in the past.

#

as for the toolchain - it is native to VS2022 Community - i'm double checking this now.... but thats what VS page says

hidden hedge
#

VS has multiple toolchain versions that can be installed concurrently

sick pivot
#

i'm checking this - but it is NOT in the modify options section...

#

not that i can see

hidden hedge
sick pivot
#

thats in MODIFY of the VS2022 Community? (Windows->Settings->Add/Remove Programs -> VS2022->Modify)

hidden hedge
#

VS installer -> Modify -> Individual components tab

sick pivot
#

yes sorry - i see it now - lemme veryfi its 14.38 - it cuts off the text (as shown)

hidden hedge
#

and yeah, to reiterate, it's much easier to deal with engine source builds with a project within the engine root

#

since it builds engine modules (inc plugins) on-demand

sick pivot
#

but to reiterate again -0 i have no project as of yet. i'm just tryign to even build the source. but i'll start to adapt to this workflow

#

as i t ypically have miy projects in another directory all-together

hidden hedge
#

yeah so you can make one in the launcher build easily enough and "converting" is just removing the EngineAssociation line in the uproject file

sick pivot
#

but to register the editor with a source build engine- you have to build that engine... and to build the engine is the entire problem i'm talking about in the firs tplace here.

#

i cant build engine.

#

i cant register that engine byuild (source) as an UE Editor Version (VersionSelector)

hidden hedge
#

but with a native build, you don't use the versionselector at all

#

there's nothing to register, since it detects the engine from the parent directory

sick pivot
#

so this "native build" you're talkin about - you simply do what? Can you describe the steps i get to do a "native build" ?

sick pivot
#

ty for your help. having a read now

#

this quite literally is addressed (not even really) at 8m into the video from the link you shared. moreso depicted by text in the same article (as i've linked here).

#

this isnt even new workflow - this is existing since dawn of UE source builds.

#

"how to build from source" is wha ti'm saying

#

i'm going to assume this is local to my PC that i have the problem with - not an engine issue.... i have somethign installed that is conflicting with the toolchain

#

i unfortunately use this same machine for various other work items - JAVA Dev, Python Coding, Gaming even.

smoky goblet
dusky compass
sick pivot
#

i believe this to be a a problem with Rider.....

I reinstalled OS.
VSCommunity2022 - .Net/DesktopC++/GamingC++ modules. Windows SDK10
Git cloned repository (attempted 5.4 first)

Immediate errors in rider.

Started to debug - complaints of using toolchain 14.4X (not supported - forget which exact version ... doestn matter) - suggests 14.38.
I manually configured to have that support for 14.38.
restart windows + same errors on build (Inside rider....)

After about ready to toss aside all hope.... I switch over to VSCommunity2022.

ZERO ERRORS IN BUILD.

I'll be taking this to Rider support forums - and finding out wtf. Fresh PC build and nothing but problems - shouldnt even exist :/

@hidden hedge - thanks for chiming in and helping out man ... sorry for any frustrations - i was in a status of multiplied frustration levels lol.

main thunder
#

hey guys just a quick question

#

if i'm using editor version 5.2.1 can I use the source version 5.2.0 to build game.

#

trying to get the server thing to work

dusky compass
#

you should be able, patches usually intercompatible

main thunder
#

I was having problems with errors before just didnt know if this was a factor

#

thnx

main thunder
#

Severity Code Description Project File Line Suppression State Details
Error C4668 '__has_feature' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' SurvivalCraft F:\SourceBuilds\UnrealEngine-5.2\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h 31

#

anyone out there that can help me with this?

hidden hedge
#

Your MSVC toolchain is probably too new, but 5.2 is a bit long in the tooth now

main thunder
#

so what do you suggest I do

hidden hedge
#

Install the toolchain mentioned by the 5.2 release notes

#

5.4/5.5 uses 14.38

#

5.3 uses 14.36

main thunder
#

what is a the toolchain you refer to

#

?

hidden hedge
#

MSVC x64/x86 build tools you install from individual components

#

I'm on my phone so not sure what version the old version of the engine you're using will use though

#

Ah found it 14.34

sick pivot
hidden hedge
#

I've only done this in Perforce so your mileage may vary but pretty much exactly what the article describes: engine in project depot, copied from clean engine stream, merging for engine upgrades

sick pivot
#

@hidden hedge - in doing this, the editor did NOT build a .sln for the project i've created... i would look to come back to the UE5.sln found in the WorkspaceRoot - am I correct here?
Project compiles fine and builds fine, even opens fine... i'm just trying to wrap my head around this new workflow for myself.

hidden hedge
#

You run GenerateProjectFiles.bat with your project there

#

UE5.sln then contains your project

#

And then you build your project from there

sick pivot
#

yes - i believe that is automatic in the project creation from UnrealEditor.exe when selecting a new template..... it opened up VSCommunity with the project showing up in GAMES folder already.

main thunder
#

is there components that can be added or taken away to allow visual studio 2022 to build unreal version 5.2.1

kind minnow
#

is it not possible to get fab plugin to work on ue5.4.4 source? it just doesn't show up but when i built on 5.5.1 it showed up but the plugin i need isn't available on 5.5.1 only 5.4 so i had to revert back and rebuild but now i again cant even access fab since via epic launcher it says no install

#

is it just in another location or something?

main thunder
#

ok I got it to work by following this

#

It took a long time to build but worked

smoky goblet
#

With my home streams (which are setup more like that than they should for perforce) I do changelist integrations across the streams to add the changes to one version to another. Is that an option in git?

plain sonnet
#

any big issues involving 5.5.0?

#

i tried 5.5.1 from source but it literally wouldn't build due to inability to find files, hoping 5.5.0 works

plain sonnet
#

I ran both setup.bat and then generate project files bat

plain sonnet
#

Tried it again with a 5.5 build and got the exact same error. Dunno whats going on

#

build process is not generating those files for some reason

plain sonnet
#

Looks like it was because the file path was too long on some files so windows didn't write them. I had to rename the directories to short names

#

Solved now

#

If this is occuring it should honestly be a valid suggestion to rename the default file name from "UnrealEngine-source-release-5.5.1" to something shorter on default like UE551-source, so others don't run into it. 🤷‍♂️

plain sonnet
#

interesting

#

i got owned by a combination of edge cases

worn cliff
#

Hi guys, do you know how I can generate some data from actors on a WP level and save it separately? I know I can override pre save on my wp actors and have them put some data in a shared place, but then how do I enforce ordering so presave on my shared asset is run after all wp actors are processed?

#

The shared thing can be an asset or an actor, it doesn't matter, I just need 1 per wp level

quick mica
#

(and of course restore the state of the level if I run this code within the editor and not from the commandlet)

#

I think HLOD generation does smth similar

worn cliff
#

I want to do this automatically on cook or on pie, kinda like how world partition streaming is built. I tried to understand how it works but it's a bit too convoluted.

Separate commandlet would work, but it's so inconvenient, my data will always be outdated 😦

quick mica
# worn cliff I want to do this automatically on cook or on pie, kinda like how world partitio...

well for cooking just create a script that dispatches everything and that runs your commandlets prior cooking.

For runtime, that's tricky, because you need your actors to be loaded inorder to do smth. If your actors could change the data incrementally (that's what I do) you could have a world subsystem that is also loaded in editor worlds which loads the asset, then you can dispatch changes to it and hook into level save to save it.
In my case this can have left over entries, but I don't quite care for these, that's what my commandlet can fix. also the data is not part of my version control, so it's more a local cache which I can rebuild if I want a clean state.

somber horizon
#

How can I recompile a plugin to use for source? I'm on UE v5.4 source

#

i installed the plugin folder from marketplace into the engine source plugins folder

#

do i just ctrl shift b the ue 5 project on visual studio

#

to rebuild it

somber horizon
#

i decided to rebuild it, but for some reason i had an error with substrate in a node graph assistant plugin

#

so i deleted my intermediates folder, ran generate project files, then started a new build on visual studio

#

now it's looking like ima have to wait a few hours 🙃

onyx osprey
#

--- Help ---🔥
hey guys i want to increase download and upload speed inside project , actually i have file on MB and i want have high speed to upload and download them , where and how can i Increase them in project ? Thanks 🧐

molten seal
onyx osprey
honest summit
#

anyone knows how i can record the viewport into a render target using the SceneColor as the source, the same way that SceneCaptureComponent does it, but without using that.

hidden hedge
somber horizon
hidden hedge
#

well yeah, you build your project

#

and then that builds the plugins within the project

#

also I'm pretty sure Plugins/Marketplace has special treatment from UBT so don't put it there either

#

also if it takes "hours" to compile the engine, then I would also bet a native project isn't used

somber horizon
#

Okay, so do I just do ctrl shift b on my game's project in visual studio?

hidden hedge
#

yes

#

well if that's build project anyway

somber horizon
hidden hedge
#

well yeah, because most people on forums and youtube also do it wrong where the engine is built independent of a project, and that results in a lot of engine components you're not using getting built

#

which wastes a hell of a lot of time

somber horizon
#

Also I received this unresolved external error after trying to do right click -> build on my project from its source, solution file

unresolved external symbol "__declspec(dllimport) bool __cdecl Substrate::IsSubstrateEnabled(void)" (__imp_?IsSubstrateEnabled@Substrate@@YA_NXZ) referenced in function "public: virtual void __cdecl FMaterialGraphConnectionDrawingPolicy::DetermineWiringStyle(class UEdGraphPin *,class UEdGraphPin *,struct FConnectionParams &)" (?DetermineWiringStyle@FMaterialGraphConnectionDrawingPolicy@@UEAAXPEAVUEdGraphPin@@0AEAUFConnectionParams@@@Z)

#

this goes away once i remove the Electronic Nodes and Node Graph Assistant plugins

#

so i assume something is uncompatible between those plugins and substrate?

hidden hedge
#

probably, I can't really tell you without a more complete error log

somber horizon
#

what's the file path for that

hidden hedge
#

like it's just hitting copy and then paste on the output log

somber horizon
#

that's what I did though lol

hidden hedge
#

that isn't the output tab

somber horizon
#

same error repeated twice

#

mb

hidden hedge
#

the error list should be almost always ignored because it omits errors

somber horizon
#

sort of says the same thing from the error list

hidden hedge
#

well at least you can read the thing it's linking easier

somber horizon
#

could I just disable substrate?

hidden hedge
#

no because that's not what a linker error is

#

this is a function from RenderCore

#

(at least in 5.5 it is)

#

so that would need to be in the Build.cs of the plugin module

somber horizon
#

oh gotcha, lemme see

#

yeah, here's what's currently in my build.cs

    public YourBaristaCafe(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
    }```
#

would I add the plugins there or substrate?

#

in the array list

#

or you mean just RenderCore

hidden hedge
#

I said the plugin module

somber horizon
#

I added the plugin modules there, I assume you mean the name, but still got the same error

public YourBaristaCafe(ReadOnlyTargetRules Target) : base(Target)
{
    PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

    PublicDependencyModuleNames.AddRange(new string[] { 
        "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", 
        "ElectronicNodes", "NodeGraphAssistant" 
    });
}```
hidden hedge
#

YourBaristaCafe.Build.cs is not the plugin module

#

in this case, ElectronicNodes.Build.cs and NodeGraphAssistant.Build.cs would be

#

this is UBT 101 stuff

somber horizon
somber horizon
#

thank you though, it built correctly

hidden hedge
#

this isn't exclusive to "UE source code", you usually deal with linker errors in the project module in the same way (UBT doesn't treat module types any differently). the Build.cs defines how a module is built, so if it's missing a module reference, then you need to add the module you wish to reference to the module Build.cs that is supposed to be referencing it

#

there is a pin in #cpp that goes over many of these common pitfalls

smoky goblet
#

It’s a registry setting sadly and not a file. And seems to be machine unique. It’s why for source builds you are sort of forced into native builds if you wanna share projects. I think installed builds either do something else or have a consistent id in the registry.

spice sundial
#

Is anyone free to help me? Willing to pay if successful

smoky goblet
# spice sundial Is anyone free to help me? Willing to pay if successful

Have you done anything about the actual warning that is being reported in your log?
1>Running from a path with a long directory name ("E:\Programs\Epic\Source\5.5_Source_Repo\UnrealEngine" = 52 characters). Root paths shorter than 50 characters are recommended to avoid exceeding maximum path lengths on Windows.
You need to make this path: "E:\Programs\Epic\Source\5.5_Source_Repo\UnrealEngine" shorter

spice sundial
shut marsh
#

I have a .pak file that I encrypted using UnrealPak.exe and I want to decrypt it and view the files inside using the -list flag. I have the encryption key but I can't figure out how to use it. Is there anyone who can help?
Idk this is the right place to write here.

dusky compass
daring valve
stable hemlock
#

SO ....i tried to use the RunUAT.bat file to build a 5.4 plugin. The original was a 4.27 that was rebuilt for 5.3 ANYONE KNOW if i need to go from that 5.3 to 5.4....OR should i try using the original 4.27 and go to 5.4 ??? cant find any documentation on this. ( the OVRLipSYnc Plugin was only made for UE 4.27 )

dusky compass
#
  1. try to build
  2. fix errors, repeat #1
daring valve
#

Pouring through the asset manager has been an odyssey. Is there a principle way of pulling when assets get queued to load (sync or async) and when they are loaded? Without modifying the engine source. Trying to do some advanced logging for dev and potentially a loading screen bar with text on the asset currently getting touched

spice sundial
tall pebble
#

Maybe there's a better channel for this, but does anyone know why Unreal editor instances will communicate a ton of UDP info to one another when sharing a private network? I had wireshark setup to debug some netcode code and i noticed the editor instances vommiting a bunch of udp to one another. I see stuff like product version, "RPCLocateServer", Current level, etc

proud slate
#

what is this error ? unable to fix

#

warnings:

hidden hedge
#

you look at the output tab for errors

runic dune
#

Who knows how to rebuild the engine? I have an already built engine from the source code of the engine, I have made changes to the source code of the engine and would like to rebuild the engine how to do it?

