#engine-source
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Issues are fine on small/med repos
Linux repo works fine too, which is not a small repo
Blender github repo works fine too
Came here to see if it was just me, apparently not lol
I am also experiencing issues
Seems everyone's having issues tho
ouch... yup i just confirmed that merely typing in a source file forces a rebuild.
0>UbaServer - Listening on 0.0.0.0:1345
0>------ Building 4095 action(s) started ------
using rider:
i accidently added a blank line to WindowsPlatformMutex.h ... I even removed the blank line before building and it still forced a source rebuild
any way to prevent this?
Ugh it's still happening. Does no one at Github know theres a issue?
I opened a ticket with GitHub, time to see if they ever respond (ticket #3860442)
Are you from one of the countries under any sanctions?
It's not that. Lots of people are reporting issues.
gh went to shit since Ms bought it, that was expected
Nope, I'm in the US
guys if you all need to download from the epic games github while its inaccessible this command works as i found a way to clone the unreal engine from github even while its down
git clone --depth 1 --branch release https://github.com/EpicGames/UnrealEngine this actually works
i just tried it and i was able to obtain a fresh copy of ue 5.61 release
apparently their cdn is still up. its just the repository thats inaccessible via their web api
this took a good bit of digging on youtube but i managed to find a workaround
is US under sanctions? ๐
what bugs me is that Epic hasn't commented on the situation
I don't think they even know it's a problem
holy crap. i followed this one unreal youtuber's guide on how to build UE engine from source quickly and correctly.. final output engine folder size is 145 gb
of course i excluded a lot of unneccesary platforms that he specified were safe to exclude since im not using them and wow what a size drop
also the build time was FAR less! 1 hr 25 minutes compared to 3+ hours like it usually takes on my 2.90 ghz laptop
BTW, you can shave off like 20-30 GB by compressing all PDB files using NTFS compression (if you are on Windows that is) via
compact /c /s:"C:\path\to\your\directory" *.pdb
yes i am
Ah gotcha
Not long
i have a 13th gen laptop with 32 gb ram
Also if you have any other computers, I'd try setting up horde and UBA so you can do a distributed compile https://dev.epicgames.com/documentation/en-us/unreal-engine/horde-in-unreal-engine
i dont have any atm
but when i do get a second one i will take a look at that guide
Ah, I have 3 servers with Ryzen 5700Xs so that helps a lot (gives me 42 more cores with the way I have it configured)
im a disabled unreal dev struggling on one income
Ah
rn im focusing my funds on getting an apartment
Yeah, that's probally a higher priority
i cant work anymore due to my ptsd anxiety and brain injury so its tough working at a job with these kinds of challenges.
I just meant if you had any old desktops/laptops sitting arround you could use those
however i did manage to get a work at home network optimization job
right i can get some of those once i get my own place. im in a shared living house atm for the time being
Anyways, I gtg
have a good one. thanks for the tips
๐
compression just finished. total size on disk for the folder is 133 gb O.O
org page opens fine
code browser https://github.com/EpicGames/UnrealEngine/tree/c3caf7b6bf12ae4c8e09b606f10a09776b4d1f38/Engine
works fine
The only thing that does not work is repo main page so this tells me they reached critical point somewhere in repo and one of the main page widgets overloaded and timeouts for the repo data/stats
I noticed that I'm not able to load my plugins from the Marketplace folder in my source build. If I put my plugins in Project/Plugins it works but but the same plugins in Engine/Plugins/Marketplace are not being found, any clue why? I tried a few things already to no avail.
just be careful, when debugging if you accidently type in a source file, it'll make you rebuild everything
Tip: Make all the source files read only so, at least, your IDE will ask if you want to change that before saving/editing. (It should be safe to do this for all cpp/h files that aren't in an intermediate directory)
^ could this be pinned, knowing this tip would have saved me many hours <@&213101288538374145>
Hmm careful doing this tho. read only the wrong file, like i did, and nothing will build. more specific directions would be beneficial. read only corrupted something and i'm now rebuilding from scratch
which guide?
Added with a bit of a guide on which files to do ๐
thx !!
i ended up setting engine/source/runtime and engine/source/editor to readonly
Anyone seen word on any forums/socials about it yet? o.O Have seen earlier posts just wondering if we've got official etas
Came here to ask this, was also speaking to a coder I know and he suggested trying https://github.com/EpicGames/UnrealEngine/releases
yeah, branches/tree/search work. as long as you dont open main page/issues/pulls
they are probably waiting on GH response
Is there a way to search github commit messages? There is a fixed issue (UE-296837) with a CL (46591511) I would like to cherry pick, but when I search either of those it reports it can't find them in the source (which I guess I would expect).
Maybe this is related to the unicorn page, not sure. Haven't had to find a change this way before.
yes, but it works only for default branch (release) and only if commit message specified that.
better chance looking at file history / blame to find the commit
search does work if you open page directly
Oh fantastic! Thanks so much!
Got a response on the ticket
So GH knows, they are just taking 10 years to solve it
I have on good notice that Epic has notified them directly like 2-3 hours before this ticket got answered... because weekends and stuff + it seems like it seemingly works from US (at least partially) but outside-US pretty much doesn't.... so hopefully it won't take years for them to fix the stuff... from my experimenting only the "home" page of the project and PR threads are affected, the rest of the pages work just fine
they dont care much because everything else works it just gh cant render front page
which barely has any value
@daring holly @gloomy kelp @slate tapir I've been told this is now fixed
Oh and @cosmic stump too
yeah, I just checked - seems to be working
Legend thanks
So it is ๐
fatal error C1083: Cannot open include file: โAndroidRuntimeSettings.generated.hโ: No such file or directory. So I'm trying to build platform as android in ue5.4.4 recently but I'm getting this errors. Didn't find much of the help yet!
you are trying to build "development editor" for Android, which is not valid, use "development" which is a game target. furthermore, always use the output log for errors
though generally, you'd be building when you just package
you won't be directly running the editor on a mobile device
Agreed. But i got errors while packing due to which I was trying and testing different options.
well it isn't going to change much. packaging just runs UBT
so it's likely best to share your packaging results in #packaging or #mobile
Also I'm getting same errors in development target as well.
been a few years since I've dealt with a source build, is it just me or is 5.6.1 a mess? First the corrupted nvtexturetools, then all the vulnerable nuget packages which warningaserror by default, and then UBA is just completely broken in 5.6.1.
Better off just taking UE5-main?
packages were marked vulnerable after release (as it is a 3rdparty tracker), and epic does not backport anything - it is all up to you.
also it makes zero effect on you as they used in engine tools and you don't use those libs in public environment
idk about nvtexturetools
it's a fairly stable release as far as 5 goes
your IDE freaking out about an internal tool != unstable
it's some old libs that are corrupted in the ue github repo, they need to be replaced with fixed versions before you can get it into perforce.
I just updated the deps files?
I have no idea if p4 changes how those work
what does "old libs that are corrupted in the ue github repo" mean? the setup?
github has been janky lately I suppose
2.0.6 nv texture tools library in the github repo is corrupted, they got botched in a merge a long time ago apparently. Perforce complains when you try to add them
can you just re-obtain it normally?
you can get them from google code archive and replace them yourself, yes
basically, when I last worked with a source build years ago, it was pretty straightforward and no hassle. This 5.6.1 version has been a right PITA
from what I've read, UBA merge for 5.6.1 branch was botched, so you gotta disable it or cherry pick a fix
UBA has worked fine for me for a long time now
are you using some more advanced part of it? I only use it locally and I know people using it with remote workers in their local network
The UBA source on 5.6.1 is broken : https://forums.unrealengine.com/t/unreal-5-6-1-compile-errors-in-unrealbuildaccelerator-uba-projects/2659416/3
Hi, We had a hiccup at the P4 level when we integrated all the 5.6.1 fixes from Dev5.6 to Rel5.6. Three files from UBA didnโt make it and we only discovered it after the hotfix was live. The problem was addressed with https://github.com/EpicGames/UnrealEngine/commit/d9ebb27bc32a04a62d87f4a32cbe65e9eb3607ff The Release branch is a mapping on ...
Hi there!
Have you any recommendations about the vulnerabilities : Microsoft Build 17.11.4, Magick 14.8.1 and Bouncy Castle 1.8.6.7 ?
I can't find any official fix for these. I'm under 5.6
change the deps to the new versions
voila
they are local only anyways afaik
I just changed these in the csproj files
Ok thx. I did that for the three vulnerabilities. No problem with Bouncy Castle, but:
- With Magick I get an error NU1902 when I want to build an Installed version of the Engine, so I can't make it
- With Microsoft.Build, I get errors in the console (engine open) due to lack of dependencies, and I can't package my project
๐ข
I will probably do <WarningsNotAsErrors>$(WarningsNotAsErrors);NU1902</WarningsNotAsErrors> ๐
But, it's boring
works for me but I haven't tried to create an installed build yet
Could someone please tell me where UE loads the data for the 'project settings' window? I've bee looking in the repo, but without sucess
You'll have to be more specific. It's not all in one place. You can even add your own by creating classes derived from UDeveloperSettings.
You are right, I'm looking for Platforms/Android and Engine/Rendering... I'd like to see how they load some config
Pick a config key and search for it in IDE?
IIRC, everything in there are just inside a derived class of UDeveloperSettings.
With a very quick glance, there seems to be something specific for platforms (UPlatformSettings)
When I have created these, I just access them through the default object. Seems the most straightforward to me, you can see an example from the engine here:
{
return GetDefault<URendererSettings>()->bClearCoatEnableSecondNormal != 0;
}```
Some other settings within Rendering seem to be accessed in some odd way via their associated cvars. I don't know why really.