#

If you just rebuild the UE4 solution in Visual Studio, the build will be successful, but the engine will not be updated for some reason, i.e. its binaries will remain the same

runic dune
#

I understand that I need to clean up some files myself, because even if I call Rebuild.bat from BatchFiles, nothing is actually rebuilt. I.e. the engine remains on the old build, although in the console it says that everything is fine

#

If I build the engine as if for the first time, everything is fine, but when it is already built and it needs to be rebuilt again because I have made changes to the source code, for some reason it is not updated, ie the changes that I brought in the code they are not, until here all from scratch do not collect.

dusky compass
#

Which binaries, for which target

tall pebble
#

Also these docs seem to be at odds? Why does one show the project as a sub directory of the enginre root, but the "epic way" documentation show them as sharing a parent directory

Epic Games Developer

Learn best practices on setting up an Unreal Engine studio when it comes to technical production workflows like version control, branching strategies, b...

smoky goblet
# tall pebble How do you all manage native projects (https://dev.epicgames.com/documentation/e...

Generally if you're talking about a studio setup, you've got Perforce, an automated build system & UnrealGameSync (UGS).
Non-programmers get pre-compiled builds through UGS.

Those two docs aren't at odds, the epic-way one is just poorly named.
UE4-Main => Workspace Root
UE4-Main/Engine => Engine
UE4-Main/Vanilla => ProjectX

You can do a studio with a source control other than Perforce, but you'd still need an automated build system somewhere doing builds and you'd have to roll your own binaries delivery system (some people just put them directly where they should be in source control, but you don't have to).

hidden hedge
tall pebble
#

Thanks sswires. Related but does anyone have any tips on getting the engine source checked into perforce? Or is the initial CL just doomed to suck? It took a double digit number of hours to reconcile offline work, is currently multiple hours into moving to a changelist, and then i'm assuming it's going to take another double digit number of hours to submit

molten seal
smoky goblet
# tall pebble Thanks sswires. Related but does anyone have any tips on getting the engine sour...

Are you doing an minor or major update? You can setup perforce & streams in such a way that you only need to do reconciles for minor updates.
Unfortunately it all sort of depends on the hardware running your p4 server.
For example on my laptop (because it's all local) it's pretty fast to submit all those files.
At work, we use AWS and usually (temporarily) increase the instance type to be better during the upgrades. Those submissions can take a while, but can be more bearable if you're willing to break the files up into multiple submissions.
Also I've found that (for some reason) using the command line can be a better experience. It's a little more responsive than P4v and easier to terminate if something hangs.
@molten seal Even with Epic Perforce access, you have to sync-to-latest and then submit to your own perforce. You can't do server-to-server branches or copies. And generally you don't use that access as your Engine source directly.

tall pebble
#

This is initial project setup, so it's the whole thing

#

At work, we use AWS and usually (temporarily) increase the instance type to be better during the upgrades.

This is a good idea, i'll keep that in mind when i'm submitting

smoky goblet
# tall pebble This is initial project setup, so it's the whole thing

Then you should be able to save some time by not reconciling anything. Just pull from git, run setup.bat and then submit everything. Then run generateprojectfiles if you need to.

But yeah, adding the files and submitting them can be a bear. I feel ya, I just finished our update to 5.5 right before break.

hidden hedge
#

though I used to do this the slow way and just let it run overnight

#

also like the article suggested, I would have a separate place for the clean engine, at a previous studio we just had a //unreal-engine depot which just had the vanilla engine in it and copy/merged that to project streams

smoky goblet
#

😬 I push the engine through 5 streams to get it from pristine to project mainline

hidden hedge
#

Well that's on you

smoky goblet
# hidden hedge Well that's on you

True, but I think it's the logical further-ance of this stream setup from the "Epic Way" talk, if you lay the groundwork for multiple project depots/streams.
The Riot talk about there source control/engine deployment setup is pretty good too and is similar to what I have.
It's not really all that painful to do and actually makes maintaining custom engine tweaks not that big of a deal.

hidden hedge
#

How that diagram depicts it is how I do it, but that's 3

#

With only one of them being pristine

smoky goblet
#

I have this path:
VersionPristine (5.4, 5.5, etc) -> copy to LatestPristine -> merge to Studio (introduces studio tweaks) -> merge to Project staging (introduces project tweaks and provides the testbed for the project update) -> copy to Project main.

The copy to LatestPristine allows me to not have to do a reconcile on major updates, and if we don't take the minor updates never have to do one at all.

tall pebble
hidden hedge
#

though personally I find installed builds a terrible idea

#

it doesn't work with a lot of the tooling (like UGS) and it closes the engine off from modification, which is actually a bad thing

dusky compass
#

I scrolled up, In his usecase it seems to be what he needs if it just for the artists

tall pebble
#

Sorry for asking so many questions. I'll try my best to pay it forward when I'm up to speed!

But, do you all extend the p4 ignore recommended by Epic https://dev.epicgames.com/documentation/en-us/unreal-engine/using-perforce-as-source-control-for-unreal-engine? It seems strangely incomplete, especially compared to their .gitignore for their github hosted code.

I currently have pre-setup.bat code checked into perforce, and i'm not sure it's necessary/recommended to submit all of the extra stuff

Epic Games Developer

How to setup Perforce so that you can share assets with other on your team.

smoky goblet
# tall pebble Sorry for asking so many questions. I'll try my best to pay it forward when I'm ...

Setup.bat downloads (at least) the Content directory for the Engine.
You need at least some of what is there to run the editor before you start making content.
If it's not checked into perforce, each developer would have to run setup.bat when starting on the project.
Which might be doable, but you wouldn't want automated builds having to run it.
I haven't noticed anything go particularly wrong with submissions to perforce with the provide p4ignore.

smoky goblet
#

After you run setup and before checking in, you could delete the starter content and sample projects if you really don't want them included.
I keep Lyra, but delete everything else.

astral elm
#

problem building source on one PC, 5.4.4

toolchain looks good to me ( and we have it running on 2 other PCs, and have been comparing the Visual Studio setups in detail... )
Using Visual Studio 2022 14.38.33143 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
error

Module.Core.11.cpp.obj : error LNK2001: unresolved external symbol "wchar_t * GInternalProjectName" (?GInternalProjectName@@3PA_WA) [C:\UnrealNative\unreal-54\Engine\Intermediate\ProjectFiles\CmdLink.vcxproj]```
odd case. We are trying something from unreal forums, but even if it will work this bothers me...
hidden hedge
#

and you need to compile cmdlink?

astral elm
# hidden hedge and you need to compile cmdlink?

Maybe not, but it is bothersome that some bits might not compile for obscure reasons... seems we got it running with this hack in CmdLink.cpp though

TCHAR GInternalProjectName[64] = TEXT("CmdLink");
#else
TCHAR GInternalProjectName[64] = TEXT(PREPROCESSOR_TO_STRING(UE_PROJECT_NAME));
#endif
IMPLEMENT_FOREIGN_ENGINE_DIR()```
#

Now that I look at the toolchain log closely, I do notice one anomaly : 14.38.33143 vs MSVC\14.38.33130

last remnant
#

Is anyone familiar with bAlreadyMovedActors? It seems to be used in a lot of places across world related classes like level instances, HLOD and world, and I'm unsure of its meaning. I'd love to know what its role is because I'm getting an error Assertion failed: Level->bAlreadyMovedActors on line 467 of LevelInstanceLevelStreaming whenever I try to create new LevelInstances via the editor node. Knowing the meaning might help me troubleshoot or work around the issue.

small surge
#

Where is the code for shading a mesh via volumetric lightmaps located in source? I am looking into make a modification to be able to multiply the intensity it is adding to the mesh in shading for a custom requirement.

tall pebble
#

More of a sanity check to make sure I didn't do something dumb, but I'm getting the following error after checking the engine source into perforce

0>Microsoft.NET.Sdk.targets(284,5): Error MSB4018 : The "GenerateDepsFile" task failed unexpectedly.
System.UnauthorizedAccessException: Access to the path

Which i guess isn't that surprising since it's just perforce doing perforce things. But do you all just clear the write locks for the engine directories? Or maybe my p4ignore is incomplete? I followed the recommended configs here https://dev.epicgames.com/documentation/en-us/unreal-engine/using-perforce-as-source-control-for-unreal-engine

Epic Games Developer

How to setup Perforce so that you can share assets with other on your team.

hidden hedge
radiant chasm
#

Hey all, I am trying to enable us to add (Translator) Comments to String Table entries (why is this not natively supported?).
I am using this PR (https://github.com/EpicGames/UnrealEngine/pull/9609) and merged it with our UE 5.5 source successfully.
However, like someone else in the PR comments mentioned, I am getting the following error when saving any kind of Actor:
"Unexpected custom version Internationalization found when saving %s. This usually happens when export tagging and final serialization paths differ. Package will not be saved."

They solved it by editing SavePackage2.cpp but I, like the PR creator, feel like this is not the place to fix it. But I don't know what else could be wrong with the Custom Versioning here. I have never worked with it, but it seems simple enough and looks correct to me. Has anyone ever tried adding their own Custom Version like that or ran into this error?

iron dome
#

Have you tried breakpointing that error message and finding out what's causing it?

radiant chasm
iron dome
#

You aren't running the project via VS. You're running UE.

#

You need to set your project within the solution to the start up project.

radiant chasm
#

I see!

#

Will do and breakpoint then

#

thanks!

radiant chasm
# iron dome Have you tried breakpointing that error message and finding out what's causing i...

Alright, I think... the Custom Version is used after the package summary (not sure what that is) has been serialized.
So when I save the Actor BP, it gathers all Text for serialization. This is where my Custom Version kicks in for the translator comment but apparently UE does not like that.

void operator<<(FStructuredArchive::FSlot Slot, FTextSourceSiteContext& This)
{
    FArchive& UnderlyingArchive = Slot.GetUnderlyingArchive();
    UnderlyingArchive.UsingCustomVersion(FInternationalizationCustomVersion::GUID);

    FStructuredArchive::FRecord Record = Slot.EnterRecord();
    Record << SA_VALUE(TEXT("KeyName"), This.KeyName);
    Record << SA_VALUE(TEXT("SiteDescription"), This.SiteDescription);
    Record << SA_VALUE(TEXT("IsEditorOnly"), This.IsEditorOnly);
    Record << SA_VALUE(TEXT("IsOptional"), This.IsOptional);
    Record << SA_VALUE(TEXT("InfoMetaData"), This.InfoMetaData);
    Record << SA_VALUE(TEXT("KeyMetaData"), This.KeyMetaData);

    if (UnderlyingArchive.CustomVer(FInternationalizationCustomVersion::GUID) >= FInternationalizationCustomVersion::TranslatorCommentAdded)
    {
        Record << SA_VALUE(TEXT("TranslatorComment"), This.TranslatorComment);
    }
}

This is where it is used in GatherableTextData.cpp and it makes sense to me. The UsingCustomVersion call causes the error.

iron dome
#

So which line generates the error and what causes that error to be generated?

radiant chasm
#
UnderlyingArchive.UsingCustomVersion(FInternationalizationCustomVersion::GUID);

and then in LinkerSave.cpp is the Warning:

void FLinkerSave::UsingCustomVersion(const struct FGuid& Guid)
{
    FArchiveUObject::UsingCustomVersion(Guid);

    // Here we're going to try and dump the callstack that added a new custom version after package summary has been serialized
    if (Summary.GetCustomVersionContainer().GetVersion(Guid) == nullptr)
    {
        FCustomVersion RegisteredVersion = FCurrentCustomVersions::Get(Guid).GetValue();

        FString CustomVersionWarning = FString::Printf(TEXT("Unexpected custom version \"%s\" used after package %s summary has been serialized. Callstack:\n"),
            *RegisteredVersion.GetFriendlyName().ToString(), *LinkerRoot->GetName());

        const int32 MaxStackFrames = 100;
        uint64 StackFrames[MaxStackFrames];
        int32 NumStackFrames = FPlatformStackWalk::CaptureStackBackTrace(StackFrames, MaxStackFrames);

        // Convert the stack trace to text, ignore the first functions (ProgramCounterToHumanReadableString)
        const int32 IgnoreStackLinesCount = 1;        
        ANSICHAR Buffer[1024];
        const ANSICHAR* CutoffFunction = "UPackage::Save";
        for (int32 Idx = IgnoreStackLinesCount; Idx < NumStackFrames; Idx++)
        {            
            Buffer[0] = '\0';
            FPlatformStackWalk::ProgramCounterToHumanReadableString(Idx, StackFrames[Idx], Buffer, sizeof(Buffer));
            CustomVersionWarning += TEXT("\t");
            CustomVersionWarning += Buffer;
            CustomVersionWarning += "\n";
            if (FCStringAnsi::Strstr(Buffer, CutoffFunction))
            {
                // Anything below UPackage::Save is not interesting from the point of view of what we're trying to find
                break;
            }
        }

        UE_LOG(LogLinker, Warning, TEXT("%s"), *CustomVersionWarning);
    }
}
#

The Custom Version Guid cannot be found in the Summary, meaning it hasn't been added during serialization but should have been?

hidden hedge
#

I'd honestly just use CSV string tables so at least they're diffable/mergeable

#

And that allows comments already

radiant chasm
#

Yeah we might do that if this doesn't magically work out

fading dagger
#

Anyone have experience with writing custom insights providers and analyzers?

#

I made my own and it works fine. I noticed something odd with a specific insights plugin being potentially spun up on a different thread

#

I am playing around with Network Prediction Insights plugin in combination with the Animation Insights Plugin (Rewind Debugger)

#

I found what I suspect might be a bug

#

I threw some break points on the Provider and Analyzer interface functions of the Network Prediction Insights plugin (Without Animation Insights) and noticed the code never gets hit so thats an immediate clue the stack is running on a seperate thread entirely (not DebugGame). If I have the Animation Insights Plugin enabled I do hit break points in that scenario so the RewindDebugger I think it's creating the Network Prediction Insights onto thread the Insights thread specific to engine itself.

#

I suspect the first case, the insights plugin runs on a thread complelety outside the engine? IE probably the insights Session Browser and is hooking to the engine externally to get the Trace Route Info to write data into.

#

The Issue this creates is a Network Data structure is being checked uses a TraceID which is a unique Identifier

#

This TraceID is being used to consolodate data from different PIE instances

#

When an Route Event is fired, the traceID is passed and then tries to grab the Network Data to read from it (Based on the TraceID). This results in a crash for an empty bounds on the Array

mortal hazel
#

Has anyone had this issue when trying to make an installed build of the engine? It built successfully, but there was no UnrealEngine.exe anywhere, just loads of .pdb files.
I got the latest Angelscript version from github. Ran setup after some .gitdepsignore and removing VisionOS and a few plugins. Built the engine successfully.
Then I tried making an installed build and it failed on building LiveLinkHub because it depends on AppleARFaceWhatever plugin that I had removed. So I removed those lines from InstalledEngineBuild.xml (where it says "Note: We compile LiveLinkHub here (...)" and the querytargets line above that).
That build ran successfully, but no .exe
Tried again with those lines back in and the plugin back in and it succeeded again, but still no .exe

I'm not really sure where to even start figuring out what's going on here. I skimmed the logs and no major errors jumped out, and every build ends with a very clear BUILD SUCCESSFUL message

dark sinew
#

how to import city sample into ue5 source code? epic games launcher isnt detecting the source installation

inland folio
round pagoda
#

Will there be a 5.5.3 or next release is 5.6?

#

Can't see anything in Github to indicate a 5.5.3, but there are still quite a few bugs I would expect Epic to fix before another minor

dark sinew
#

im new to ue i downloaded the dark ruins template but how do i make it so when i click play i dont just fly away

mortal hazel
#

Any tips for linker errors when building from source? I tried building the angelscript version and now my normal engine won't compile. I can't figure out what SDK I need to add/remove to make it stop complaining

#

My latest errors is fatal error LNK1181: cannot open input file 'wininet.lib' which I fixed by installing the UWP workload last time, but I still have it installed

uneven aurora
#

I couldn't find any documentation on Engine Source build options and/or features?

dusky compass
#

see pinned

uneven aurora
#

I found this https://dev.epicgames.com/documentation/en-us/unreal-engine/build-configuration-for-unreal-engine
and others I found were mostly about target plattforms.
But, for example, from this pinned message setup.bat -exclude=WinRT -exclude=Mac -exclude=MacOS -exclude=MacOSX -exclude=osx -exclude=osx64 -exclude=osx32 -exclude=Android -exclude=IOS -exclude=TVOS -exclude=HTML5 -exclude=PS4 -exclude=XboxOne -exclude=Switch -exclude=Dingo -exclude=Win32 -exclude=GoogleVR -exclude=LeapMotion -exclude=HoloLens I could only find the arguments in the actual source code.

I assume including features via build options is a thing of the past now?

hidden hedge
#

That depends if you make an installed build (I don't personally recommend that, prefer native)

fading dagger
#

Does every Trace Channel thats enabled have its own thread?

mortal hazel
inland folio
#

How can I get the data of each Niagara Particle through cpp?
I'm trying to extend NiagaraRenderer###.cpp, in order to pass additional data to BasePass shader.
I found that I can pass data using SceneProxy structure, but i'm in stuck which data should i pass, in other words, how can I read specific data from FNiagaraDataSet / FNiagaraDataBuffer?
Please let me know if I got a wrong way.

inland folio
worn brook
#

the UE dev team has their own internal bug tracker right? thats not public?

worn brook
#

i'm thinking they have their own internal bug tracking thing for the ue5-main branch

hidden hedge
#

Yeah it's called Jira

worn brook
#

Ahhh that makes sense lol

inland folio
#

Is there an expert who has deeply explored the Niagara source code? I'm extending the Niagara source code, but I've hit another roadblock.

I'm trying to solve this issue: (https://forums.unrealengine.com/t/bug-niagara-decal-renderer-not-support-dynamic-parameter/1349370)
Niagara's Sprite Renderer supports Dynamic Parameters, so I'm looking into NiagaraSpriteRendererProperties.cpp. There's a function called GetDynamicParameterChannelMask, but it's defined within the WITH_EDITORONLY_DATA preprocessor directive. The comments suggest that the data is serialized in cooked build, but I can't find where the serialization actually happens.

If this channel isn't the right place to ask, please let me know. Thanks!

void UNiagaraSpriteRendererProperties::CacheFromCompiledData(const FNiagaraDataSetCompiledData* CompiledData)
{
   ...
#if WITH_EDITORONLY_DATA
    // Build dynamic parameter mask
    // Serialize in cooked builds
    const FVersionedNiagaraEmitterData* EmitterData = GetEmitterData();
    MaterialParamValidMask  = bDynamicParam0Valid ? GetDynamicParameterChannelMask(EmitterData, DynamicMaterialBinding.GetName(),  0xf) <<  0 : 0;
    MaterialParamValidMask |= bDynamicParam1Valid ? GetDynamicParameterChannelMask(EmitterData, DynamicMaterial1Binding.GetName(), 0xf) <<  4 : 0;
    MaterialParamValidMask |= bDynamicParam2Valid ? GetDynamicParameterChannelMask(EmitterData, DynamicMaterial2Binding.GetName(), 0xf) <<  8 : 0;
    MaterialParamValidMask |= bDynamicParam3Valid ? GetDynamicParameterChannelMask(EmitterData, DynamicMaterial3Binding.GetName(), 0xf) << 12 : 0;
#endif
}
undone oxide
#

Does anyone know if there is any reason why USkeletalMeshComponent::ComponentOverlapMultiImpl does not pass the overlapping body index further to the overlap info for non-sweep overlaps? We clearly can have the index from this Bodies loop, no?

Also in UPrimitiveComponent::BeginComponentOverlap where OtherComp->OnComponentBeginOverlap.Broadcast it's hardcoded to have OtherBodyIndex == INDEX_NONE instead of trying to get the index from the overlap info...
Is it just not implemented, or there is some reason behind that?

The code is super old, blames are from 2014-2015

shut smelt
#

Hey guys, I just built unreal engine 4.27+ from source. How do I install ios target platform like we usually do from the options in epic launcher. Me and my friend are currently tryint to install the binary version and copy the files to source version. How do I solve this?

astral elm
craggy tapir
#

Dont know where to post but trying to find what was changed in 5.5.2 for the following Bug
UE-231195 MegaLights doesn’t support lighting channels

Cant find the issue on https://issues.unrealengine.com/

craggy tapir
#

You are right and thank you for that.
I had it as a tag of 5.5.2 and didnt see that it was Dev 5.5 branch.

white adder
#

Hey is anyone here familiar with NVRTX Source build? I noticed there is a ray tracing visible setting for niagara particles and i would like to know if there is a way to get niagara particles to show up in reflections without SSR??

eager jungle
#

I'm trying to rebuild the Houdini engine plugin for UE 5.1. (I used H20.0.653\5.2) I was able to get this to work on one computer, but I tried to do it on a second computer and it would not work. The difference is the computer that it worked on had Visual studio 2022 installed with all the components for UE. Is it imperative that visual studio be properly installed for rebuilding plugin when launching the UE project and it asks if you want to rebuild the plugin?

mortal hazel
#

typically, yes

eager jungle
#

OK. I do have a hunch but, I cant try until the IT lets me add a missing component in VS to the computer that I haven't ben able to get it to work on. We missed the Desktop Development with C++ component when installing visual studio.

stable hemlock
#

Does ever someone try to add the Timer Manager to the file of Core Module of the certain X Console Platform to minimize the frequeny of a function to be get called in a minute

#

I am currently working on Console and trying to minimize the call to the write function using timer manager however, while packaging it keep complaing that it unable to find UObject/Object.h file or Engine/World.h file Can someone help if someone got a chance to touch such area of engine

mortal hazel
mighty hull
#

I am trying to compile ue5 from source after changing a few lines in the code, but I cant because when I rebuild it (after already fully building it) it takes up like an extra 100 gigs of space, does anyone know how to work around this

distant spindle
#

or you mean disk space 🤔

#

maybe you are building another Config?

#

like Development vs Debug

#

anyway you can check Binaries folder for what platform/config was compiled

worn brook
#

dang someone broke geometry collections in ue5-main lol

cold wigeon
#

When building with UBT, UBT args are not passed to Target=SomeGameEditor, but are passed to the Target=SomeGame and Target=SomeGameServer

Command ran:
BuildCookRun -project=K:\POT_5.5_Upscaling\\SomeGame.uproject -ubtargs="-Upgrades -StoreV2" -noP4 -server -platform=Win64 -clientconfig=Development -serverconfig=Development -utf8output -build -SkipCookingEditorContent -cook -map=MainMenu+Island -unversionedcookedcontent -crashreporter -stage -pak -archive -archivedirectory=K:\POT_5.5_Upscaling

Command line arguments passed to various targets:

Command Line Argument: -Target=SomeGameEditor Win64 Development -Project=K:\POT_5.5_Upscaling\SomeGame.uproject -Manifest=E:\5.5-staging\Engine\Intermediate\Build\Manifest-1-SomeGameEditor-Win64-Development.xml
Command Line Argument: -Target=ShaderCompileWorker Win64 Development -Project=K:\POT_5.5_Upscaling\SomeGame.uproject -Manifest=E:\5.5-staging\Engine\Intermediate\Build\Manifest-2-ShaderCompileWorker-Win64-Development.xml
Command Line Argument: -Target=UnrealPak Win64 Development -Project=K:\POT_5.5_Upscaling\SomeGame.uproject -Manifest=E:\5.5-staging\Engine\Intermediate\Build\Manifest-3-UnrealPak-Win64-Development.xml
Command Line Argument: -Target=SomeGame Win64 Development -Project=K:\POT_5.5_Upscaling\SomeGame.uproject -Manifest=E:\5.5-staging\Engine\Intermediate\Build\Manifest-4-SomeGame-Win64-Development.xml  -remoteini="K:\POT_5.5_Upscaling"  -Upgrades -StoreV2
Command Line Argument: -Target=SomeGameServer Win64 Development -Project=K:\POT_5.5_Upscaling\SomeGame.uproject -Manifest=E:\5.5-staging\Engine\Intermediate\Build\Manifest-5-SomeGameServer-Win64-Development.xml  -remoteini="K:\POT_5.5_Upscaling"  -Upgrades -StoreV2
Command Line Argument: -log=E:\5.5-staging\Engine\Programs\AutomationTool\Saved\Logs\UBA-SomeGameEditor-Win64-Development.txt```

in this example, -Upgrades and -StoreV2 are the ubt args.


I need to be able to enable/disable plugins based on the platform, but additionally based on passed in ubt args, how do I solve this?
young falcon
#

Wasn't totally sure where to post this but here should be fine I guess? Let me know if its not. Working on some automation for installed engine builds. When running build graph manually to test Linux Installed Build I have WithAndroid set to false but the build errors because it still tries to build the Android Game. Anyone see this before?

#

...

Platform Android 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).
Took 4.17s to run dotnet.exe, ExitCode=6

AutomationTool executed for 2h 42m 19s
AutomationTool exiting with ExitCode=6 (6)
BUILD FAILED ```
young falcon
#

Found it, sigh. Was looking at the wrong script "WIthAndroid" reeeeeeeeee

daring valve
#

I'm mucking about in the low level engine mechanics, and noticed there's an arena allocator that doesn't seem to be used? Some stubs too on the free methods. Is this just an experiment or am I missing where some of the implementation is?

halcyon shale
#

there is a lot of dead end code in the engine, its cause early on in ue5 they merged fortnite branch into main including their wip feature branches so there is lot of incomplete non-functional features that muck it up.

#

and if you ask "why would they do that" yah I don't understand the problem either. Epic after all bought and own perforce, so howcome they don't know how to manage branches right?