I'll actually answer to the msg so you get to see it ๐
I change all Magick version by 14.9.1, i doesn't have anymore this warning but i got this error :
unresolved external symbol "struct UE::ConcertSharedSlate::TReplicationColumnEntry<struct UE::ConcertSharedSlate::FObjectTreeRowContext> __cdecl UE::MultiUserClient::Replication::MultiStreamColumns::AssignedClientsColumn(class TSharedRef<class IConcertClient,1> const &,class TAttribute<class TSharedPtr<class UE::ConcertSharedSlate::IMultiReplicationStreamEditor,1> >,class UE::ConcertSharedSlate::IObjectHierarchyModel const &,class UE::MultiUserClient::Replication::FUnifiedClientView &,class UE::MultiUserClient::Replication::FMultiViewOptions &,int)" (?AssignedClientsColumn@MultiStreamColumns@Replication@MultiUserClient@UE@@YA?AU?$TReplicationColumnEntry@UFObjectTreeRowContext@ConcertSharedSlate@UE@@@ConcertSharedSlate@4@AEBV?$TSharedRef@VIConcertClient@@$00@@V?$TAttribute@V?$TSharedPtr@VIMultiReplicationStreamEditor@ConcertSharedSlate@UE@@$00@@@@AEBVIObjectHierarchyModel@64@AEAVFUnifiedClientView@234@AEAVFMultiViewOptions@234@H@Z) referenced in function "private: class TSharedRef<class SWidget,1> __cdecl UE::MultiUserClient::Replication::SMultiClientView::CreateEditorContent(class TSharedRef<class IConcertClient,1> const &,class UE::MultiUserClient::Replication::FMultiUserReplicationManager &)" (?CreateEditorContent@SMultiClientView@Replication@MultiUserClient@UE@@AEAA?AV?$TSharedRef@VSWidget@@$00@@AEBV?$TSharedRef@VIConcertClient@@$00@@AEAVFMultiUserReplicationManager@234@@Z)
not all of them. But it's by far easier to use developer settings as it does the registration for you
I also changed to this version, but I donโt have this error ๐ซ
Yesterday I deleted Binaries, intermediate, derivate data cache (โฆ) folders on the engine, then I downloaded binaries dependencies via Git, then I rebuilt the engine + regenerated the project files.
After that I updated the files for the 3 vulnerabilities (bouncy castle to 1.9.0, Magick to 14.9.1 and Microsoft Build to 17.11.48, no warns, few errors on automation build (in Rider), but I can compile + make installed build on the engine and package my game with no error.
I will try thanks
Hi! Do I need to apply this patch mentioned in the comments manually? Will a 5.6.2 version be released soon in order to avoid manual changes on my side?
I am currently working on a fork from 5.6.1 that I want to pin, and stop syncing updates from Epic and just focus on stability, performance, build size & speed and DX.
I have a few ideas here and there, is there anyone who messed with the engine source a bit and can chat with me a bit on some stuff free of charge?
I started small, for example, I wanted to get rid of that 6 files at root that handles setup and mimic the setup script similar to what rust has.
Invoked with:
./x setup
./x generate
Main issue:
When I build from source, it's always extremely slow + the produced build artifacts (binaries, intermediate etc) is huge, the whole engine is ~200GB if I build only the UE5 target with programs having pre-built binaries.
And if I built the whole solution from scratch, it's around ~300GB+ for Development Editor, where a lot of the artifacts are actually test junk and other stuff that IMHO shouldn't be part of Development Editor
So you just don't take updates. There's nothing that will automatically push updates from Epic to your fork, you have to do that yourself. If you don't want updates, don't take them.
For the build times, building from source takes time and space. But only the first time. You can improve the time with better hardware (my laptop is pretty beefy and don't have a huge problem with the time when it happens) or more hardware (using something like Unreal Build Accelerator) to distribute the build to many machines. It can still take up a lot of space and the only solution there is bigger drives sadly.
Lastly, you're not really supposed to build the whole solution. You're supposed to build a project and it will build the minimum set of things that are dependencies. This will not include things like the tests.
It's not like this, if a certain version has vulnerabilities / broken build I would be inevitably forced to update. It's not like I have a choice there, because they won't separate versions per branch and then cherry pick security patches and stability fixes for an LTS, the whole branch moves forward together with new features and stuff, so I have to update the whole fork, or manually apply the fixes to my fork without auto syncing ๐
edit: Anyways, I am here to discuss the other issue related to DX when working with UE5+ and find people who would agree on this statements - "Throwing hardware to a software issue is not ideal" and "Given enough time we can make this thing run faster and be smaller in size and contribute back to UE5 for everyone to profit" and exchange ideas on the topic and how can we improve it.
I don't have a good machine, but waiting for 16 hours to build the whole solution is not OK, regardless of the hardware. 4 cores must be able to build this behemoth in a maximum of 6 hours, that's my envisioned estimate & target goal.
As for space, I just made a screenshot saying that Development Editor should not even build anything related to tests, that should be done under Test Editor. By doing so, we can save up to at least 50gb from what I initialy researched, and I believe we can save more if analyzed properly.
So yeah, guys who is on my wavelength related to the issue, DM me and let's form a chat to exchange ideas and how to solve this in a neat way. If any moderators are reading this, would be nice to create a separate chat engine-source-dx-refactor or engine-source-dx-initiative or smth like that. Maybe even bring in a dev from the epic team if there is any here.
Yeah, 16 hours is a rough build time. But again, maybe you're building too much because you're building the wrong thing. You don't have to build everything. If you built just a project and not the solution, you'd build a lot less things (not just the tests).
My laptop does a clean build in an hour (but I only do that during engine upgrades). At work we'll get it done in 30-45 minutes, but again only after engine upgrades.
I don't know where you get the 4-cores & 6 hours estimate and some objective measure of anything. The engine is huge.
"Throwing hardware at the problem" is considered a reasonable solution because it's a professional tool for professional environments. While it's nice that Epic makes it available to everyone else it's the trade off you get for moving from the launcher build to a source build. We're a small independent studio and "throwing hardware at the problem" means we have two more machines that everyone can share to distribute work to. It doesn't mean clusters of super computers or anything. Or just buying additional hard-drives because the effort to try to make it smaller just isn't worth the time and effort when you can get 4TB for a couple hundred dollars.
Based on similar requests in the feedback channel, you're unlikely to get any traction on new chat channels for that sort of thing. If you want something like that you may have to start up your own discord server.
see pinned
Each UE version has its own requirements to the minimal set of plugins required to build and successfully run Editor/Game targets. You will have to experiment, because it constantly changes, but in general, here is minimal set for <=5.3 that works:
Isn't this a bit crazy if we think about it?
Plugins should be isolated pieces of code that extend the editor independently, yet the engine won't built without some of them present. At that point it's no longer a "plugin", but a core piece of the engine source
(Y) Agree/ (N) Disagree?
The concept is still good, to try to encapsulate things as much as possible. The fact that the Core engine has evolved in a way that some Plugins have become essential, critical pieces doesn't mean that they Must be moved to Core imo
Well then move the plugin out of the Plugins and integrate into the core source. It diminishes the whole purpose of a plugin and adds ambiguity, in terms of you don't know what plugin would break the build if disabled/removed, and only through custom docs like the one pinned by trial and error it could be deduced properly.
It's an issue, that nobody wants to commit on a proper refactor due to dev costs.
Looks like we have to update imagemagic again. I moved to 14.9 and all is well again
<PackageReference Include="Magick.NET-Q16-HDRI-AnyCPU" Version="14.9" />
(this isn't going to be a big security issue in practice as these are local only but it's just to make the warning go away)
I'll add this to my backlog
Essentially:
Engine
FeaturePacks
Plugins // <- Indepenent, isolated plugins that are downloaded out-of-the-box for the developer.
Samples
Templates
UE5.sln
it is unreasonable to expect epic to check every combination of every plugin ever. The engine building together with plugins and being versioned alongside them removes a huge issue of plugins having their own random versions that you need to juggle
see: unity packages being a fiesta of random versions (although way better than not having source-available packages)
in the context of the Editor, yes, some functionality is offloaded to plugins so in a sense a few of them are required because some core modules require them
the advantage is that they are not part of the core codebase so that already is good enough
helps on build time and code iterations
I just disable all engine plugins by default and I only had to enable like a half dozen or so
pretty good all things considered
Just because they're isolated doesn't mean that they can't also be essential.
That's like after building a game thinking that you could disable any of the plugins you used to make it and expect it to continuing working.
The plugin/module structure provides other benefits. They're not meant to provide a way to strip the solution down to bare bones.
Epic HAS moved plugins to be core engine modules in recent years if that helps. Mass used to be a plugin along with Structutils
When I was looking at all these dependencies back then there were some odd things tho like IrisCore was an odd hard req for some 5.x versions (dont recall which i think 5.1/5.2), but these were rectified later
all in all i dont think anyone from epic core engineering team actually goes hrough this so it has to be PR that tidies this up but it most likely wont be accepted as being potentially too disruptive to the established ecosystem
Iris has a stub module that exists just to make it compile when its not on
iirc
it's far too important to just be plug and play from a code perspective
it has to make changes to the core replication ticking/dirtying flow
but, if you really want, you can build some extremely bare bone editor if you trace all module -> plugins dependencies and remove non-critical modules; it wont be much, but doable.
Questionable though, why would you need such editor, I guess there could be very specific case to edit/audit only specific type of assets with limited functionality for the rest of features
"DisableEnginePluginsByDefault": true, in the uproject
RigVM too IIRC
I think EI and Mover are next
VisualStudioSourceCodeAccess is mandatory as well (even if you dont use vs as an ide)
a lot of misc things you don't really need but are kinda annoying to go without like PluginBrowser
There are 4 more issues I think in the current structure
- The binaries/artifacts are all spread inside
Enginedirectory. Making the cleanup in case it's needed a huge pain in the butt, as you have to keep track of every single binary generated by programs/engine/thirdparties keep the directories recorded somewhere, update.gitignoreand also clean if you want to do a build from scratch. Instead I want to somehow group all of the generated/binary/artifact data from any level at root, into:
Build // <- All generated data, binary data, artifacts, etc
Windows
ThirdParty
Intermediate
Saved
Linux
UE5.sln
Engine
FeaturePacks
Plugins
Samples
Templates
UE5.sln
So a simple rm Build or rm Dist would do.