#

just seems like internal management problems that they gave up on and pushed the cost to everyone else to deal with

round pagoda
round pagoda
round pagoda
distant spindle
#

also git log for specific file can be useful

distant spindle
#

you can redirect output to a file for post process by some script

#

for more advanced case I believe git log can output the diff itself instead of relying on comments to commits. Also IIRC it can search for changes for specific lines in the file instead of any changes to whole file

round pagoda
#

Really useful and awesome explanation! Thanks snowed-on cat 🙂

daring valve
#

I wish they’d be more explicit about what’s ready and what isn’t, or what’s in progress or what’s on hold/abandoned

halcyon shale
halcyon shale
round pagoda
halcyon shale
round pagoda
halcyon shale
#

yah I don't remember any time in which they weren't using perforce

round pagoda
halcyon shale
#

we use svn at my company

#

it works perfectly fine, except for the problem of the UE5 engine src and installed engine build being stupid huge and so many files

#

is this the channel to post about PRs?

smoky goblet
#

Probably depends what you want to posting about. No one here can help get them merged into the engine 😄

halcyon shale
#

mainly just looking for feedback

#

cause I don't know how to get any traction with Epic on them

#

Epic just doesn't seem to care or respect PRs

smoky goblet
#

Join the club/support group.
There's a lot of luck that goes into the right person being aware of the PR.
It doesn't seem like there's any sort of systemic review process in place.

halcyon shale
daring valve
smoky goblet
halcyon shale
#

why to main? the first one I tried was to main and that got declined after sitting there for two years, the next three I did to release since I'm using release so its less work on my end

#

and when I look at other peoples PRs, its like half and half

round pagoda
halcyon shale
#

if you think about it, doing it to release makes it easier for Epic to test and confirm it

#

if its to main then it rapidly gets out of date

halcyon shale
#

but like I said, they couldn't care less, they seem to like false advertising

#

like how they describe their cascade to niagara converter as a "converter", when it can't convert even the simplest of cascade systems, if it was advertised honestly they would just call it the cascade to dumpster fire converter

round pagoda
halcyon shale
#

well there is a UDN side of it that did have comments

#

where they said something like: "this looks good there is no problems, but we will not merge it in because of 'unknown unknowns'"

#

like they tell me the reason to do PRs is so that Epic can take over maintenance and I can reduce my merge costs, yet they simultaneous tell me they refuse to merge a PR because they don't want to maintain it

#

i mean.. they clearly haven't maintained their own code.. so yah

mortal hazel
#

My first exploration of unreal source was tracking down a PR that changed how GitDepedencies.exe worked but didn't change any of the comments or other features that still relied on it working the old way. That was accepted lol

halcyon shale
#

just imagine how different unreal would be if they actually took PRs seriously

#

sooo many problems would have been resolved like a decade ago

#

to be fair the material system is a deep part of the engine that lots depends on

#

but it also hasn't changed significantly since early UE3

#

and the interface isn't that bad, they just don't seem to have any experts on it so are scared of it

#

I'm kinda worried they are replacing it instead of fixing it up

#

which would like break an insane amount of code on our end

halcyon shale
#

ah, when I look at the accepted PRs, I still see plenty of them for release

#

so its not an enforced rule more of a recommendation

#

if Epic says they will accept it if I merge it to main then I would do it then

#

until then its just a waste of time

pliant light
#

is there a way with perforce to set it up so only one user has the full unreal engine source while the other developers have a lighter weight engine version for setting up dedicated servers?

#

or does everyone on the team need the source version from github?

#

Only one team member needs the Unreal Engine source build to compile the dedicated server. Once the dedicated server binaries are built, the rest of the team can use those binaries without needing the source build. Here’s how you can manage it: thanks chat gpt 🙂

hidden hedge
#

Is it telling you to setup an installed build or did it make up some gibberish? Though with P4 it's probably be easier to use a native build and use UnrealGameSync for precompiled binaries, as long as you have CI setup

daring valve
#

It’s worth looking over the perforce documentation in unreal engine and looking around online for people that share their vcs strategy

fleet dock
#

idk how helpful this is but

fleet dock
#

had to delete steamvr

#

but it works now

pliant light
#

anyway to reduce the source build size? its 250+gb..can i delete features i dont need..im just really using it for dedicated server stuff..

hidden hedge
#

Don't build all of it is the easiest way

#

Thats what I said about a native build

pliant light
#

wow great video unreal game sync looks cool

hidden hedge
heady sparrow
#

You can save a bit by just disabling plugins you never use I suppose (and of course building the ones yout project actually needs)

zealous birch
#

I was using a pre-compiled UE 5.5.1 and built Lyra project just fine.
but then I downloaded 5.5.3 source and built it, then I switched to it and tried to build Lyra project again but I get these errors, any one can help please?

dusky compass
#

I think you need to redownload Lyra for 5.3.3 there have been changes between these 2 versions

zealous birch
#

@dusky compass both engines are 5.5
But the pre compiled is 5.5.1
And the source one is 5.5.3

dusky compass
#

oh my bad I read it wrong, 5.1 and 5.3
yeah no idea then

hidden hedge
#

Did you clean out Intermediate?

zealous birch
#

@hidden hedge I did it now, and that solved the problem. Thank you very much man 🙂

halcyon shale
smoky goblet
# halcyon shale I did another PR: https://github.com/EpicGames/UnrealEngine/pull/12915 any feed...

Ya basically lost me in the first two paragraphs. You might consider that making combative remarks like those that are (imo) implying laziness or incompetence might not be received very well. I get that you might be frustrated by the lack of this functionality, but it doesn't help to make the people you want to do something about it feel less inclined to help you. Framing your change as the "right" way vs the "unreal" way or "lame" vs "awesome" are probably not very productive ways to communicate either.
I have a PR that adds a ForEach node for TMaps. Should that already be in the Engine, sure. But obviously the right person didn't actually need it ever so it was never a priority. Epic's no different than any other software shop that needs to prioritize and be pragmatic about the work they do.

halcyon shale
#

I did like two censor passes on it

smoky goblet
# halcyon shale you are correct I am extremely frustrated, what you see is the censored version

Then you need to censor it some more. If you're going to do a pull request, you should act like you work with the people on the other end and be professional. That writeup is not professional.
I had a colleague that we had to have a talking to because it posted in a public (to the team) channel (paraphrased): "Who wrote this stupid code: ... ".
I'd have the same talk to you if this was an email or a checkin comment.

halcyon shale
#

is it professional for Epic to decline PRs with a bot with no explanation?

smoky goblet
#

It's a little annoying (I've had a few of those), but it's not unprofessional.

halcyon shale
#

well I consider it to be

#

I'll trim the second paragraph I guess, but I'm not changing the pictures I don't see them as unprofessional it just talking up the feature

smoky goblet
#

There are just too many of them to necessarily spend the time on that sort of feedback.
It's the same reason why not every job application get personalized rejection letters.

halcyon shale
#

that is not the case though because they did have time to tell me "we will review it"

#

but no explanation for what looks like automatic decline?

smoky goblet
#

It's their codebase. They don't have to explain anything.
No means no.

halcyon shale
#

well I guess its easy enough to change the pictures to remove the subtitles

#

I'll do that

smoky goblet
#

lol, that's so cute.
Someone needs to spend time to review it (+5800 lines!), understand it.
They then have to maintain it for the rest of time for future changes to the engine.
Someone at Epic has to take responsibility for it.
Someone is also going to have to spend time to merge it because you're merging it to release and not main, so there could be conflicting code changes you haven't taken into account.

halcyon shale
#

yah and? its still 90% less work for them

smoky goblet
#

but it's not 0 and it's likely lower priority than other things they see as having value to more customers.

halcyon shale
#

ok I censored the picture that had "The Unreal Way" in comic sans

#

so censorship complete!

halcyon shale
#

granted

#

I consider it incomprensible that they never did it

#

but it would be truly insane for them to not merge it

smoky goblet
#

I feel you, I really, really do. I think it's crazy you can't easily do a ForEach over maps in blueprints
And that pr's been hanging out for almost 2 years.

halcyon shale
#

think about it, in one fell swoop it enables the following:

  1. allows material designers to dramatically simplify graphs while also increasing parameterization
  2. dramatically improves MIC editor usability

What are the second order effects of this? Significantly improved productivity for everyone who uses Mats and Mics.. i.e. your Tech Art and 3d Art teams...

#

If Epic can't comprehend this then I don't know what to say

smoky goblet
#

Beats me, but it's not my area of expertise.

#

Dude, it took them like 5 years to fix a comment that made people think calling GetAllActorsOfClass was terribly slow.
They're not special, they're just people. And they're gonna make decisions that make sense given their information and view. Which may not be the same as yours.

halcyon shale
#

well anyways thanks for the advice, it wont' be till tomorrow at the earliest that they look at it so now they get the 'professional' version hehe

#

but I'll tell you what, if they decline all my PRs.. I ain't never wasting my time with this again

#

I simply cannot justify wasting such time/effort for no benefit

smoky goblet
#

it's unlikely anyone will actually see it tomorrow. I don't think they review them that frequently.

halcyon shale
#

I bet that there will be a response at least by Wednesday

smoky goblet
#

I wouldn't be surprised if the bot auto declines things being merged to release instead of main.
It's not the only reason, couple of declines were to main. But it could be one way to clean up some chafe from the list.

halcyon shale
#

well of the last 3 that I did to release, only two were declined by the bot, but it wasn't all at once

#

it was like days apart, I have to ask them for an explanation

#

while the last one is still there

#

and this one I did to release.. no choice to since its dependent on the previous one for some things

smoky goblet
#

Yeah, no one's particularly happy with the transparency of PR's.
But it's also not impossible to get them merged.

halcyon shale
#

yah but "not impossible" is not a standard we can work with.

smoky goblet
#

They're not under any obligation to do anything with PR's.
It's a way for them to take changes they feel are improvements.
Not any code any yahoo on the internet suggests they add.
Not matter how much we yahoos feel our suggestions make things better.

halcyon shale
#

using unreal professionally should put me outside of the "yahoo" category

#

especially after doing so for 20 years

#

all I'm asking for is for some reciprocation

#

if your going to decline, at least say why

#

otherwise I can never justify trying when its an opaque process

#

cause I can't change to meet their needs

#

when they don't say what needs to be different

smoky goblet
#

They have no way to know that.
From their perspective you're just another yahoo with a github account.
If you want that sort of recognition, go through UDN or the Epic contact for your company and bring the PR to their attention.
That's the only way to get out of yahoo territory.

halcyon shale
#

they actually absolutely do have a way to know that

#

its called the UDN

#

and I'm on it

#

saying "here is a PR epic"

#

I have had a UDN account for as long as its been around

#

but I'm also the only one at my company that actually uses it

smoky goblet
#

That's great then.

iron dome
#

I have to agree you aren't going to get anywhere with the belligerent attitude.

halcyon shale
#

Where does "belligerent attitude" come from?

iron dome
#

"here's a feature that should have been in since the UE 3" is aggressive and accusatory.

halcyon shale
#

saying it is aggressive and accusatory is subjective

#

Isn't it worth noting that it could have been there since the beginning?

iron dome
#

Not in that manner, no.

halcyon shale
#

that is the whole point, I cannot comprehend why it is not in the engine after 20 years

smoky goblet
#

But if we think that, the person reviewing it might to and not take it well.
It really doesn't matter if it should have been there from the beginning.
It's better to just describe the deficiet in the current state and how your change makes things better.

iron dome
#

Regardless of what you think about the engine or its lack of a particular feature, nobody who made the ue3 code is still probably even developing the engine. Even less so anyone who's reviewing PRs. It reads as unprofessional. Not a PR I would take seriously. On top of that, you hit anyone with any kind of pride in their work and the company and they'll just stop reading.

#

I'm not saying you have to suck up to Epic or anything, just be professional about it.

halcyon shale
#

saying they will stop reading.. that says more about them than what is being said about their work

#

if there is a critical flaw in my work I would want people to let me know.. wtf

iron dome
#

Not really. I'm sure there are many thousands (or even tens of thousands) of engine PRs. Your one, while probably super useful, is probably in a sea of 1000s of really useful ones.

halcyon shale
#

ok I'll do a fourth censorship pass cause I want to give it the best chance

#

well of this specific system.. no there is not other comparable ones

iron dome
#

Good luck!

#

It looks cool.

halcyon shale
#

thanks

#

ok I think it is HR approved now

#

I removed all direct criticisms of "could have, should have, bad design" etc

velvet herald
#

https://github.com/EpicGames/UnrealEngine/pull/9928#issuecomment-2581196965 i think they likely will reject this pr, I say this from my own experience and because of this comment. It sounds like a feature like this is coming, so it will probably come on their timeline.

I would also recommend against bundling multiple different features in a single pr, like the renameable nodes- that is secondary from your static integer, and adds burden if they want to take one part but not the other.

Getting epic to accept PRs tends to be based on how no disruptive the changes are, and how little surface area they touch. Large features are more likely to be rewritten at some point.

Good luck though!

halcyon shale
# velvet herald https://github.com/EpicGames/UnrealEngine/pull/9928#issuecomment-2581196965 i th...

the rename node thing is like 6 lines of code, I didn't so much as add the functionality as just let the user access what was always there

oh I did see your PR a while back and I thought to myself that Epic would never take it because its too hacky, piggybacking on comp mask.. its more like a temporary mod that would be done for a project to keep it minimalistic instead of something that would be in a release.

for mine I did a straightforward implementation, I did it exactly how I think Epic would have done it themselves had they done it.

#

what was the timeline for you on it? added it in 2022 and it wasn't declined until recently?

#

thats annoying

velvet herald
#

Sure sure. Regardless of merit, adding additional feature, six lines of code or 100, drastically reduces odds of acceptance.

halcyon shale
#

that why I think that Epic just doesn't respect PRs

velvet herald
#

I'm not gonna argue about what epic does or doesn't do, just gonna offer what advice I have for getting acceptance. 🙂

halcyon shale
#

I see you have tried a lot but only got one accepted

velvet herald
#
  • single feature at a time
  • Verbose description of testing
  • Support of all flows, including experimental ones i.e. substrate
  • Keeping up to date through engine upgrades
  • Polite tone
  • Explicit, but eye catching title.
#

I've gotten tons accepted

#

They often are reimplemented.

#

Check the closed ones, I often closed them first.

#

Very rarely is a pr accepted without changes.

halcyon shale
#

I only see one with the accepted tag, lots with declined

#

lots with no tag

velvet herald
#

The ones with no tag were all accepted.

halcyon shale
#

"single feature at a time"

this is more unpayed work on my end

"Support of all flows, including experimental ones i.e. substrate"

this is impossible because the systems like the NewHLSLTranslator don't work at all, I cannot implement into a system that is non-functioning to begin with

substrate had the same problem cause it is not at feature parity with the standard material systems

velvet herald
#

But we can litigate it as much as you want. I'm just trying to help ya, but I'm not gonna spend my evening arguing. Accept the advice or don't. /Shrug. I got mine to work with substrate and I did the best I could with the new hlsl translator, but skipping that one is reasonable.

halcyon shale
#

I'm not arguing though? I appreciate the advice.

velvet herald
#

Sure, tone is hard to read on the internet . Possibly I'm misunderstanding your intents.

#

Good luck all the same. 👍

halcyon shale
#

"I got mine to work with substrate" yah I was thinking of my previous PR that is primarily affecting a system that substrate doesn't yet support properly

halcyon shale
#

even though they don't give it the accepted tag and you say they merge it in partially, do they give you credit as a contributor?

velvet herald
#

Yah. Sometimes they do it without looking at my pr.