- The test projects are literally everywhere. The same, move them all in one place at root
...
Tests
AutoRTFMTests
UnrealBuildTool.Tests
...
...
- The content binary data
*.uassetsare in so many places. This leads to a HUGE problem, you can't really programatically analyze and understand exactly what engine content data your level is using, ending up with issues such as huge binary files for small indie games, and manually configuredwhitelists/blacklistsof data in configs, which is a bummer and not DX friendly, not really a scalable solution. And downloading data separately from an SVN via a script is meh. Why not git submodules or smth like this forSamples, Templatesat least...
Content
Core // Moved from Engine/Content
Samples
Templates
FeaturePacks
That way Engine directory would contain purely source code
- Third party code being part of the
Engine/Source/ThirdPartydirectory, adds ambiguity, because it's unclear which third party code is modified to what extent compared to the original library sources and if you want to check you have to cross reference a certain version with the original source, or even more than that, check each file against the original library source file code to make sure it's unchanged.
The biggest issue here is when it comes to updating libraries due to deprecation, third party code optimizations, security updates, it will be much easier to upgrade.
So here the proposal again, move all ThirdParty directory to the root, and make sure it's only either a git submodule specifically, meaning it was 100% unchanged, through a package manager like nuget, conan and if an extension of the original library is needed, then create a wrapper for it inside the existing Engine/Source/ThirdParty but at least now we know exactly which libraries was extended/modified by Epic.
https://github.com/EpicGames/UnrealEngine/pulls
best of luck
Yeah, I will, but first I need to pull it off no?:)) For now it's local experiments/ideas
So, given I WANT and I BELIEVE this changes would make a huge diff as a first milestone into making the builds quicker/lighter/easier to cleanup, manage and upgrade, from all this 4-5 changes I proposed what do you think logically should be the correct order to develop as there are quire some entangled code in the current sources? I head butted myself a few weekends now and formed some ideas, but if likeminded people would go through this channel, read this proposals and want to help out, DM me with your ideas on this, or write it down here, I'll take a 1-2 weeks break from this and will restart after I have some more input from other people.
It's a massive task, I know, but still, for now assuming I can pull it off, (no), where should I start first and so on...
My idea for the order of development is
[2] Tests[4] Third Parties[1] Binaries[3] Content
Ok, cya around...I hope I was not too annoying ๐ค
๐ซต If you like these ideas to be implemented or see value in them and got skillz, DM me, maybe we can pull this off together.
So I want to use 4.27 and 5.6. For two projects and I don't have much space to build the 2 engine. How can I switch between engine which I have cloned from GitHub? And don't need to build them all the time whenever I switch! Also I am trying the same thing in Asustor Nas but it makes it very slow for rendering packages even though I have 4 SSDs of 1 TB and 64 GB RAM! So maybe I can install two different versions at the same time and build them but main issues is shaders compile and packaging. It make overall setup very slow and laggy with constant usage.
You just need to have space for them, there is no magic to work around that. Engine size can be optimized somewhat though ( there should be tips here if you search )
Just install launcher 4.27, it is 12gb just editor
you don't operate on filesystem so your "rm Build" are problem, you use project build system. bypassing project build system is akin to manually invoking cl.exe on each file, it is dumb.
epic does not use git, they use perforce, perforce has no submodules.
thirdparty is a source, so it is part of source, same as thirdparty stuff part in pluginname/source/thirdparty
tests spread around because some are engine tests, some are plugin tests that have to be part of plugin, program tests etc
yeah, slimmed down launcher build with no content examples/templates, pdb, just windows platform. just source present will be small enough.
but pdb presence is preferred if you ever need to debug it
- Thank you, Nice! I missed that they use perforce. I'll keep my fork compliant with this core requirement. But they use git for their public repository still.
- I disagree that current setup for a clean build is better than just having every artifact under
Build, instead of anrm -rf Buildand./Setupyou can dogit clean -fdx&./Setupthe only difference is if any new ThirdParty integrates you have to add it's binaries to the perforce for download/setup the CI/CD pipeline to build that heavy deps and lastly download them usingGitDependencies.exebut most importantly make sure to keep.gitignoreworking correctly and ignoring only correct things, which is the most annoying part and error prone. By strictly limitingEnginedirectory to be ONLY for source code it's easier to manage the whole thing, and rules in.gitignorewould become orders of magnitute easier, and any subsequent changes wouldn't be necessary. - About thirdparty dir/plugin and so on, I'll try to make it in the fork in hopes it actually would simplify, speed-up things.
Do you think only @main cradle has issues with storage? I have 2TB it's tuff and it's constantly not enough. ~250+ GB is occupied by the full build of the engine + very basic assets. The fact that the engine is professional does not mean it can't be slightly trimmed.
For example, I would want to run something like ./x setup --target-only Windows_x64 --dev-only=VS --content=all|<...>|blank and have a optimizations at every step of the way:
- Downloading
- Solution project setup
- Plugins pre-installed
- Content fetching
- Building / Targets / Binaries
- Runtime
So I could end up with a tiny version of the engine specifically pre-configured for developing with Visual Studio only, and just for Windows_x64 PC.
Right now there is similar way by providing some -exclude Android etc, but it's limited and applies only for download step / setup step.
For example, I really would not care less about 12>[1107/7947] Compile [x64] Module.AugmentedReality.cpp and why the hell it's being build. I just don't need that, and I can't opt-out and not build it. Which is sad.
Ofc, there are people who do, for them a default setup, would provide each and every module out-of-the-box.
they use GitDependencies only to bypass usage of Git LFS by github (since it is not Epic who own Github but Microsoft) money to store terabytes of binary assets will be massive. Note that GitLFS appeared much later than UE was mirrored to github
Yeah I assumed it may be the case since it's only used mainly for static content, like pre-built .dlls like for CEF for example and .uassets etc
It really would be crazy to build all third parties from source tooo...
or would it be...
CEF optimized from scratch without tests is built in..3 hours or so...
Yeah I'm not that qualified to go deep in the rabbit hole, I am not even 100% sure I can actually deliver what I yap here about.
But..
I try to suppress fear and anxiety.
My main issue is that I'm broke and generally poor. And I can't afford a new PC in the near term, or storage even. xD So I have to try and optimize it. As I want / have most experience in UE
Ok and shaders? I do NOT believe, I need to pre-compile 15k shaders to launch a BLANK project containing a plane, a cube and a simple skybox without clouds. I'll try to fix this thing up in my fork aswell, this is insane.
blank project = default settings which don't turn off many shader permutations
etc
this depends on the project
isnt DDC supposed to help with that, I think you can build default engine ddc to speed it up
I think defaults has to be corrected a bit, any of this options that would slowdown the launch has to be split better.
Right now there is Maximum and Scalable is not enough to set all the options according to the desired user choice for the project, I think it should have something like, Bleeding-edge Maximum Medium Scalable Low-end, where Bleeding-edge only may have any experimental plugins, Maximum should have only stable, battle tested plugins or other deps in there. They rely on experimental feature in their releases too much.
Also there is no way in the generator to provide the platforms, and the RHI options by default (All , DirectX, Vulkan, Metal) .
Not everyone develops stuff for Mac or I maybe don't want to do it in DirectX and target Win/Linux only. So maybe something like a multi-select target platform picker as well, All, Desktop, Mobile, or granular picks Windows, Linux, MacOS, Android, iOS etc
you can just change the ini manually
yeah the startup options are pretty sparse but
idk what else they would put there
Wait, I'm just pointing to some flaws, not attacking the engine devs, or saying it's all shite. Don't need to be that defensive, better point similar issues too, so I can add them in my backlog, revise, connect and start improving and fixing it. Who knows maybe some things would get accepted into the main UE5 branch. Like a better project startup picker, with all this flexible options there. etc.
I am very very serious about this ๐
I will meditate on startup options
I do actually think they should have a LITTLE bit more though for sure... a choice of raytracing or no makes sense at least but they should probably add stuff like static lighting vs no static lighting
and platforms would make perfect sense too
not that I think it does much to exclude them project-start wise after you have the engine itself built but it might save some pointless plugins
Oh nice point. Like if your game does not even need raytracing why waste CPU cycles compiling unrelevant code.
the raytracing setting is a choice when making a new project already (Unless its missing there, not sure)
So not only RHI options but also Lightning Model or smth
Can someone help me with this engine crash. UE5.6 source based. As soon as I pressed " Refresh Platform Status " engine is crashing. What's the reason behing ?
Thanks in advance
threading issue, you'd have to debug to see what causes it
How can I do that with " Refresh Platform Status " ?? inside editor or VS IDE
launch the editor from VS (using the green play button), when it crashes/ensures, it's break and it'll show you what the callstack is
as long as you have debug symbols, but since you're in #engine-source , you should
though here, I'm suspecting it'll failed to run whatever child process it needed to grab the android sdk status, but the callstack should tell you
I built NvRTX Branch and ran into this issue. I use a non NVIDIA. Any ideas?
It help me a lot, thanks!
Didn't find any solution yet
I've been trying to solve this since yesterday and so far nothing. There is simply no solution.
I have already completely reinstalled Visual Studio, and nothing has changed.
I also completely reinstalled the source three times, and nothing changed.
Honestly, I'm almost going to the 5.7 preview source code just to see if it stops giving errors
Still same there according forums. Although Good luck. Give it a shot
Really? I won't even try then ๐
I am running out of space with 4 UE versions including source ones to give it a try ๐
If you find a solution, please remember me and let me know if you managed to solve it, this is so frustrating
Wow
haha
Sure. Hoping same
Thank you ๐
did you try this: https://forums.unrealengine.com/t/turnkey-fails-to-verifysdk/2642592/2
Steps to Reproduce Start the unreal editor and/or navigate to the Platforms menu for an unreal project using precompiled binaries with no access to Source/Programs. After turnkey fails, it deletes the build records and causes future attempts to fail to find the build records and fails to compile the missing csprojs from Source/Programs.
generally I'd be more looking to supress the warning rather than upgrading the package
well are you making an installed build?