#

But my name is in their cl

#

Example

smoky goblet
#

I've had quite a few that the bot adds a message that it's been merged, but they're not tagged as accepted.
So they can be accepted without being marked as such.

halcyon shale
#

do you know why the bots would set it as declined with no explanation?

velvet herald
#

Some of those were due to a recent mistake I think.

halcyon shale
#

ok, I'll ask Epic about it monday

velvet herald
#

The jiras were closed with comments internally, but then those comments didn't get sent to GitHub.

#

So it wasn't a mistake they were closed, it was a mistake that there is no comment.

halcyon shale
#

The Jiras are public?

velvet herald
#

Nope

halcyon shale
#

surmising that from experience then?

#

it seems like we have similar jobs

#

do you like the PRs I did?

#

if your busy I'll leave ya alone

velvet herald
#

Surmising that from discussions on udn in the past.

I haven't looked yet at your implementation. I'm not a fan of the unique asset for the enum, but I like the native, so makes sense to support BP ones too... and I assume direct lets you just type their names in, but wasn't sure from your description.

This may be something you didn't need (or just didn't mention), but I like to support the material creation flows, so that scripting can set these values like they can set static switches.

#

I don't do a lot of this kinda work anymore, though it is what I did for many years.

#

I also haven't done as many PRs recently. Kinda slipped out of the habit.

#

Again, code unseen, I hope they accept yours. Having a static enum at all is a thing the engine should have.

#

Alternatively, I hope theirs comes soon.

halcyon shale
#

"I'm not a fan of the unique asset for the enum"

yah it was more that.. hey this is also an UEnum so might as well add the option since it all uses the same code. As for usage of it, I just thought it could be something project specific that the dev wanted to have unified across various mats/matfuncs, like a set of project specific options in their materials

"and I assume direct lets you just type their names in, but wasn't sure from your description."

correct, I can add that note to the page so its not left to imagination.

"so that scripting can set these values like they can set static switches."

hmm yah that isn't something I use or checked for. cause I normally do all my 'scripting' with c++ commandlets or little editor tools, so I just modify stuff more directly, do you happen to remember the name for such methods, I'll look into it

velvet herald
#

Tbh I don't, I'd look but I'm on my phone and it's too painful. Check my pr posted, I made functions for those, should be in a plugin for material editing something something.

halcyon shale
#

ok np

velvet herald
#

👍 aight I'm out for the night. Good luck.

halcyon shale
# velvet herald Alternatively, I hope theirs comes soon.

I learned to not hope or expect anything from Epic a very very long time ago

and I'm not saying that to be mean or insulting it just the painful truth.

I did all these PRs with zero expectation that they would be merged in. I did them partly cause a friend said I should try and partly just to show the community what they were missing out on for a decade+.

dusky compass
#

and are looking to come up with an equivalent features in a future release
yeah, in UE 12.0.1 in 2045

chilly turtle
#

Hi everyone I update my VS because of UE5.5.3 since then I am not able to compile any project in UE5.3.2 each time I try to compile or even create new project I receive this error "C4668: '__has_feature' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif", Do you know How can I fix this issue?

#

Also these two lines:
C4067: unexpected tokens following preprocessor directive - expected a newline
warning C4996: 'FBoneMirrorInfo': FBoneMirrorInfo is deprecated. Please use UMirrorDataTable for mirroring support. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
One of them is warning but otherone is error.

hidden hedge
#

It pretty much tells you that at the top of the output

chilly turtle
#

Version conflict detected for Microsoft.CodeAnalysis.Common. Install/reference Microsoft.CodeAnalysis.Common 4.12.0 directly to project UnrealBuildTool to resolve this issue.
UnrealBuildTool -> EpicGames.Horde -> Microsoft.CodeAnalysis.CSharp.Workspaces 4.12.0 -> Microsoft.CodeAnalysis.Common (= 4.12.0)
UnrealBuildTool -> Microsoft.CodeAnalysis.CSharp 4.2.0 -> Microsoft.CodeAnalysis.Common (= 4.2.0).

jovial meadow
#

when u install the linux cross compile toolchain do u need to do anything else ? i even tried rebuilding my engine it cant detect it, p annoying

#

Platform Linux is not a valid platform to build. Check that the SDK is installed properly and that you have the necessary platform support files (DataDrivenPlatformInfo.ini, SDK.json, etc). i have linux vers of datadrivenplatform.info and linux_sdk.json

#

i dunno why ubt cant detect it, it's always nightmare debugging ubt ..

smoky goblet
jovial meadow
#

ooh ok i didnt try the classic turn it off and turn it on again, will try now

#

ah wow, it was that easy NotLikeThis i literally spent hours messing around

#

thanks !

smoky goblet
#

np

vital quarry
#

I was compiling UE4.27 from source and get this error.
error MSB3073: The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.

Any idea?

astral elm
small surge
#

I was trying to build 4.27plus

dusky compass
quick crystal
#

Anyone have an issue with the last few versions where suddenly each time you compile it wants to re-link 1.6k+ dlls?

#

It seems to randomly happen. Haven't experienced it for a long time, since using one of the previous versions, and then all of the sudden it started happening yesterday on a project. Each time I compile, even when only changing one file in my project (no new includes), it wants to re-compile / link over 1.6k objects. It started happening once I tried to open an example project from someone else targeting the same engine source on my machine.

#

It's really annoying, because it already takes a few minutes for my project ot load when I started up a debugging project, so now I have to add another two or three minutes just to let the re-link / re-compile occur each time I make one simple change.

unkempt beacon
#

Hey Guys Quick Question do we need all the .PDB files in the Engine Folder?

thick furnace
unkempt beacon
thick furnace
#

it does not affect output

#

it will affect crash reporter data (instead of "unknown function" a function and file will be listed)

unkempt beacon
thick furnace
#

well, it is not "free" you throwing away ability to interpret any crash you would receive in future

unkempt beacon
hidden hedge
#

You really should buy a dedicated work drive

#

Also you can cut down a bit by using a native build and therefore not building the entire engine

sick glade
#

I'm trying to upgrade from 5.4 -> 5.5 and having trouble compiling the Engine, there are a bunch of compilation errors from BlackmagicHelper.cpp and BlackmagicInputChannel.h like this:

'system_clock': is not a member of 'std::chrono'

any suggestions?

iron dome
#

Do you need the blackmagic plugin?

sick glade
iron dome
#

If you try to compile the entire engine, it generally doesn't end well.

sick glade
#

i feel like i had to fight with 5.4.3 a bit but i can't remember what i did exactly lol

#

it compiled eventually

iron dome
#

Have you linked it to a project and then compiled the project instead of the engine?

sick glade
#

am attempting that atm, have a bunch of plugins to update but perhaps that will just work if it is a configuration issue with the visual stuido solution

sick glade
iron dome
#

Why... _COPY?

sick glade
#

its a template. trying to track down where the tempalte usage is:

template <
typename T,
typename... TArgs
UE_REQUIRES(!std::is_array_v<T>)

[[nodiscard]] FORCEINLINE TUniquePtr<T> MakeUnique(TArgs&&... Args)
{
return TUniquePtr<T>(new T(Forward<TArgs>(Args)...));
}

iron dome
#

I'd have thought just searching for FRichCurveEditorModelNamed_COPY in the source would tlel you where.

sick glade
#

it compiled!

iron dome
#

Woo!

icy kettle
#

Quick question, would a new version (major/minor) of the engine take less time to build if I already did it? - For example 5.5.4 or 5.6
I'm currently on releasing branch

iron dome
#

Not really.

quick mica
#

depends on the change. but if you update a major version you usually want to clean anyway

iron dome
#

The updates to the core files mean most of it gets rebuilt anyway.

#

Like every day there are changes that require a 90% rebuild . A whole major/minor version is going to be even worse.

quick mica
#

(btw. isn't it Major.Minor.Patch)?

icy kettle
#

I see ... cool_cry Thanks, next time I'll decide to update I will keep that in mind

(@Frigerius yeah, the usual semantic versioning ig)

halcyon shale
#

just wanted to say, the community is right, Epic's reputation on how they handle PRs is well deserved.

Bad experiences all around.

#

Unreal Engine is not open source, its public source, there is a big difference, not initially evident to me who is fairly new to the concept of doing PRs.

smoky goblet
halcyon shale
#

Sure, I just meant that from the perspective of someone who never used github before. As I understand it, open source is where PRs are welcomed and there is a significant degree of crowd sourcing the work, Epic claims to welcome PRs but the reality is very different.

#

so I won't be doing PRs again, there is zero chance Epic will ever take them, there is something about anything that even remotely touches the material system makes it a non-starter to them and I don't understand why and they wouldn't explain it.

halcyon shale
#

Even something as simple as a minor bug fix. From my perspective there is no possible reason they wouldn't take such a thing.. yet they don't take it. Not because its not legit, they admit it is legit and looks good, but still no, why? No real answer. Actual open source wouldn't treat PRs like that, so it is hopeless.

#

I did have something big I was working on that I was going to do a PR for, but since it will never be merged in, maybe just having it on my github to share with the community will work. I originally thought doing it as a PR would be one way to bring more attention to it but seems like few people check them and fewer still interact with them.

idle basin
#

Hello, I’ve been trying to solve this problem for months. When I package the dedicated server and start it, the following message appears:

Assertion Failed: Falied to load SDL3.dll

I’ve already tried copying the dll from another software and putting it in the Win64/Binaries and ThirdParty folder, but it didn’t work, I don’t know where this dll is from, if I pack the normal game, this DLL is also not generated and no errors occur.

#

UE 5.4.4

wicked radish
#

Has anyone tried getting the reflection system to work with enums that are larger than 8 bits? I've hit the 256 entry limit and the lowest hanging fruit would be a larger max value.

I've looked at class.h and I'm not seeing anything in the greater uobject reflection system that would limit enums to be that size. I haven't found where the UENUM macro is declared so I can't tell if it's just a lacking implementation or some sort of a technical limitation.

halcyon shale
wicked radish
#

Yes, that's what I initially tried. The compiler stopped there with an UHT error message saying only uint8 was supported.

halcyon shale
#

what does your UPROPERTY of it look like

wicked radish
#

Uenum blueprint type iirc.

halcyon shale
#

no I mean like this:

`UPROPERTY(Category=Sprite, EditAnywhere)
TEnumAsByte<ESpritePivotMode::Type> PivotMode;`
#

when you use enum class with the type specifier you can just have it like this instead:

`UPROPERTY(Category=Sprite, EditAnywhere)
ESpritePivotMode PivotMode;`
dusky compass
#

just so you know, BP VM does not support enum larger than uint8

wicked radish
#

Human readable numbers in blueprint is the only reason I'm interested. So welp, I guess.

smoky goblet
sour vortex
#

where can I suggest an addition to unreal engine? I have 3 lines that when added to the generated vscode files, makes intellisense work in vscode. They should be included every time you use the refresh vscode project action

smoky goblet
crimson delta
#

if this is the wrong place to post this, please direct me to a more appropriate place thanks_keanu

I am in need of some help with ini files.
one of the systems I have developed saves a map to an ini file. However, the way this is saved looks very ugly and is unreadable. Does anyone know if there's a way to override the way maps are serialized so that I can have each entry saved as if it was its own variable? this way it would be easier to see which elements in the map have been modified.

gilded plover
thick furnace
# gilded plover

is there any process locking those files or file permissions/windows issue due to files located on system drive?
I would recommend moving things to somewhere with shorter path too, like "D:/Workspace"
also it is more of #packaging or general

small surge
#

Has anybody experienced random viewport freezes in 5.3 source?

Standalone works fine. Mobile ES3.1 preview works fine too but desktop renderer causes random freezes. In one case it started showing a frame from my previous level in runtime.

Using DX11 sm5 with forward rendering and MSAA

#

The frame from previous level bug.

dusky compass
#

profile and debug

small surge
#

switching to 5.3.2 release as of now since launcher version gave us no issues

heady sparrow
steep shuttle
#

Somebody please help me. This weird Error is eating all my time. Did anyone faced this before ?

Assertion failed : (Index >= 0) & (Index < ArrayNum) [ File: Source Engine path \Containers\Array.h ] [Line: 783]
Array index out of bounds; 53 into an array of size 53

BTW Version 5.5.3 !

Should I try with newly released patch ?

Thanks in advance.

astral elm
woven plover
#

Hey there, I'm currently learning to extend menus in the editor and have found out about FExtender and UToolMenus.
My question is just: is one newer than the other (like the "preferred method") or do they serve different purposes?

small surge
unkempt otter
#

hi, quick question - is there a known "good" commit date of ue5-main that is recent? In other words, is there any sort of way of figuring out a ue5-main commit you can pull that is confirmed by someone else to successfully package a blank or template project without errors? I pulled and built ue5-main yesterday but a template first person project packaged exe immediately crashes with this:

FExportArchive::InvalidPosition: /Engine/EngineMaterials/T_Default_Material_Grid_N (0x9F5B09B4CF73717A) /Engine/EngineMaterials/T_Default_Material_Grid_N (0x9F5B09B4CF73717A) - InvalidSerialize: Position 6446 is outside of the current export buffer (680,6438).

smoky goblet
unkempt otter
#

k, yeah that's what I thought lol, the nature of ue5-main being inherently volatile. It would be pretty cool if Epic setup like a dedicated machine with an automation setup that would just periodically pull the repository at regular intervals, compile it, then build a blank/template project and report if it builds successfully or not. It'd be more for developer's convenience, not really for epic engineers

hidden hedge
#

and main is a trunk, there's not much guarantee of stability

heady sparrow
#

it would be nice if the trunk included ubt job badges but it's already brittle enough as it is

cobalt hinge
#

Hi, I am having a problem with order of function calls in deferred actor spawning. Regarding to the documentation (https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-actor-lifecycle) broadcast OnActorSpawned should be called right before BeginPlay. And it makes total sense, but the code and debugger says differently. OnActorSpawned is called always at the end of SpawnActor function.:

For standard spawning everything is fine.
For deferred order is as follow:
UWorld::SpawnActor(SpawnParameters.bDeferConstruction = true)
PostSpawnInitialize
PostActorCreated
OnActorSpawned
-> return

and then I call Actor->FinishSpawning
ExecuteConstruction
... Construction + Components
BeginPlay

So when I subscribe to OnActorSpawned, the actor is not really spawned yet, it's rather "OnActorCreated".
Reading github repo - it works that way all the way from UE4.0. Is that behaviour correct in code or in documentation?