I'm using the source code
then that doesn't apply
I know, I'm just dying to solve this. Any solution anyone can suggest, I'll be trying haha.
I would have the engine be as pristine as possible and try and disable the vulnerable package warning instead. A handy tip is also to use a native build so you don't compile literally the entire engine
I see in main all the packages were updated in a batch https://github.com/EpicGames/UnrealEngine/commit/83e67c23f9001612337019783f5dafd3152b002a
I've tried that too.
Me too tried this from binary version
from the earlier log, it looks like you package from the editor too. do you get the same via BuildCookRun?
Yeah
then I would suggest sharing the log from that rather than the noisy in comparison in-editor run
when you upgraded these packages, did you actually build UAT and Turnkey.Automation?
I just rebuild the UE5 project itself
that doesn't include the .NET programs
also building "UE5" is wasteful since it builds literally everything
that is, every native part of the engine (engine modules, plugins)
Hold on, I'll try that.
Something weird happened I haven't changed Magick version I simply deleted source folder and verified engine from launcher and boom package is success and NO death scare " SDK NOT setup window " too
Anyhow I need to try source version. Thanks @hidden hedge for your time and effort for the community
One important note @cinder trench delete temp folders from project
You're not using the source code, are you?
I tried it on new projects and it still didn't work :(, I'm trying to do what sswires told me to do.
Now I have to work on that. Flushed Source and I will redo the build according to sswires guide
My problem is a little different from yours, because the Launcher version works correctly in my case, only the source version is causing problems
Okay! I managed to get the Unreal Source Code packaging to work! That's exactly what you need to do to fix it: update magick and recompile the automation tools! Thank you very much @hidden hedge for your help!
@steep shuttle
With NumCustomPrimitiveDataFloat4s = 9 and DataStrideInFloat4s = 32 (because BATCHED_PRIMITIVE_DATA_STRIDE_FLOAT4 = 512u/16u, this loop of FBatchedPrimitiveShaderData in GPUScene.cpp is only looping over 8 out of the 9 CustomPrimitiveData float4s (if StaticLighting is allowed).
// i == 24
// int32 NumCustomData = FMath::Min<int32>(FCustomPrimitiveData::NumCustomPrimitiveDataFloat4s, DataStrideInFloat4s - i);
// int32 NumCustomData = FMath::Min<int32>( 9, 32 - 24);
// int32 NumCustomData = 8;
for (int32 DataIndex = 0; DataIndex < NumCustomData; ++DataIndex)
{
Data[i + DataIndex] = PrimitiveUniformShaderParameters.CustomPrimitiveData[DataIndex];
}
If StaticLighting is allowed, doesn't that mean I can effectively and securely only use 8 CustomPrimitiveData float4s instead of the 9 that are typically communicated, because this code path of BatchedPrimitiveShaderData exists?
Heyo, people, all good?
I'm trying to build an specific version of UE5.4 from source, in order to mod a game. But I haven't been able. I believe this maybe related to this error, but I can't be sure, google didn't help either. Did you guys know what may be happening here?
This is the full output if anyone is interested
I can tell right away you don't have the correct build tools for the version of the engine you're compiling
5.4 is likely going to be 14.38
but this looks like this is for unauthorised modding, which is against the server rules
Sorry
The rule wasn't clear on this one, "Discussing tools for PC mods is OK if they're permitted by the game's creators", while Obsidian never directly supported modding tools, they have been supportive of mods in the past (https://www.nexusmods.com/bloobsadventureidle/news/11354), but please correct me if there's any new information I missed out.
Thanks, 14.38 is installed, but I think I had garbage in my build data, I set visual studio to rebuild the files and I'm waiting now.
That rule is not applicable to and does not concern UE itself, it literally talks about tools.
Does not matter what you use UE for as long as it is within TOS/EULA
it is applicable as it's a server rule
I mean that's alright, I think the question doesn't violated it, but let's leave the moderation to the moderators, we all are here to learn.
Still waiting between, didn't realize it took so long to compile the engine xD
Well, hope the wait is a good sign
it has already been discussed with moderators and in this very channel and modding discussion is not against the rules
regardless, your question is not related to modding
hey, if anyone have experience need advice on the topic how to actually get visible sdk for packagin project. (clean 2025H2, VS community 17.14.19
https://forums.unrealengine.com/t/ue-5-6-1-source-cant-package-projects/2673440
Hi , there iam out of ideas:( Please Help. Iam after 2 fresh windows installs 2025H2 and VS 17.14.19 Build wont recognize SDK tried install OS with main account(online) -cause switching to local saves user name and can break dependcy , what i read in other topics so did without changing that. Only Machine name during install. in first tr...
you did not build any of the automation projects
how to force that actually? Did not had that problems before with any version of the engine
well the log shows that they fail to build because a warning as error is there due to a vulnerable package version being used
so you'll have to manually upgrade the package or suppress the warning
did that installed newest nugets in first try now its my second reinstallment of os (used 14.19 versions)
Hello There, this is first part of tutorial how to get Windows 252H ,Visual Studio and Unreal Engine 5.6.1 ready to package Dedicated Servers for Linux machines (Ubuntu) . Process Require couple of hours so be patient and follow exact.
- Installation is on fresh copy of W11 25H2
- It covers most problems might happen during process
- If you h...
I'm not sure why you're giving a random tutorial
from 14:40 its mine ive updated that packages
clearly not from your log
yes but redoing that not fix the issue that sdk is not visible
well share a log from that
okay need now to recover backup and update that log
?
nugets errors now dissapear cause ive tried to remove net8 from VS
to see if with 6 only it will help
Hey everyone, Just wanted to add a follow-up to this thread for anyone who is running into this build failure on UE 5.6 but wants to stay on the latest .NET 8 toolchain without downgrading to .NET 6. The accepted solution of using .NET 6 is a great workaround, but I found that the root cause is actually two separate issues: a vulnerable NuGet ...
I'm not sure why you're not doing what was suggested through suppressing these errors, disabling warnings as errors, or upgrading the packages
that is the path forward and not anything else
how i can disable those errors?
back due the ssd magic
now upgrading and will deliver the log
want log from completed from magicQ or install that packages too?
Worked without that Microsoft build packages...
will try to install them and see if that happens
YOu are an Angel with maximal luck - spent 2 days trying to fix
thank you just for response
dont other to restore you can septn weeks trying to make it work, just set to ignore errors
where i can do that never did that setup? Where i can set to skip those . Ive learned something new if i mess up that in futture i will have more understadning how i can fight with that
you have to set that up yourself by editing the affected csproj
https://learn.microsoft.com/en-us/nuget/reference/errors-and-warnings/nu1901-nu1904
either through the <WarningsNotAsErrors> to downgrade them back to warnings, or disabling <TreatWarningsAsErrors>
disabling them generating error and editor wont launch - there mus be some tricky setup - proper guide need to be done on that topic
This is just a find and replace on csproj files, because all the automation ones have it set to true
That's the guide
You would need to share errors you're seeing
you mean that to false?
disabling global in VS setting wont allow me to run even as example engine
Yes and for all instances across all csprojs
And if it won't allow you to run the editor, you'll need to show what you see
<TreatWarningsAsErrors>false</TreatWarningsAsErrors>
<WarningsNotAsErrors>NU1901,NU1902,NU1903,NU1904</WarningsNotAsErrors>
in every single one csproj, you can write a simple script for that
you would need one or the other, but yeah
<TreatWarningsAsErrors> being true is what made those errors rather than warnings in the first place
for now i made workaround for current VS release and nuget packages cause there are alot of files to overwrite already
In Second Part Ive met a problem which causes me couple of hours to figure out. I Mean Nugets...
So i cut previous video cause ive updated all of them with smile on the face but that was unexpected
in final havent SDK enabled for packaging project which is unfortunate. I Did a backup so could back to the moment before installing them
Found So...
hey people so ive been having a issue for a while now with rider and well for some reason every file that I open is all just red, no code completion no type hinting no nothing, shit pisses me off mad since I'm basically working blind and rely on recompiling engine to find any issues and maybe idk someone had the same issue and knows a fix
I seem to recall seeing it last week. Invalidate caches and restart maybe cleared it up
anyone else's "Package Game" option in 5.7 branch build grayed out?
seems to package fine through runuat.bat so maybe a ui issue
already did that like 20 times
been happening to me for months
is there an AI-Free IDE available that works with UE????
I want an IDE without AI
I tried old version of Visual Studio 2022 Community 17.6.0 but I get Visual Studio 2022 x64 must be installed in order to build this target.
I later found out I need 17.8 or later, 17.10 recommended (Default)
I wont explain the reason because we will go out of the scope, I just want an AI-free IDE
About Rider and Visual studio
I spoke with Rider and asked if there was any Open-AI-related code within the app even if I choose to opt-out of AI, and they said there's some code integerated in the main app beside the optional AI feature,
so you will have code running collecting god-knows what it is doing by using rider even if you wont install their AI feature!!!
Microsoft co-pilot is based on OpenAI Third party tools(SO microsoft is not the one who developed the app)
Think of it like this a Third party tool is like a game engine and co-pilot is like a UE-Game and I know more about microsoft
Install Visual Studio community latest version.
Modify the components to include the toolchain required by your engine version: https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine#version-compatibility
I.e. for 5.6 you need MSVC 14.38.33130
I don't think it comes with AI, whatever that means, and if it does according to your definition, I'm sure you can disable it.
Rider only collects AI data by default on the non-commercial version, but you can opt-out (but it's shitty that it is opt-out)
lol i'm a dummy, I had to look at the source code to figure out you have to select the platform first before the package project button becomes clickable
Has anyone successfully added options to material editor?
from my insider source OpenAI they bypass(with their cooperation) microsoft, google and they collect data on their own, so i am afraid the only opt-out is not to install any tool that uses their third party tool, so i am moving to linux ๐
You can disable copilot in VS
they fixed CPU usage all the time yesterday for VS2026 btw predicts code from repositories like Rider but its free atm - this is cool feature. Also it helps for c++ beginners when stuck.
there is no point reinwenting the wheel. Better to build something cool instead spending days to look for solution.