Epic Games Developer

What actually happens when an Actor is loaded or spawned, and eventually dies.

jaunty forge
#

TL;DR: What is the UE 5.5 replacement for the FSoundBuffer* Buffer parameter in the FSoundBuffer class (Line 787-788)?

UPDATE: The more I read this message, it's become clearer to me where to start my search to find the correct documentation. Still stuck, but I will update here with my progress. For anyone else that might see this issue.

Hi, anyone know where I can reference the documentation or logic to solve a compile error I'm getting with the oculus-5.5 branch for the Meta Quest UE Source fork on Github?

UPDATE 3: Looks like the Meta development team has updated this part of the code specifically for 'cleaning up the buffer when it failed' . There's a conditional block to initialize the Source object in the AudioDevice::StartSources method.

...GitHub\Oculus\UnrealEngine\Engine\Source\Runtime\Engine\Private\AudioDevice.cpp(4543): warning C4996: 'FSoundSource::Buffer':

...

GitHub\Oculus\UnrealEngine\Engine\Source\Runtime\Engine\Private\AudioDeviceManager.cpp(241): warning C4996: 'FAudioDeviceManager::FreeBufferResource':

...

GitHub\Oculus\UnrealEngine\Engine\Source\Runtime\Engine\Private\AudioDeviceManager.cpp(1144): warning C4996: 'FAudioDeviceManager::StopSourcesUsingBuffer':

This message follows each of those pointers:

'This is no longer used and should not be accessed directly. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.'

The documentation or code itself is almost* enough to help me fix the issue.
(UPDATE 2: found the links below - I'll update here if I can't find the solution.
AudioDeviceManager: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Engine/FAudioDeviceManager,
AudioDevice: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Engine/FAudioDevice)

Thanks for this community & channel.

small surge
#

4.27-plus What do I do here?

dusky compass
#

You can upgrade to 4.8 but it might require you upgrade the rest of dependenciy-projects too

slow stream
#

Hello everyone. When I turn my head quickly or look behind a wall for a moment in Unreal, sometimes it hasn’t been rendered yet, as shown in the video. How can I fix this? Is there anyone who can help? Unfortunately, I experience this issue in many places and situations.

sudden salmon
#

Does anyone know how to generate something like CallGraph or MethodHierarchy for Unreal Engine source code?

hybrid latch
#

Hello guys, yesterday i tried compiling Unreal Engine from source but it consumed all the memory on an Empty 222GB drive, but my issue came when i tried creating a project it asked me for another 5GB even tho the proyect was made on another drive, i have another drive with enough space but WAY slower, is there a way to compile on the faster drive and move everything or could i delete some of the files after compilation?
right now im trying compiling it on the HDD drive with enough storage, but after the whole day i only have 10% done, when in my other drive it took only a couple of hours at most
i tried just moving it, but it keep throwing an error on the project because the engine folder changed and right now i don't wanna cancel the process on the slow drive in case there's nothing to do cause at this rate its gonna take several days of compilation
19:42:54:476 12>[718/6825] Link [x64] UnrealEditor-Chaos.lib (1:42.15 at +9:03:28)

dusky compass
#

You will need ~300-400GB free for default UE5 project buuld

astral elm
#

When it comes time to update engine version, it can be very useful to have spare space for two whole engines : )

#

plus, if you want to have the Epic Way of having project under the engine... yeah. Then you might want 2 Tb

hybrid latch
#

OMFG 08:04:13:785 12>[1543/6825] Compile [x64] Module.AddContentDialog.cpp (8:36.14 at +21:17:52)
Little update i have almost 21 hours, but i had an issue someone tried to turn off my pc while i was sleeping and i have some errors on the list, do you think that could mess up the final build? it's still going but im not really sure if its worth anymore to continue or should i restart it over

hybrid latch
astral elm
hybrid latch
#

04:25:16:290 12>Error executing C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\bin\Hostx64\x64\cl.exe (tool returned code: STATUS_DLL_INIT_FAILED)
04:25:16:290 12>[1139/6825] Compile [x64] (0:01.39 at +15:10:04)
04:25:16:290 12>Error executing C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\bin\Hostx64\x64\cl.exe (tool returned code: STATUS_DLL_INIT_FAILED)
04:25:16:290 12>[1140/6825] Compile [x64] (0:01.34 at +15:10:04)
04:25:16:290 12>Error executing C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\bin\Hostx64\x64\cl.exe (tool returned code: STATUS_DLL_INIT_FAILED)
04:25:16:290 12>[1141/6825] Compile [x64] (0:01.29 at +15:10:04)
04:25:16:290 12>Error executing C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\bin\Hostx64\x64\cl.exe (tool returned code: STATUS_DLL_INIT_FAILED)
04:25:16:290 12>[1142/6825] Compile [x64] (0:04.51 at +15:10:06)
04:25:16:290 12>Error executing C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\bin\Hostx64\x64\cl.exe (tool returned code: STATUS_DLL_INIT_FAILED)
04:25:16:290 12>[1143/6825] Compile [x64] (0:03.93 at +15:10:06)
04:25:16:290 12>Error executing C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\bin\Hostx64\x64\cl.exe (tool returned code: STATUS_DLL_INIT_FAILED)
04:25:16:290 12>[1144/6825] Compile [x64] (0:03.90 at +15:10:06)

#

those are some of the errors i have, but they dont appear on the error List marked as red

#

and it still going

astral elm
hybrid latch
#

for what it appears i still have 3 days left of compilation, i dont wanna waste my time if its most likely gonna fail

astral elm
hybrid latch
#

for the moment i just wanna use this to build a dedicated server and a client to learn, i dont plan to modify the engine itself, and the projects i think i have enough space to build them on another drive, a faster one

hybrid latch
# astral elm welp, good luck

i got a suggestion somewhere else to compile it on another drive and move it they say it should work if i delete the intermediate folder do you think that could work?

astral elm
novel perch
#

did anyone here encounter pretty drastic performance problems when using source compared to the binary from egs?
Both are modularly built and in development config. Was surprised to see this. I swapped the engine association from two projects to compare perf and to exclude differences in project config files, and the source engine build was considerably slower for both projects

iron dome
#

Did you have the debugging symbols installed for the launcher version? Not sure if that'd make a difference.

novel perch
#

yup I did. Both with debugger attached. I did wonder if the debug symbols from binary vs. source somehow make a difference. Guess I should test them again without the debugger

void owl
novel perch
void owl
#

weird, the only difference between prebuilt from epic and source code is probably the lack of precached ddc for engine assets, otherwise if you built from marked release builds they're 100% identical to what you get from epic store

queen willow
#

When I package for Dedicated Server the configs all vanish, I need to keep one for people that host servers to set Server Variables like their server name. How do I get the .ini files to stop being deleted when it is packaged?

hidden hedge
#

INIs are coalesced and put into pak files, usually a server admin will create INIs in Saved/Config/WindowsServer or Saved/Config/LinuxServer (depending on platform) to override anything in the default configs

queen willow
#

So from my packed development server folder, i would create a config in Saved/Config/WindowsServer and anything put in there would override?

hidden hedge
#

yes (dropping the Default prefix, so DefaultGame.ini becomes Game.ini), or using the -ini commandline argument

queen willow
#

I have a custom ini i am trying to make for the server settings, this is my code i have currently

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "UObject/NoExportTypes.h"
#include "ServerSettings.generated.h"

UCLASS(config=ServerSettings, defaultconfig)
class UNBOUND_LIFE_API UServerSettings : public UObject
{
    GENERATED_BODY()

public:

    UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="Server")
    static FString ServerName;

    UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="Server")
    static int32 MaxPlayers;

    UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="Server")
    static int32 Port;

    UFUNCTION(BlueprintPure, Category = "Server Config")
    static FString GetServerName() { return GetMutableDefault<UServerSettings>()->ServerName; }

    UFUNCTION(BlueprintPure, Category = "Server Config")
    static int32 GetMaxPlayers() { return GetMutableDefault<UServerSettings>()->MaxPlayers; }

    UFUNCTION(BlueprintPure, Category = "Server Config")
    static int32 GetPort() { return GetMutableDefault<UServerSettings>()->Port; }
};
hidden hedge
#

not sure why you edited those invalid statics in

#

but is there a question to go with it?

queen willow
#

I had them static to avoid target in bp

hidden hedge
#

?

#

I'm not talking about the functions

#

I'm talking about the variables

queen willow
#

I am new to c++ sorry, I was informed when making bp accessiable if there is no target you make it static which in this case when accessing the get functions in bp there would be no target

#

also this is for my custom ini, i was just seeing if anything is wrong with it

#

I am just trying to allow admins to change name of server, etc

smoky goblet
#

I'm surprised that even compiles/passes UHT

queen willow
#

whats wrong with it, I would like to get this fixed and working

hidden hedge
#

I saw you edit it in

#

And I told you

#

You can't specify static for UPROPERTYs

#

The static accessor functions are fine and is supported by BP

#

Though kinda weird to use GetMutableDefault rather than GetDefault for a getter

dusky compass
#

it isnt even mutable unless you force use the underlying pointer
it also does not return the CDO one so it is not a default either

smoky goblet
queen willow
hidden hedge
#

do you know the difference between variables and functions?

dusky compass
hidden hedge
#

static functions are allowed for BP, variables are not

queen willow
#

oh ok maybe i was misunderstanding

#

i come from c# where this stuff is okay, so sorry for confusion

hidden hedge
#

from your snippet (incorrect):

    UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="Server")
    static FString ServerName;

correct

    UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="Server")
    FString ServerName;
queen willow
#

but would that be the reason why the config is not being read?

hidden hedge
#

no

queen willow
#

thats the main part i am lost at

hidden hedge
#

what does your config look like, what's the file path?

queen willow
#

[ServerSettings]
ServerName=Outbound Life
MaxPlayers=75
Port=7777

hidden hedge
#

that wouldn't be the right section name

queen willow
#

Binaries/WindowsServer/Saved/Config/ServerSettings.ini

hidden hedge
#

the sections will be the virtual path to the class, eg. [/Script/Unbound_Life.ServerSettings]

queen willow
hidden hedge
#

no

#

well "Binaries" is throwing me off

#

because really it should be <install dir>/<name of project>/Saved/Config/WindowsServer/ServerSettings.ini

queen willow
#

When i package the project it goes into the binaries folder

#

i am just packaging a development version atm

upbeat finch
#

[2025.04.08-18.30.19:580][954]LogShaderCompilers: Display: Started 10 'Local' shader compile jobs with 'Low' priority
can I somehow force the UE to compile shaders with High priority?

tawny scaffold
#

any idea why this is happening

#

this is happening to a friend of mine

#

while running GenerateProjectFiles.bat for Nvidia RTX 5.4 Branch

#

triend installing .net 8 and 9 and 6

hidden hedge
#

well they obviously didn't clone it properly if the UBT project file is missing

tawny scaffold
#

does he need to redownload the stuff?

#

tried running the setup.bat again but it doesnt download the sutff

hidden hedge
#

because UnrealBuildTool.csproj comes from the clone, not Setup.bat

#

Setup.bat is usually for binary files

tawny scaffold
#

oh yea the UnrealBuildTools Folder is completely Empty

tawny scaffold
#

hmmm ok i'll get back to you after cloning again

tawny scaffold
#

Okeh now this is happening

#

In errors is says

Overflow In Constant Arithmetic

hidden hedge
#

The error list is always useless

#

But looks like they didn't have the correct toolchain installed

#

Also why isn't this person here? Help via third party is never great

tawny scaffold
#

i know xd

tawny scaffold
hidden hedge
#

14.38 for 5.4/5.5

#

Installed from individual components

tawny scaffold
#

oki

#

they are installed

dapper spade
#

Trying to build UE 5.4.4 from source and running into Nuget errors that are impossible to update or resolve
Any ideas? I've exhausted google

dusky compass
#

Network issues?

dapper spade
# dusky compass Network issues?

This is before attempting to build
All i've done so far after like 100 attempts is download the source from Git
Run Set-up
Run generate project files
And this is what i'm getting inside VS
I'm on the 10th uninstall/reinstall of VS also
Nothing is resolving or upating the Nuget errors

dusky compass
#

Create a dummy C# project somewhere via VS and try adding any nuget package - does it install properly?

#

also what does cmd command
type c:\Users\%USERNAME%\AppData\Roaming\NuGet\nuget.config
tell

dapper spade
dusky compass
#

not relevant to anything i asked about

dapper spade
#

I'm attempting a build anyway to see what happens, last 5.4 build i attempted was +/- 2hours

dapper spade
#

Typing that into cmd prompt takes me to VS with the output
*Missed type at beginning

dusky compass
#

and the test project?

#

also give me full path to your Setup.bat

dapper spade
#

This is what it saying in a new test project

#

Same for others
This is whats showing in Source Mapping and Package Sources

hidden hedge
#

why you trying to add nuget packages to a C++ project when the issue is with .NET ones?

dapper spade
#

Because @dusky compass asked me to create a new test project

hidden hedge
#

they said a C# test project

#

C#

dapper spade
#

Ok my bad, doing again now

#

Created new C# project, added a Nuget package and it froze for a while but eventually installed

hidden hedge
#

so the issue isn't nuget

#

well it'd be nice to have more precise errors, though I couldn't help but notice you're building the entire engine, which is unnecessary anyway

dapper spade
#

All i'm trying to do is build 5.4 from Source to create a dedicated server for a project i'm working on in UE 5.4.4
I've followed guides and instructions what to do and its saying to build the engine
But run into these nuget errors everytime i open VS from running the Source set up and generate VS project files

#

Without building the engine, i get this on attempting to open the project after switching to the new engine version
I've attempted to build the project, but get the same Nuget errors in the project also

dusky compass
dusky compass
dusky compass
#

how much free space do you have on C

dapper spade
#

Source Folder is currently sitting at 174gb

dusky compass
#

run cmd go to Engine\Source\Programs\UnrealBuildTool\ and run dotnet restore, upload the log

dusky compass
#

jesus christ

dapper spade
dusky compass
#

I know what causes the issue I dont remember how to solve it for the mess that is UE intetwined project dependency chain is

dapper spade
#

Tell me about it! I've literally spent the past 2 days going through page after page on Google trying to find out the issue
Hence the reason i came here as i'm lost

#

It seems that 5.4 source uses Net 6.0 wheras 5.5 is using net 8.0
I can download the 5.5 latest source with no issues
But my project is sat on 5.4.4 currently, so need to build dedicated server for that version

#

And you may have guessed but i'm going in blind here with little to no experience of VS or C++

dusky compass
#

Okay, what you can try is read the log, note all the csproj files it references, open then and add to the header properly group these properties

    <TreatWarningsAsErrors>false</TreatWarningsAsErrors>
    <WarningsNotAsErrors>NU1901,NU1902,NU1903,NU1904</WarningsNotAsErrors>
#

to every single csproj referenced

#

then run dotnet nuget locals all --clear and repeat restore attempt

#

||Now, normally, you would update vulnerable packages but it wont work for the UE mess, trust me I tried||

dusky compass
#

to the propertygroup

dapper spade
dusky compass
#

yes

dapper spade
#

Ok i'll be a while getting these updated, back shortly with results

dapper spade
dusky compass
#

did you update c:\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Horde.Tests\EpicGames.Horde.Tests.csproj?

dusky compass
#

navigate to EpicGames.Horde.Tests folder and try to restore only that project for starters

dapper spade
dusky compass
#

dotnet restore

dapper spade
dusky compass
#

open nuget.conf from earlier

#

delete section <PackageSourceMapping>

dapper spade
dusky compass
#

you can do it there too

dapper spade
dusky compass
#

yes

dapper spade
dusky compass
#

dotnet --list-sdks

dapper spade
# dusky compass `dotnet --list-sdks`

C:\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Horde.Tests>dotnet --list-sdks
8.0.407 [C:\Program Files\dotnet\sdk]
9.0.203 [C:\Program Files\dotnet\sdk]

C:\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Horde.Tests>

dusky compass
#

I assume you;ve updated EpicGames.Horde.csproj too

dusky compass
#

try adding NU1605 and NU1701 to the list of WarningsNotAsErrors

dapper spade
#

And then dotnet restore again in C:\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Horde.Tests>?

dusky compass
#

yes

dapper spade
#

I added the 2 x new ones to every .csproj file we updated eariler

dusky compass
#

both projects EpicGames.Horde.csproj and the Tests one

dapper spade
dusky compass
#

What a mess.
You can try restoring pristine state of the git repo (git reset --hard) and instead try to go the other way - upgrading all the packages to newer versions, but you will need to do it in backwards order from orphans because you can't upgrade packages in a project that has bunch of other projects in deps because they will fail

dapper spade
# dusky compass What a mess. You can try restoring pristine state of the git repo (`git reset --...

Ok, thanks a million for your help and trying
At least i know it's not a me problem, any idea why the source for 5.4 is such a mess?
Considering upgrading the project version to 5.5 as in all fairness there's no issues with 5.5 as far as i can see
I'll give it a break for a couple of days and gather my thoughts to decide the best option
I never realised it would be this difficult when i started to be honest 😦

dusky compass
#

it is not 5.4 fault per se, they were trying to keep the .NET deps stable but if you ever worked with node and its packages you know the mess with vulnerables
Normally, this is never an issue - you can easily upgrade a C# project to newer packages, the issue is that UE has 3456347534 intertwined C# projects and complex dependency chain

#

so the supposedly easy process just falls apart

#

if you really want 5.4, you can try visting some C#/NET communities, some people who deal with .NET ecosystem on a daily basis might have more insight in how to handle this

heavy ore
#

Hey guys, can I install binary version of the plugin (compiled using Launcher/Stock engine) to Source engine?

#

It is complaining
Missing precompiled manifest for 'RuntimeVideoRecorder', 'J:\XXXXXXXXX\Development\RuntimeVideoRecorder\RuntimeVideoRecorder.precompiled. This module can not be referenced in a monolithic precompiled build, remove this reference or migrate to a fully compiled source build.

dusky compass
#

No you can't, offsets are different

wary bison
#

im on mac, building 5.5.4 and i keep seeing "(UBA disabled)". is that.. bad ?

hidden hedge
#

No?

#

UBA is essentially what Epic replaced Incredibuild with. You can set it up if you have the spare machines or servers to do it with, but is by no means required

wary bison
sacred moss
#

Hello - after pointing my project to the source version of UE and rebuilding my project, when I try to travel to map and it created a UE instance, it says that the modules are built with a different version of UE. I think what could be happening here is when the client is spun it uses the old UE version, the one built from the UE launcher, which is causing this to not work. I figured this question was better suited to this channel. I don't think its a plugin problem but a mismatched engine issue.

Here are the steps I took:
1.Pulled from UE git repo as 5.4.3
2.Setup the UE source by running the bat files and building in the generated vs file. Verified there were no errors in the build process
3.Deleted my projects binary, intermediate, vs, and saved folders/files. Also deleted my plugins binaries/intermediate folders.
4.Pointed my uproject to the new source build of UE.
5.Rebuilt my project from VS, verified there were no errors.
6.Opened project and tested from within editor viewport that maps open and is playable
7.Tested on standalone mode (packaged or from editor) that calling PlayerController->ClientTravel(URL, TRAVEL_Absolute, false, FGuid()); still returns the missing modules error

iron dome
dusky compass
#

rebuild both Shipping and Development configurations for *Game target

hexed perch
#

Am i allowed to ask questions about materials here if its related to source code?

I'm trying to learn how to work with the engine by looking at custom shading model for now. I was following the celshading tutorial by 0ne3y3 (https://dev.epicgames.com/community/learning/tutorials/2R5x/unreal-engine-new-shading-models-and-changing-the-gbuffer#creatinganewmaterialcustomoutputnode)

He uses 5.1 while I'm using the release version of the engine which is 5.4. After adding a new render target for celshading, I tested inside the material and I tried to add my new material custom output node but the project froze for some reason and I'm having a hard time figuring out why.

Epic Games Developer

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

#

bent normal is just an example of how it should look like

#

but if i press the celshadingoutput then the project freezes and I can't press anything

#

I'm not sure what i need to send for help so i was hoping you guys could help me

smoky goblet
#

You might have better luck in the #materials channel. Seems like more of a materials problem than working with the the engine source.

hexed perch
#

it should be source code problem right? because I'm using the github source code to make these custom nodes but luckily I found the problem. There was just a difference in how the new version of unreal handles making these custom nodes and how the tutorial did it in the older version.

but thanks anyways now I know that there is a material channel.

spark hamlet
#

crazy idea: on an ntfs partition, build the engine for both windows and linux. Anyone know if it's viable?

iron dome
#

Why is that "crazy" ?

spark hamlet
#
  • running ntfs on linux
  • mixmatching compiled files (I guess as long as if they dont reuse the same filenames it should be fine)
hidden hedge
#

It is a little crazy. If you're primarily using Windows then I'd just be cross-compiling Linux. If you're mostly relying on Linux builds for the dedicated server, then you should be able to test the result in WSL

spark hamlet
#

ok I got UE built on linux (my windows dual boot is having startup issues) however the .modules file didn´t seem to get generated? error when I try opening UnrealEditor:

Fatal error: [File:Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 1191] Unable to read module manifest from '/media/andy/SharedVolume/repos/UnrealEngine/Engine/Binaries/Linux/UnrealEditor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime.
paper sable
#

any ideas on how to get the associated FFolderTreeItem from a FFolder ?

#

from a selected actor i can get its FFolder, but i want to call FActorBrowsingMode::SelectFoldersDescendants which needs a FFolderTreeItem

paper sable
#

i gave up using the scene outliner and just did this

// get selected actors
    TArray<AActor*> SelectedActors;
    if (GEditor->GetSelectedActors()->GetSelectedObjects<AActor>(SelectedActors) > 0)
    {
        AActor* ReferenceActor = SelectedActors[0];
        FFolder ReferenceFolder = ReferenceActor->GetFolder();

        for (TActorIterator<AActor> It(GWorld); It; ++It)
        {
            if (It->GetFolder() == ReferenceFolder)
            {
                FU_LOG_STemp_D("Selected {0}", *It);
                GEditor->GetSelectedActors()->Select(*It);
            }
        }
    }
spark hamlet
#

I'm trying to build source on linux (after building it in windows), I seem to be having an issue with the sdk not being configured? ./Setup.sh runs without issue but ./GenerateProjectFiles.sh sayd "Linux is not a valid platform to build"

dapper spade
plucky forge
#

ok now I really hit the wall !!! it has been a while since I started messing with compute shader and implementing it into the unreal engine project with a custom scene view extension and custom subsystem.

But no matter I do .... I can't implement stencil shader ..... anybody know why or who I can ask this question from? I enabled it in the project setting and in the mesh I added a custom number for it, but when I call it in the shader it doesen't do anything :/

astral elm
cosmic stump
#

trying to see why Frame is 22+ms, while GPU is 11+ms. Tried Insightly:

#

what am I looking at/for here?!

astral elm
rose jungle
#

Hi! I have two projects that are linked to a version of Unreal Engine built from source.

When I open the first project, it asks me to compile everything. I do it, and it works fine.
Then, when I open the second project, it asks me to compile everything again. I do it, and it also works.
But when I go back to the first project—which I had already compiled (about 2500 files)—it asks me to compile everything once more.

Every time I switch from one project to the other, it asks to recompile everything again, as if the entire engine is being recompiled or something... I don't understand what's going on.
Is there anything I can do to avoid having to recompile everything every time I switch projects?

rose jungle
#

For example, I recompiled 2414 files just for only "1 correct".

1>[2414/2414] WriteMetadata BoxingBabesEditor.target
1>Total time in Parallel executor: 3753.52 seconds
1>Total execution time: 6398.49 seconds
========== Compilación: 1 correcto, 0 erróneo, 0 actualizado, 0 omitido ==========

hidden hedge
#

well you probably have target settings that are incompatible with each other in <project>Editor.Target.cs

#

but generally on past projects, we've always had project and engine as 1:1

smoky goblet
astral elm
#

works for me

#

but... ue5-main is unstable??

#

you really should only use release branches

#

I think they just use that as an example, even if it is a bad example : E

#

I used to suffer but I am pretty happy with the setup I have now. Was totally painless, couple of small conflicts only

#

The main thing why I want to have 2 separate unreal forks is to easily keep working on the old one while the switchover is under work, always takes a few days to iron out all the big issues

dusky compass
solid moon
dusky compass
#

@solid moon you have offline only packages set for some reason

solid moon
solid moon
#

Was having nothing but issues with VS22, I installed 2019 and worked first try.

shadow python
#

not sure if I should be asking this here or in cpp but, I'm dealing with a build issue that says I'm missing a Horde dependency. I recently had to re-generate my project files. after doing so, I started getting all these build errors related to Horde. I did not have this issue before re-generating files. this project does not utilize Horde, so I'd like to know how I can just remove the dependency. I've tried cleaning the solution and rebuilding the UnrealBuildTool folder, how do I make this go away? I'm in UE 5.4
https://i.gyazo.com/77577e6c96878f4e371d874254fe2928.png
https://i.gyazo.com/c180d3eaf2910391b632119c380bb170.png

dusky compass
#

none of these errors mean anything you need output log

shadow python
dusky compass
#

EpicGames.Horde.csproj does not exist.

#

refetch sources

shadow python
#

and how do I do that?

#

currently verifying the files from the epic games launcher, gonna see if that works

shadow python
#

I verified my engine files, and built the project, I get only one error now, a missing dll for Horde. where do I get this dll?