Epic should create some tool that automatically convert everything bp after packaging to c++ under the hood.
for now iam learning that c++ cause i have too - cause use some plugins which doesnt work i would like. so there is need to expand functions etc.
beter to focus maybe on optimizing something in the code where its struggles ๐
Is there anyone in here that is well versed in building projects through game sync? I have been having issues getting my project to build for the past week. It gets close each time but gets caught up on the plugins. no one else on my team has had any issues with it though.
there isn't any trick to it, it just runs UBT like your IDE would. are there any specific errors you're seeing?
Yeah itโs weird. Our team normally pulls from perforce and build through game sync but when I tried it I hit an error where the windows sdk 10.0.26100 would cause my pc to have compiling errors so we switched just my pc to use an older version and that one got through all the cpps except the plugins. Weโve never had issues with our plugins before but they are throwing errors and failing the compile. @hidden hedge itโs been a long going process but Iโm right down to the last 10 cpps and failing itโs driving me nuts.
you should have the Windows SDK and MSVC toolchain that matches your engine release installed at a bare minimum
but it's hard to know without being privy to the exact errors you're seeing
Yeah I can put errors on a notepad and send them to you.
bt> Using Visual Studio 2022 14.36.32548 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.36.32532) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Current build settings for UE 5.3.1
Looking at the release notes for 5.3 (damn that release is pretty long in the tooth), the MSVC toolchain version is listed at 14.34
actually nvm, contradictory info
the release notes say 14.36
lol
I think the only thing to see is the errors
And does it compile successfully from the IDE? what configuration do you use there? does it match?
UGS will typically default to DebugGame, but opening an .sln unchanged will usually be Development
UGS is using Development
Let me get the errors. I tried modifing somethings so I want to get you the original errors I had one sec
Heres what I copied from the log before I modifed files to get past the Chaos car bug
When I'm using VS 2026, why do my projects say (Visual Studio 2022) as a suffix?
Hey folks, I just noticed this inconsistency and I don't really know if my PR is any good.
According to 'Contributing to Unreal Engine' page, PRs should be done from release.
But in 'Unreal Engine's README' is says they should be done from ue5-main.
So which one is it? Is this PR fine as is or do I need to move it someplace else?
Not many comments from UE folk, so I dont really know if this is good or not.
For best results/response, PRs should be done from ue5-main.
I'm not super knowledgable on git, how would I re-target my branch onto ue5-main? I know I can change the PRs target branch, but if I do that, it says there are thousands of modifications (likely because the actual code still is based on release).
Hello. Do any of you know how much engine source code can be included in a marketplace plugin if any. There are some private function in the engine source code that I would need to access. Thanks in advance!
No engine changes can be part of a plugin sadly
Thanks for the answer. So if I understand correctly, even if I leave the code as is with thier copyrihgt, I cannot include it at all, no files?
If you need to change something, that won't work. Plugins are loaded "next to" the main engine, in a separate folder altogether. So all your code will be accsible. However, if you have to change engine code that won't be included in a plugin.
You are free to modify engine code in your own project and you can have a plugin that accesses that modified engine code. But if you want to share it, the engine code must be part of the engine proper.
No, I do not want to change the engine code at all. Its just that I have some logic in my plugin that needs engine code that is private. Eg: I am making a custom bloom system, but need exposure logic for it to work, that is private. So I add the exposure engine code file to my plugin. I want to know if that is legally allowed, because I know that substancial use of epic games code is banned.
Oh, so you essentially duplicated that code inside your plugin?
Yes, that is what I want to do. I would only distribute on FAB.
Tbh, it is quite a grey area. I'd read the UELA on UE and the agreement on FAB too. I can't say for certain :/
They have "Substantial portions of sample content or source code from Epic Games is used for display/example only. " written on the agreement. But I have no idea how much "Substantial portions" is. 50% or 30% etc
I thnk that is quite intentionally vague, essentially a: did you have to copy a couple of functions or a whole system?
If its the latter, then you probably can't.
Also of note: It separates cocnerns if that code is or isn't integral to your feature, which in your case it is
Okay. Big thanks. Haha, now I understand why there are so few plugin that actually add or change something big in the engine
Anyone familiar with using Deadline?
Total novice. Iโve configured the plugin.
But 90% of my job submissions fail!
How do you troubleshoot?
There doesnโt seem to be any useful feedback when things go wrong.
I need to submit multi layer EXRs with ObjectIds.
Any tips appreciated!!
That doesn't really seem #engine-source related.
Hi, i have a build from source and i want to install Eletronic Nodes plugin on this engine version, how can i do this? (i already have the plugin)
same as any other project plugin
Yeah, marketplace support for source builds is weak.
Our usual solution is to install them to a vanilla engine install and then just cut/paste them into where they should really live for our source build projects.
There's some sort of FAB plugin, but I haven't messed with it yet to know if it improves any of this.
that's exactly what i'm doing, but i raise one question... the Eletronic Nodes plugin is Editor-Only, does my team need to install it on their source builds too?
IIRC you no longer need binary version of engine, EGS has option to downlaod it now
rlly? where do i find this?
If they want to use it. Or you include it in your source control along with any other plugins. It doesn't matter that it's editor only.
Has anybody managed to get antialiasing working on mobile in 5.4? I have been told it is broken on the branch and I cannot upgrade cuz I am mid production with a custom branch.
5.5 seems to have it working.
I set the compiler version to 2026, regenerated project files, and it still says (2022) next to my project name
What gives?
probably just the file association?
compiler version and project version are orthogonal to each other
in general VS can open older projects just fine
It bothers my OCD that it says 2022. It also makes me think that the setting didn't hold
Because otherwise it shouldn't have a suffix like thjat
*that
are you mistaking "project file version" ? there was a fix for project generation for vs2026 in ue5-main few days ago
also not sure about the new vs2026 slnx format
Ok ill take a look at ue5-main
So I have made the same changes as can be found in that VS2026 commit
I am guessing I build the project again, then I can re-generate project files, then re-compile once again?
I haven't made a change like this to the engine's build program source before; only runtime module (C++ changes). I'm guessing though building the project will automatically cause the unreal build tool project to rebuild. Maybe I should have just re-built that project instead
You know what, let me just do that
Hm... well, now when I try to use the uproject file to re-generate files, nothing seems to happen (dialog doesn't show up)
can try regen from commandline
"%UNREAL_ENGINE%\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe" -ProjectFiles -UsePrecompiled -Game "%MYGAME%\mygame.uproject"
I noticed that if a lot of AIs are following the player (600 right now for testing), NavigationData becomes very heavy during repath. Would it be better to do repath using MassEntity? I can do this so you can add it to the next engine version? 5.7.1, for example. This problem is 100% due to the fact that Repath is called in the game thread via TickActor and everything is called at once
void ANavigationData::TickActor(float DeltaTime, enum ELevelTick TickType, FActorTickFunction& ThisTickFunction)
{
Super::TickActor(DeltaTime, TickType, ThisTickFunction);
PurgeUnusedPaths();
With a refresh rate of 0.5 (the default), you'll experience FPS drops very frequently. Therefore, I think this is critical and needs to be fixed. With the Mass system, you can split the path updates individually for each AI, which will eliminate this problem.
Also in ANavigationData::TickActor - Only FindPath is called, but there should be a check, because there is also FindHierarchicalPath
//row 384
FPathFindingQuery Query(PinnedPath.ToSharedRef());
const FPathFindingResult Result = FindPath(Query.NavAgentProperties, Query.SetPathInstanceToUpdate(PinnedPath));
Is there a way to build the engine without taking 500GB? I wanted to mess with the 5.7 source code but I have a 5.6 build that I have to keep for work
You can strip the extra directories parallel to Engine if you want. Ultimately it kinda depends on how many platforms you build. My engine source directory is only 175 GBs
I'm not sure which directories you mean. The ones that are parallel to UnrealEngine/Engine/ are simply "Samples" and "Templates", which take up only about 800MB each
Looking at windirstat, looks like most of the space is taken by Engine/Intermediate after building, and Engine/Plugins, but I'm not sure if it's safe to delete Intermediate
Yeah, those are the ones I meant. I wasn't sure since I always delete everything but Lyra.
It should be safe to delete intermediate (they're not anything that get checked into source control, so you have to be able to start a build without them), but they're just going to come back the next time you build. But that's where what you build plays a role. each configuration will generate some different intermediates and binaries. Things like the generated.h or .gen.cpp's are shared though.
I might have built the whole solution instead of the UE5 project... I don't remember tbh
I'll try to do 5.7 and see what happens
thanks for the advice
Yeah that could definitely make a difference
Engine won't run if you delete Intermediate after building it - you will have to build again ( i think? )
@tulip narwhal pinned
Any tips for locating a specific CL in unreal source github?
I know it's there in 5.7 according to release notes...
Added catching of UnsatisfiedLinkError in GameApplication.LoadLibraries
EDIT : ok, searching with "UnsatisfiedLinkError" yields several file hits, now I look at those, and Blame... Still, it would be nice if there were a Better Way to actually search the CL descriptions, not file contents...
I usually sync locally and search using git log... github kinda sucks for pretty much anything other than copying download link ๐
git log --all -i --grep="{search term here}" (it does case insensitive grep through commit messages for all branches you have fetched metadata for)
and if you need to search through content then it's git grep but I've hardly ever used it so I don't have specific syntax for you
super thanks for the tip!
github search suuucks but going by the folder can help narrow it down a bit... I tend to just check folders of things I am interested in
Doing it that way worked, so thank you!
hi
Hey guys,
i'm trying to rebuild one of the engine's Plugin, but there are other modules that depend on it and they do not allow me to rebuild the plugin.
I had to temporarely remove these 2 plugins from the Marketplace folder so I could rebuild using RunUAT.bat from BatchFiles in Engine.
Does it mean that fix for that in general in long run would be copying all these 3 plugins to my project's Plugins? Would it fix that module dependency issue?
Module 'AsepriteImporter' (Marketplace) should not reference module 'Paper2D' (Plugin). Hierarchy is Plugin -> Project -> Marketplace -> Engine Programs -> Engine Plugins -> Engine.
Module 'AsepriteImporter' (Marketplace) should not reference module 'Paper2DEditor' (Plugin). Hierarchy is Plugin -> Project -> Marketplace -> Engine Programs -> Engine Plugins -> Engine.
Module 'PaperZD' (Marketplace) should not reference module 'Paper2D' (Plugin). Hierarchy is Plugin -> Project -> Marketplace -> Engine Programs -> Engine Plugins -> Engine.
Module 'PaperZDEditor' (Marketplace) should not reference module 'Paper2D' (Plugin). Hierarchy is Plugin -> Project -> Marketplace -> Engine Programs -> Engine Plugins -> Engine.
Errors validating plugins or modules.
Result: Failed (OtherCompilationError)
Total execution time: 8.88 seconds
Does Paper2D not provide a way to add custom importers through some sort of extension system?
To make that work youโd probably have to move the marketplace plugin to the engine. You could copy the engine plugins to the project (that will cause them to be overrides) but then youโll also have to copy any engine plugins that are dependent on them.
If theyโre from the marketplace why donโt they already work properly with the engine plugins?
I have no idea, it's weird because Paper2D is engine plugin, but PaperZD and the AsepriteImporter are in marketplace folder.
and then PaperZD uses some Modules from the Paper2D plugin which causes the error above when trying to compile Paper2D plugin
Why is it weird? Did you not get those from FAB? The problem only happens because (I have to assume based on the error) the Engine module has been modified to depend on the marketplace.
There shouldnโt be any issues with ZD using modules from 2D unless things arenโt exported for public use.
Yea every one was from FAB, I have no idea how to fix it though now.
That doesnโt explain why Paper2D thinks it has a dependency on the Fab plugins. Did you do that after downloading the others? You wouldnโt have gotten that one from the marketplace.
so what does it mean? I enabled this engine plugin before downloading/activating the other ones.
and this error is when I'm trying to compile Paper2D, so why is there error that other plugins reference it and do not allow for it to be compiled?
should I look then into PaperZD and AespriteImporter to not depend on Paper2D?
I don't get this error at all.
Crap, my bad. Did you already copy Paper2D into your project? The error is claiming that itโs a Plugin instead of an Engine Plugin.
Sorry Iโm on mobile at the moment or Iโd look at my own source to help.
Been traveling all day ๐คช
Yeah, so it actually first time happened when I tried to copy that engine plugin to the projects' folder, (cause I didn't know how to force compile engine plugin).
I moved it to project plugins, tried to compile and it failed with that error.
I removed it back, and then tried that .bat file to compile only the plugin.
And so to make it work I had to remove these 2 plugins from Marketplace folder temporarely so it actually compiles.
You donโt force compile engine plugins. You allow the plugin & module dependencies to build the modules that you need when you build your project.
So as long as Paper2D is back where it belongs, the marketplace plugins are where they belong and you add dependencies/enable the two marketplace plugins in your project, things should compile.
Iโve never compiled a plugin using RunUAT.
Okay, so there might be something else.. when I tried to just compile the project, I got error with like Paper2DComponent.generated.h missing and I read the solution here:
https://forums.unrealengine.com/t/how-to-rebuild-an-engine-plugin/363175
When I create plugins inside my game folder Iโm able to adjust the plugin files and recompile them from within my game project .sln. But whenever I put plugins inside the engine folder they wonโt recompile from within visual studio. I regenerated the project and they are visible inside the UE4/plugins folder in the solution explorer. Am I ...
maybe should I just copy 3 of these plugins to my project's plugin folder
Thatโs advice for a launcher build. Are you using an launcher build or a source build?
How can I know? I'm not using epic's launcher to launch project if it's what it's about?
also 2nd problem is that after I made some changes to plugin and I rebuild project, it doesn't actually detect that I made any changes to the plugin
Have you downloaded and are compiling the engine source from GitHub?
no, yeah so its from the launcher I guess
and so because after making changes to the plugin I was looking how to force compile engine plugin and I found this
https://www.yanchenta.com/post/ue5-tips-rebuild-your-plugins
Go to your engineโs build batch files folderFor example, the directory for my UE5.3 is C:\Program Files\Epic Games\UE_5.3\Engine\Build\BatchFilesRight click on empty space to open terminaluse" .\RunUAT.bat " function to rebuild your plugin. For example:.\RunUAT.bat BuildPlugin -plugin="D:\copy your directory of the current plugin here\InworldR...
and it would be all good but running that then causes this error
Module 'AsepriteImporter' (Marketplace) should not reference module 'Paper2D' (Plugin). Hierarchy is Plugin -> Project -> Marketplace -> Engine Programs -> Engine Plugins -> Engine.
Module 'AsepriteImporter' (Marketplace) should not reference module 'Paper2DEditor' (Plugin). Hierarchy is Plugin -> Project -> Marketplace -> Engine Programs -> Engine Plugins -> Engine.
Module 'PaperZD' (Marketplace) should not reference module 'Paper2D' (Plugin). Hierarchy is Plugin -> Project -> Marketplace -> Engine Programs -> Engine Plugins -> Engine.
Module 'PaperZDEditor' (Marketplace) should not reference module 'Paper2D' (Plugin). Hierarchy is Plugin -> Project -> Marketplace -> Engine Programs -> Engine Plugins -> Engine.
Errors validating plugins or modules.
Result: Failed (OtherCompilationError)
Total execution time: 22.83 seconds
Took 23.09s to run dotnet.exe, ExitCode=6```
Alright then. In that case you canโt make changes to engine plugins in place (hence not seeing changes).
If you want to modify them, you have to move them and any dependencies from the engine to your project. That includes marketplace plugins.
For Paper2D this might not be a big deal, but it can become a real problem for some engine plugins.
you can see even making intented error in code it still causes succesfull build
okay so yeah it would speed up everything, i can move these to Project's plugin then
Come to the dark side! Download the source ๐๐
will this speed up the process of rebuilding/compiling? or each change I make anywhere will make me rebuild it all? xD
also if you have any good tutorial / documentation how to do it I would be glad for recommendation
Eh not really. It will speed things up because you wonโt have to move plugins out of the Engine to modify them. If you plan to do a lot of that, then it might.
Itโs an expensive first time compile cost though.
I think the Epic docs a pretty good in this case. Iโm surprised there isnโt a pin for it. Next time Iโm on my computer I can send you a link if you havenโt found it.
ill look into that, thank you for all the help!
Does anyone know of some kind of list of things that one can disable to make the engine compilation go faster? like disabling plugins, disabling platforms etc
The best boost you can get is to not compile the ue5 project or the entire solution.
yeah if it's a native project then it builds engine modules on demand
Create a project in a non-source engine, change its engine version to the source one, then compile that project, not the engine.
(Or however you wish to get a project that you can compile)
If you have a launcher project and the source engine isn't registered for the change engine right click option, you can either compile the unreal version selector exe directly or take it from the launcher version, stick it in the source build's binaries folder and just run it to register the engine.
if you do use the native project structure, then you just edit the uproject to remove EngineAssociation
those steps are for a foreign build
Yeah.
"DisableEnginePluginsByDefault": true,
but yeah the #1 thing is to just never build the entire engine when you have a project
Hi, probably a stupid question, but i cant find a way to download vs 2022 community required for UE5.5 ๐คท
does downloading the 14.38 toolchain in VS2026 not do the trick?
im not sure, i want to build ue5.5 oculus branch from source on my work pc
i'll give it a shot, thanks
MS in it's infinite wisdom has decided to hide them away, even from the "Older downloads" area. Here's a link option ( several third party sites host it now... )
https://www.techspot.com/downloads/7493-visual-studio-2022.html
But yeah, sswires' answer should work
I'm trying to create an Installed Build of a source code editor, but I'm facing unexpected problems
The BuildGraph command runs fine without any outstanding error (from what I saw) and it ends successfully, but it doesn't generate the Win64 executable for me, what am I doing wrong in the process?
show the command line string you use to build it?
presumably something on these lines
D:\UnrealSourceFork\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="Engine/Build/InstalledEngineBuild.xml" -set:WithAndroid=true -set:WithMac=false -set:WithMacArm64=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithLinuxArm64=false -set:WithDDC=false
I'm using this one (sorry for formatting)
RunUAT.bat BuildGraph -script=Engine/Build/InstalledEngineBuild.xml -target="Make Installed Build Win64" -nosign -set:GameConfigurations=Development;Shipping -set:WithWin64=true -set:WithAndroid=false -set:WithDDC=false -set:WithLinux=false -set:WithLinuxArm64=false -set:WithIOS=false -set:WithTVOS=false -set:WithMac=false
Hmm. looks ok at a glance. I have been able to get working Installed builds with my version, but it's been maybe 2 years since I last did it...
it does, right? I've made a build about 1 month ago, but am not sure what went wrong with this one, in relation to that other
hi guys, need help
does someone know how to create shading models in ue5
i have a built toon shading model, but it have some artifacts, does someone can help me with this?
Can someone please help me find the change for fix "UE-295231 [CrashReport][Assert] Renderer!FRayTracingSBTAllocation::GetRecordIndex() [RayTracingShaderBindingTable.cpp]" Part of Hotfix 5.6.1
Hotfix 5.6.1 is here - check out this latest version with over 270 new fixes and updates! Please feel free to share feedback and discuss the current version in the release topic, Unreal Engine 5.6 Released. If you experience a bug with the 5.6.1 Hotfix, please follow the How to Report a Bug guide to report it on the Bug Submission Form . Fut...
the topmost is the only added to 561 since 560, 15941b294fff4695e557c141a01a418090fe159a
there are only two commits in /rayracing/ for 56-561 if you look at folder commit history
Thanks!