#

I have .Net SDK 6.0.428 already installed

shadow python
#

nvm it looks like I just had to re-generate my project files again

dusky compass
mossy jasper
#

Hello, I'm building the engine from source, and I'm wondering which branch I should use?
I'm seeing a few options that seem a bit suspicious to me: the default release branch, the purely numerical ones like 5.4, 5.5, 5.6, the ue5-main branch, the master branch, and the branches that have been released with tags.
I'm scratching my head a bit about which one to pick and what the differences are between them, The documentation just mentions avoiding the dev, staging, and test versions. Any insights you could offer would be super helpful! Thanks!

smoky goblet
# mossy jasper Hello, I'm building the engine from source, and I'm wondering which branch I sho...

ue5-main is the latest and greatest, but it can be unstable and have compile errors. You only have to use it if you're doing pull-requests.
The numbered streams are all the versioned releases as you probably expect.
release is the current public release, so right now that's 5.5.4 and is the same as the 5.5 stream.
Unless you have a specific reason to grab another version, grabbing release is probably the way to go. Just understand that it's 5.5.4 so that if a hotfix or 5.6 comes out you know where you stand in relation to the release.

mossy jasper
smoky goblet
#

I'd just stick with the 5.5, or release. You don't really need the -release ones unless you have to do intermediate updates.
if it's the first time you're pulling source, you might as well just grab directly from release (not a numbered -release)

mossy jasper
smoky goblet
#

basically

dusky compass
#

not branches

smoky goblet
dusky compass
#

If you just want something production ready 100% without any secon-guessing I recommend always fetch specific tags

smoky goblet
#

🤷 that should be true of the release branch

mossy jasper
mossy jasper
#

Hello! In a YouTube tutorial, I saw a "Retarget Projects" prompt in Visual Studio when building the engine, and they clicked "OK." Doesn't that mean it's not using the version Epic recommends?
In that case, is it better to click "Cancel"?

void owl
#

Here are the versions for UE 5.5

mossy jasper
void owl
#

Ideally you shouldn’t see such prompt at all if you have all appropriate SDKs installed… otherwise it’s probably better to click cancel since that way you won’t be arguing with unreal who’s generating the solution… but at the end of the day UBT is the one who issues compilation commands and that doesn’t use the solution at all, so it doesn’t matter at the end of the day

mossy jasper
#

I'm not sure if VS will still pop up recommending the use of the newer version, even if I have multiple SDK versions installed, including the one used by the older Engine.

void owl
#

Or, alternative suggestion: try using other IDEs such as rider, you can open uproject files directly and it doesn’t need sln at all (and imo is generally better for unreal development than visual studio is)

mossy jasper
void owl
#

Never heard anyone say that tbh… as I’ve said before its not rider or visual studio that compiles the project… rider is generally more convenient for everything… only reason I used visual studio was for on-console debugging which wasn’t supported due to Sony and Microsoft until about 6-10 months ago… nowadays I’ve not touched visual studio at all

mossy jasper
void owl
#

Although I should add you still need to install visual studio for the SDKs 🙂 (although iirc you might only need the buildtools etc. but easiest way to get that is to install visual studio iirc) but you won’t have to open it at all… and good luck!

smoky goblet
void owl
#

I see, I wasn't familiar with that term, good to know.

small surge
#

Any idea where the build.gradle file is generated?

def billing_version = "6.1.0" 
implementation   "com.android.billingclient:billing:$billing_version"

wanna add the above insource itself instead of having to write this manually after compiling

astral elm
naive zenith
#

I need help with a minor step

I'm unsure how to run this command on windows

dusky compass
#

in console

#

also that's 2014, are you trying to use 4.16?

naive zenith
#

No that was the only place I could find any information

I'm using a source build of 5.5, and visual 2022

hidden hedge
#

information on what

#

that info is 11 years old

naive zenith
#

on my the game folder wasn't appearing in visual studio @hidden hedge

hidden hedge
#

if you want the native build setup then the project needs to be a subdir of the engine root (the folder where default.uprojectdirs is)

#

then when you run GenerateProjectFiles.bat, you'll have a "games" folder with the project

naive zenith
#

@hidden hedge So i moved it over, now when I hit generate files it finishes, and then the .sln does not show up

Sorry I am new to the source version

#

ITFWA folder is in there now

#

I use the generate project files from my uproject of ITFWA

hidden hedge
#

Why is GenerateProjectFiles showing it's been modified

naive zenith
#

it hasn't, I opened it for a min, but everything is the same lol

#

ignore that

hidden hedge
#

Well you're not showing a lot. Like does it show anything in the output? You should be looking for UE5.sln

naive zenith
#

yes that generates but my project isn't in there, and in the project folder there is no .sln

hidden hedge
#

It will only generate a UE5.sln and nothing else

#

If it doesn't show the game then I'm not sure what's in that subfolder

naive zenith
hidden hedge
#

Well that looks like a uproject but this is still like scraps of information

#

And this project contains code?

naive zenith
#

that was it. I must of added the Cpp on a different project. I got it working, thanks for dealing with me @hidden hedge

round pagoda
#

After I build the engine from source, I get a litter of 'dummy' projects within the Source build folder showing in my launcher. Kind of annoying. Any way to ignore these?

dusky compass
#

Do you plan to have any more than 1 project?
if not just make shortcut with UnrealEditor.exe d:\path\to\my\Game.uproject

small surge
mossy jasper
#

Hello, does the “.NET 8.0” mentioned in the documentation refer to "SDK", "runtime", or something else? I don’t see the ".NET 8.0 SDK" in the VS Installer, do I need to download it from Microsoft’s website?

mossy jasper
dusky compass
#

not a part of the new dotnet, it is old .NET framework

#

you should not be neededing it anymore, UE 5.x was migrated to net 6.0

mossy jasper
#

Hello, what should I do about this warning when running GenerateProjectFiles.bat?

I checked and found that the directory \Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\atlmfc doesn't actually exist — but there is a directory at \Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.42.34433\atlmfc.
Should I manually move atlmfc to 14.38.33130? Or is it nothing to worry about, and GenerateProjectFiles.bat will automatically find the 14.42.34433\atlmfc directory?

thick furnace
mossy jasper
thick furnace
#

in search box type 14.38 and it will show all components for that toolchain

#

the list is large, so just pay attention

#

so you not accidentally install ARM instead of x86 one

#

or specter one

mossy jasper
#

This is my current install status

thick furnace
#

MFC is missing

#

and thats what warning was about

#

4th from the bottom checkbox

mossy jasper
# thick furnace MFC is missing

So I need to install C++ v14.38 (17.8) MFC for v143 build tools (x86 & x64) and C++ v14.38 (17.8) ATL for v143 build tools (x86 & x64), right?

thick furnace
#

yes

mossy jasper
# thick furnace yes

Thank you! When I install MSVC, I should always match the version (e.g. v143 and v14.38-17.8) and install the corresponding ATL and MFC together, am I right?

dusky compass
#

You dont really need MFC, I dont have any installed

#

what is important is match build tools version with reccomended per UE version

mossy jasper
thick furnace
#

that is specific since he builds one of engine programs that uses mfc

dusky compass
#

Like what. You have xample

thick furnace
dusky compass
#

And why do you need DumpSyms

visual mauve
#

Does anyone know where I can request access to 5.7?

#

Oh, is it just the ue5-main release?

smoky goblet
#

Yes and no. ue5-main is a mirror of the latest development.
5.6 now has branches which are being staged for its upcoming release.
There is no branch for 5.7 yet. 5.7 may or may not have things from ue5-main when it's released.

visual mauve
smoky goblet
#

beats me

queen willow
#

hey guys,

been having a issue with a random black screen popping up when connecting to a server and after some research i found this. https://forums.unrealengine.com/t/open-level-node-shows-black-screen-with-throbber-in-packaged-game/392681/11

Epic Developer Community Forums

Found the code that is creating the throbber. It appears UWorld::BlockTillLevelStreamingCompleted() is called which then calls a delegate that pauses streaming. void FStreamingPauseRenderingModule::BeginStreamingPause( FViewport* GameViewport ) { // If a movie is already playing don’t bother starting one if(GetMoviePlayer()->IsInitialized...

#

any idea on how i can fix the issue, it seems it closes all my widgets when this pops up so i just need to stop it from happening

#

I asked in here assuming you guys would know the cause for this initially

oblique pebble
#

hey guys has anyone tried building the UE 5.6 from source and attempted to create a film production
project? i tried to do that and it says the modules or are built with a different version.
i assume its because the 5.6 engine i built is a beta test build and those features are not available yet

oblique pebble
#

im glad i didnt ditch my 5.54 source build and that i kept it on my m.2 isb-c box

vital quarry
#

I have a source build, accidentaly changed something in ActorComponent.h, revert it back, and now the engine recompiles itself when I run project. How do I avoid this?

hidden hedge
#

it's a skill you learn where you just end up avoiding it entirely. if you accidentally type in it, just close the tab and say no about saving changes, if you saved changes, immediately revert in source control

obsidian field
#

Hi there!
Can I change the value for UE_LWC_RENDER_TILE_SIZE somewhere without modifying the engine? 🙂

void owl
obsidian field
iron dome
#

It'll ask you to make it writeable when saving.

hidden hedge
#

I guess that's a good reason to not have auto-checkout enabled

compact kelp
#

Hello, I'm having issues with the visual studio 2022 installer, it's stuck and doesn't download the setup installer. "It says unable to download check internet connection ". I've downloaded both epic games and unreal and rider they're working fine

#

Upgraded system so have to install everything again

fading dagger
#

Quick question for you guys. When dragging in an actor in the editor then deleting it. If I perform an undo I don't see the constructor called for the previously deleted actor readded into level? Is there anyway to sniff when and Undo re instanaces the editor level actor?

#

There is a transaction buffer I suspect that caches a copy of the actor added.

mossy jasper
#

Hello, the build for version 5.2.1 has failed with many errors. How should I resolve this?

#

Is it because of this reason? The error messages seem quite similar.

dusky compass
#

read the channel log, the .NET deps issue was discussed earlier

mossy jasper
#

Hello, how can I resolve these three warnings that appear when building UE5.2.1?

2>E:\Build5.2.1\Engine\Source\Programs\Shared\EpicGames.MsBuild\CsProjBuilder.cs(249,8,249,20): warning CA2200: Re-throwing caught exception changes stack information (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca2200)
2>E:\Build5.2.1\Engine\Source\Programs\Shared\EpicGames.MsBuild\CsProjBuilder.cs(305,10,305,72): warning CA2249: Use 'string.Contains' instead of 'string.IndexOf' to improve readability (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca2249)
7>E:\Build5.2.1\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs(2533,163,2533,196): warning CS8603: Possible null reference return.
hidden hedge
#

I would simply ignore them

#

It's really not worth messing with the .NET stuff unless you actually know what you're doing

hot parrot
#

Hey ! Anyone has resources on how to reduce the built size of the engine ?

dusky compass
#

see pinned

hot parrot
#

Thanks !

tired yoke
#

I've updated to the latest 5.6 this morning and am now getting this error when I try open an openworld map, simple maps seem to open ok. Does anyone have any suggestions on where to start fixing this?

[2025.05.17-17.22.26:242][599]LogWindows: Error: appError called: Assertion failed: !FUObjectThreadContext::Get().IsRoutingPostLoad [File:D:\Dev\Github\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp] [Line: 2038] 
Cannot call UnrealScript (SequencerSettings /Script/Sequencer.Default__SequencerSettings - Function /Script/Sequencer.SequencerSettings:ShouldShowThumbnailCaptureSettings) while PostLoading objects
spark hamlet
#

Running from source between Linux and Windows: doable, with one caveat: UBT runs in dotnet which refers to one "cross platform" dll, however the windows dotnet bundled differs from linux in that it has desktop related frameworks missing from the linux dotnet: Microsoft.WindowsDesktop.App.

unkempt beacon
#

I'm having this crash in UE4.26, It's related to my Ai Driven Cars, happens Only in a packaged Build and it's very Random

`Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000248dad3df20

PhysX3_x64!physx::Scb::Shape::getMaterial() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\physx_3.4\source\physx\src\buffering\scbshape.h:319]
Kaiju_New_Win64_Shipping!physx::processSuspTireWheels()
Kaiju_New_Win64_Shipping!physx::PxVehicleUpdate::updateDrive4W()
Kaiju_New_Win64_Shipping!physx::PxVehicleUpdate::update()
Kaiju_New_Win64_Shipping!FPhysXVehicleManager::Update()
Kaiju_New_Win64_Shipping!TBaseRawMethodDelegateInstance<1,SHeaderRow::FColumn const ,float __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe()
Kaiju_New_Win64_Shipping!TMulticastDelegate<void __cdecl(FPhysScene_PhysX * __ptr64,float),FDefaultDelegateUserPolicy>::Broadcast()
Kaiju_New_Win64_Shipping!FPhysSubstepTask::SubstepSimulationStart()
Kaiju_New_Win64_Shipping!TBaseRawMethodDelegateInstance<0,FPhysSubstepTask,void __cdecl(void),FDefaultDelegateUserPolicy,PhysXCompletionTask * __ptr64>::ExecuteIfSafe()
Kaiju_New_Win64_Shipping!TGraphTask<FSimpleDelegateGraphTask>::ExecuteTask()
Kaiju_New_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit()
Kaiju_New_Win64_Shipping!FTaskGraphImplementation::WaitUntilTasksComplete()
Kaiju_New_Win64_Shipping!FTickTaskSequencer::ReleaseTickGroup()
Kaiju_New_Win64_Shipping!FTickTaskManager::RunTickGroup()
Kaiju_New_Win64_Shipping!UWorld::Tick()
Kaiju_New_Win64_Shipping!UGameEngine::Tick()
Kaiju_New_Win64_Shipping!FEngineLoop::Tick()
Kaiju_New_Win64_Shipping!GuardedMain()
Kaiju_New_Win64_Shipping!GuardedMainWrapper()
Kaiju_New_Win64_Shipping!WinMain()
Kaiju_New_Win64_Shipping!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll`

astral elm
unkempt beacon
dusky compass
tranquil flame
#

Hi, i'm really experiencing very long time compile time more than 7h, for the first engine build.
Then modifieed a single h file and yeah i guess it will take 4h for (2727 actions).
I have a high end pc, UE's source on NVME, Ryzen9 5900X 12Cores.
I'm really suspecting something off here, it should not be that long.
Also i'm using Rider to build, but ig this have nothing to do with IDE. I need your help guys, i'm going crazy

#

Yup this make total sens to me. But not the time it takes to compile those files.

hidden hedge
tranquil flame
hidden hedge
#

a "native build" means it's closely tied to a specific project. if this is being used then UE5.sln contains the game project in the solution explorer

#

32GB is a bit low

#

so I wouldn't be surprised if this is a bottleneck

#

that said, I used a 24 core threadripper with 64GB of memory (the same ratio) and that was mostly fine

tranquil flame
#

Ok, no it's not a native build then, building sources, then create a project from this sources. Yeah that is what was expecting the ram might be the issue, but even if had more ram I would still need be limited by cpu cores, so yeah I guess it's time to upgrade my specs..