Hey folks, does anyone have a proper guide for using unreal with newer VS community versions? I literally cannot find a download for 2019 anywhere (4.27)
Oh my gods I found a direct link
arguably the build tools matter more than the ide here if you are using an older version of UE but there are definitely things I have seen of newer versions of VS mucking things up here and there
so YMMV
Hi all I am having trouble with Unreal 5.3 ever since I upgraded my Mac to Tahoe OS. It keeps telling me to install the correct version of visual studio and some other plugins. I have been trying to find the correct ones I need to install for the Mac but no matter which I install I still get the same error. I have Xcode installed and set it as my default compiler in Unreal.
this is error im getting
sorry this is correct one
you will need to make some modification to a json file in MacOS folder in engine installation location
hey guys can anyone help me this error?
you do not have debug symbols
this channel is for for people building the engine from source and messing with it than "the engine crashed" (or reading it I guess) (afaik)
I don't really know much about shader bindings either way... are you creating a custom shader of any sort?
can I choose a subset of debug symbols to load with VS on windows for faster loading?
also, any pointers on reducing ram/vram usage while debugging?
not sure if its the right channel, but so far no help anywhere else, is anyone else having issues about issues upgrading from 5.6 to 5.7 ? I got an error last night about text2 something...sorry not very specific but got that twice. Anyone seeing this ???
acc to bing I guess this is the anwswer as noted on OP at forums: Disable Meta Humans: Manually disable Meta Humans in the project file to resolve missing module errors.
1
in case others are having this issue https://www.bing.com/videos/riverview/relatedvideo?q=error+upgrading+project+from+UE5.6+to+5.7&mid=EB414AAF1EE97CD55FE0EB414AAF1EE97CD55FE0&FORM=VIRE
Watch videos instantly on Bingโenjoy direct playback, discover related clips, and dive into trending content all in one place.
yes, in VS advanced settings set loading mode to Manual and from Modules panel load & set "always load" modules you want
oops already sent
anyway it worked great, so much to do just to upgrade from one engine v to another ;0-0
has anyone had any of these errors when downloading something from fab?
Hello there,
I am working on the modified unreal engine 4.27 and modified unreal engine 5.6
I first build the UE5.6 then UE4.27 but now the problem is UE4.27 is not able to find UBT exe. There is not change in the code related to building and generated projects/engine.
any help to fix this issue.
I can generate the project with the command and still works easily but then not able to debug properly as the project just only load with out the engine in the visual studio 2022.
and all of the problem is only happening with UE4.27.
I did some digging and uninstall the Epic Game Launcher and then run a steup.bat for UE4.27 but now UE5.6 is not generating project files for project created with UE5.6, So I think that the Engine are only registering one by one not at once and most probably due to the change in structure of the UBT for UE5.XX as it different from UE4.XX. Is there any way to restructure the whole UBT for UE5.XX or UE4.XX so that we can easily work on both project.
Thanks in advance
how to disable UbaObjTool so it stops spamming my build logs
unreal version selector?
path did change from ue4-5 transition, if you need to invoke ubt for project file generation do it from command line with absolute path to the runuat, make bat script helper
i already did that but the problem with that is the project is loaded and generated properly and worked perfectly fine but not able to load the engine in the solution hence not able to debug properly.
Thats what u said. Unreal engine installer registers single context menu handler to a fixe d path to the unrealversionselector from either egl or engine. And if most recent installed engine is ue5 it will be ue5 selector with ue5 path search code
If most recent were ue4 handler in windiws regustry would be would be set to ue4 uvs using ue4 path code.
You can look in registry for contrxt menu handler path
I use variety of engines but due to this my context menu is set to ue5 uvs, but for ue4 projects i use a bat file with ue4 uvs path
if we just restructure the UE5's or UE4's UBT so that they handle the path same day.
That would need to backport the ubt change from ue5 to ue4.
In ue4 there was no ubt platform folder but it was added in ue5. And the problem with needing to manually reregister uvs to custom exe
so we need to restructure the UE4 to work accordingly?
I mean, backportinng changes to uvs that would take several days and custom engine build and windows registry reregistration scrupt vs just adding a two line bat file that can be written in a few minutes
Is it normal for ~700 build steps when packaging a game? And for it to keep adding 700 build steps instead of getting cached
4.27-plus
It depends. You'll get it consistently if you specify -clean
Nvm, a build kept failing and when I got it successfully, it now cached off
Module.AutoRTFM.cpp.obj has the directive _ITERATOR_DEBUG_LEVEL=0 for UnrealGame Debug target, but debug builds should have that value greater than zero. How can I change the this target's compilation flags so I can set this directive's value as I like?
Do you mean some version of UE do not support Debug target out of the box?
No. Unreal is configured in a way to disable debug levels of their modules for certain debug targets such as UnrealGame-Debug while they are enabled for UnrealEngine-Debug
try to add definition in AutoRTFM.build.cs file
PrivateDefinitions.Add("_ITERATOR_DEBUG_LEVEL=1");
maybe with a condition:
if (Target.Configuration == UnrealTargetConfiguration.Debug)
do you know where defaults are located at?
Quick question, can anyone see my fork of unreal engine provided they have access to the original repository?
Not sure. they're marked as private in github.
Easy experiment: can you see mine? https://github.com/MagForceSeven/UnrealEngine
yes I can , 834 commits behind
Alright thanks
I'm having a problem with an engine change I'm trying to port to 5.7, if anyone cares to have a look that would be much appreciated
https://gamedev.stackexchange.com/questions/217024/unreal-custom-buffer-output-issue
I've been attempting to port the Custom GBuffer data pass that Dokipen3d developed, into the newest version of Unreal.
The original implementation can be found here: https://github.com/EpicGames/
1st thing I would do is to verify the original works for sure, on the target engine version it was made for
( I like sanity checking... )
also reading through the comments for clues may be of value https://github.com/EpicGames/UnrealEngine/pull/8403
Good call on checking the original, I was hoping to avoid having to rebuild the engine once again, let alone finding space for another version on my SSD, but I will do that just to make sure.
I have looked through that discussion and did not find anything related to my particular problems
could i ask for a favor, is their a really good tutorial to walk someone through the best game creation method for Unreal 5 that would include creating animated scenes potentially in it?
I'm struggling to understand and could really use a good tutorial
Try #ue5-general . This channel is for help building the engine directly from the source.
i apolagize. thank you.
no worries.
just so i can understand this channel a bit better, could i ask what that entails out of curiosity? just like a paragraph summary?
(the building the engine directly from the source?)
Yes, downloading the source from github and building the engine. As opposed to what you download with the Launcher.
ooh ok thank you. yea im trying to understand how to work with github too for some AI thing, I just want to animate and do script writing, but doing that on my own means trying to learn everything else lol
People have said our tut is very helpful:
https://youtu.be/mhn22elvq_Q?si=FzDZC-JNf75Pck0_
How to Build an Unreal 5 project to Source Version
Links:
Building Unreal Engine from Source (5.0 Doc)
https://docs.unrealengine.com/5.0/en-US/building-unreal-engine-from-source/
Downloading Unreal Engine Source Code (4.27 See video)
https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/DownloadingSourceCode/
Oran...
does anyone know where Unreal Engine sets up the windows registry for source builds?
looking to set up a custom value for installed builds
Computer\HKEY_CURRENT_USER\SOFTWARE\Epic Games\Unreal Engine
you can also use a relative path in EngineAssociation field in the uproject iirc but doing the registry will make it global so that might be more convenient
just keep in mind if you have other people that use this project they need the engine to associate in a similar way
any idea where it's set in source files?
I'd rather change the source than writing a script to change the registry value
uh
guid in registry
looks like FDesktopPlatformWindows::RegisterEngineInstallation
awesome
fwiw this is very very unorthodox and 90% of the time the project and the engine are kind of sitting in the same folder
ya I am doing managed game code
as opposed to unmanaged? what does that actually mean?
then why do you even need a guid?
learning
my opinion would to be preferthis stuff over tweaking the engine to do something weird in that might create confusion later... the path can be relative
my engine association is just in the folder above (well, beside it I guess) so I do "EngineAssociation": "..\\UnrealEngine", which is not the "ideal" setup but at least it's not a registry key
Does that project use UGS at all? Just curious as to any other limitations cause I know UGS is a little particular in its expectations for project setup.
UGS expects exactly the native project setup and nothing else
Okay, that's what I thought but I wanted to double check.
I'd love to be able to get them in a slightly different configuration. It'd make the perforce streams a little more sensible, but oh well.
Well it is pretty sensible the way the above guide lays it out. It would be pretty unusual to have every game project at a studio switch engine versions all at the same time
Absolutely. It's just weird the way we have to structure the project stream to share and import to have them in the "right" structure.
At least compared to what one might expect when trying to configure multiple streams.
Well you usually wouldn't be using import to bring in the engine, you'd usually merge it into the project stream from the pristine engine stream
Maybe, but Iโve found it much nicer for even the project copy of the engine to be in its own stream and then that stream gets imported into the project stream.
That just sounds like an unnecessary layer of abstraction
For most people on the team it doesnโt matter too much. Only really affects me.
Makes it really easy to prevent unintended engine changes with an import over import+.
Hi, I have a problem with Quixel bridge on installed build of UE5.6 from source.
It's not there, so it not importing megascans materials.
Tried building the plugin manually and turning on manually and still didn't have the materials.
Nevermind, needed to build Bridge and Fab plugin for it to work and add "EnabledByDefault": true, to uplugin so don't need to enable it manually
still don't know why it wasn't installed automaticaly with BuildGraph๐
no this is just on raw git for now. I guess they are technically submodules
submodules are so annoying sometimes for sure though
Anyone familiar with / working on Mover 2.0 around? I'm trying to work out exactly how you're meant to use interpolated sync state correctly to drive secondary effects such as animation.
For peers with authority (server/client) hooking into FinalizeSmoothingFrame (with tick smoothing on, of course) and does exactly what I want.
However, for non-authorative peers I can't actually figure out where the mover applies it's interpolated state.
I hooked into TickInterpolatedSimProxy but my sync state does not appear to be getting interpolated correctly, and I can see that it's executed long before any changes are actually applied to the pawn I can see in the world on remote peers.
I could of course cram it into / re-transmit the smoothed data via a replicated component on the server side; but this feels wasteful considering these inputs get replicated to everyone anyway - plus this potentially decouples the mover state from the visuals.
force push on release, is that typical for unreal devels?
I feel a bit dirty after hacking local-only data layers in. For some reason the engine does a check whether you are changing the runtime state of a data layer from an authority, even if it's marked client-only. But listen servers are not clients, so listen servers can't activate them? Feels wrong.
Imagine you have a cosmetic-only data layer, let's say a 3D skybox. I want each client to have it's own 3D skybox (data layer) displayed based on some condition, including the listen server player of course.
Not allowing that seems like a weird restriction. No crashes so far but maybe I'm missing something and this will backfire soon.
It's absolutely possible they just did not think of listen servers there I suppose
Given it's just a skybox I would argue it could even just be something much more simple than a data layer but I imagine they make this nicer to work with somehow
Yeah, imagine you have a whole bunch of cosmetic stuff
I don't fully understand how data layers work, I have no clue what the codepath looks like so I can't say
Snow VFX sounds etc
would a level instance not allow itself to be loaded locally here?
not sure if it would be nicer for your case or not, I am not really sure how data layers are stored
It has 2 sets, local-only and replicated data layer names. I basically forced it to add it to the local only path. From there hopefully business as usual.
Hm maybe
is AWorldDataLayers::ResolveEffectiveRuntimeState the path that stuffs it into the replicated set without considering being client only?
Yeah, in AWorldDataLayers::SetDataLayerRuntimeState you can see it doing the switcheroo
yeah I'm not sure where this case working like it does now would be helpful for listen servers... surely it being local only would be a valuable idea here
could maybe try to fool this thing into making IsClientOnly layers return IsServerOnly on the listen server based on the local net mode which is lame but could dodge needing engine changes (assuming it's even possible to make new datalayer extensions)
Yep. Those branches are also only done in this one file (the CanChangeDataLayerRuntimeState) so probably not an limitation of the system
I did it without changing the engine by writing directly to the private variables / calling the private ResolveEffectiveRuntimeState
yeah that would work too... I was thinking writing to UDataLayerAsset's LoadFilter somehow before this but it would be super spaghetti
Ah ok
Well if it doesn't seem totally stupid it might be worth a pull request I guess
Trivial change too
I'm not sure if I would want a new flag for "local only" to preserve the old setup or what
or maybe even making EDataLayerLoadFilter a bitflag setup where you checkbox both server and client only
with getting a PR merged the less stuff that changes the better but they might just rearrange your changes to fit what they want
Yeah that could work. Or just update Client to include listen server
I think it's a bit like... unexpected to treat the listenserver as a Client from a naming standpoint but hopefully it at least indicates the problem to epic
I knew you'd say that ๐
Programmers, so predictable. The older I get the more I lean towards "works? submit" ๐
if this was for my local only project I would not care
but if this changes and affects everyone it might be unexpected I guess to suddenly treat the listen server as a client
Yeah fair
a comment on the boolean would be simple enough I guess
waffling about semantics is pointless but there are existing assumptions that this lives in
I would be unsurprised if there were other places this word means listen server too in though lol
I'll run with it for a while and see what happens. Worst-case I can convert the data layers I setup this way into level instances later (select actors in layer convert, repeat, maybe with a script).
Cool cool. Thank you so much! Not that it has made this any safer but I feel better and that's what matters ๐
Huh? Listen servers should have authority in their instance
@dusky compass It's not about authority, I phrased that poorly. The listen server can't activate a Client marked data layer
So
Client cant activate Server data layer.
Server cant activate Client data layer.
So if you have a cosmetic only layer that you just want locally enabled, there is no way to activate it on both client + listen server.
Given that the listen server is kind of acting like a client + server, it seems reasonable to just allow listen servers to activate Client layers too. It's the server after all, it should be able to do whatever it wants.
Hello everyone, has anyone managed/tried making some sort of custom virtual texture loader? Essentially, what I need is to be able to create a SVT/RVT or something with a known size/tile/mip layout, and load in pre-generated tiles from disk.
Let's say I already have all the tiles and mip levels in some sort of format on disk, can I load them dynamically? This is to support loading arbitrary size terrain textures without pre-baking them directly inside unreal.
Although, last-ditch option is to make some sort of pre-baking tool that would make a RVT asset I guess.
It can definitely be done. Slate, for instance, can load icons direct from pngs/etc. at runtime.
Hey there guys, I've forked the UE5 source code and want to make my own branch off of the 5.5.4 version. Anyone know how I can do this?
I can't seem to find the commit with the 5.5.4 tag. I use Git Extensions
It's a branch
be sure to follow the docs ( for your desired engine version )
https://dev.epicgames.com/documentation/en-us/unreal-engine/building-unreal-engine-from-source
Why does upgrading resharper ultimate require the engine source to rebuild the entire engine? This is ridiculous.
Why am I getting the following error when trying to generate the project files for 5.7.2 targeting vs2026:
Generating VisualStudio project files:
Adding projects for all targets...
Adding projects for all targets took 7.75s
Visual Studio 2022 x64 must be installed in order to build this target.
Result: Failed (OtherCompilationError)
Total execution time: 9.89 seconds
GenerateProjectFiles ERROR: UnrealBuildTool was unable to generate project files.
I have the following in my BaseEngine.ini:
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
Compiler=VisualStudio2026
I also updated the engine source's BuildConfiguration (under Engine\Saved\UnrealBuildTool to have the vs2026 info:
โจ```xml
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<ProjectFileGenerator>
<Format>VisualStudio</Format>
<Format>VisualStudio2026</Format>
</ProjectFileGenerator>
</Configuration>
I believe that setting is only used by the Editor for jumping to definitions from blueprints to code.
It's not used (nor are any other ini values) by the batch script for project generation.
Have you tried everything from this forum post which appears identical to your issue? https://forums.unrealengine.com/t/generating-project-files-from-source-on-5-7-with-visual-studio-2026/2674941
I will admit I haven't. I will read that now, thank you.
Thanks, that fixed it. I figured "since it's forcing me to recompile everything over a stupid resharper upgrade, I might as well sync my fork to the latest hotfix"
Resharper tries to be very smart, but it fails because ANY smallets change to any build config or source files will trigger rebuild on source setup
anyone blogs/articles you know of that deep dives into unreal's audio system source code-wise?
any*
no, lol. you just have explore audio manager code and abstraction layer
it might be interesting to check the commit history for audio modules
you might get an impression on what is being worked on or fixed etc
I'm trying to make a InstalledEngineBuild that includes all Programs, Extras and Source files that one would get if one installed the Epic Games Launcher editor, with all debug info, but no matter what settings I try I can't get it to include any more Programs than "ShaderCompileWorker" and "UnrealLightmass" and the Source folder is almost empty (just 93 mb instead of the almost 4 GB one gets from the launcher).
I have looked around for solutions but I might be bad at searching, or is manually copying or making extensive changes in the XML file the only solution? ๐ค Is there maybe another XML file out there already made for this?
You need to edit default InstalledBuild configuration, it does not include everything as it is, you have pretty much write your own
That was what I was afraid of. One would think someone very diligent already had done that at some point, and been so kind as to share it ๐ I mean, how do you even write the filter that selects the right 64 830 files in the Source folder, and not any of the other 539ย 284 files that is not supposed to be included?
I am sure there is a pattern for that, but so far it ha eluded me
I used an Installer build a couple of years back, but we ended up not really needing it. This was our command to build it for ref
D:\UnrealSourceFork\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="Engine/Build/InstalledEngineBuild.xml" -set:WithAndroid=true -set:WithMac=false -set:WithMacArm64=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithLinuxArm64=false -set:WithDDC=false -buildmachine -nop4
Worked fine, no problems
Thank you Karma! I don't know what "-buildmachine" does but this sadly does not make the build include Programs like AutomationTool and such, and we have Designers that do some programming, that don't want the full source code (and we don't want them to! ๐ ), and therefore still need the tool normally included in the Launcher install :/
hmm hmm. I presume you have the full source editor working normally, and it has AutomationTool?
Yes, that is not a problem
I would dig into the InstalledEngineBuild.xml file, and see if you can figure out what it is doing. AutomationTool is mentioned several times in the file...
I mean, we can probably manually copy it over or just add some XML lines to copy it over, but needing to add that part makes me wonder what else we might need to add, and maybe won't notice until as quickly. I'm just concerned that we will spend days rebuilding, repacking and redistributing the builds ๐
It is the nature of gamedev... Patience is key
Yeah, I suppose ๐ฃ and that's why I'm currently doing the long and tedious work of trying to write a custom XML file that suits our needs, but it would have been so sweet if there was a solution already, especially as this feels like a problem someone must have had before ๐
I have a hunch the -buildmachine might be a key for getting some tools
In general, I seem to have gotten the impression on this forum that using Installer Builds is not particularly popular
buildmachine is not anything I can find any reference to in any of the XML files we have though o.O
Well, as a programmer I can understand that, but I know my team sure likes it ๐
One more idea : if the bits you are missing are stuff you are NOT modifying, you could just write a script to copy them into the right places before you zip things up and distribute?
We also try to not actually change any source code that is not directly shader related or absolutely necessary, as we still plan to upgrade the engine for at least one more year, so not having that as an easy solution is not all bad either ๐ so tempting to just go to the source sometimes
We have crossplatform game but all our mods are mobile focused, so we have been able to let devs work on stock engine while only the builders need to be source forks...
Well, some of the bits need to get built with the engine to work, or at least to be reliable, but I guess all the C# programs should be fine
yeah, the c# bits are easy
Yeah, we have up until just last month been able to work with only modifying shader codes, but we ran into an issue with Mutable that we have to fix with a source build, so we don't have a choice anymore
I think you might be able to do shaders with plugins? but ah, so Mutable forces your hand huh
No, the shaders I'm talking about is modifying a bit more of the base code, like; we use the Subsurface and Eye shading models and do our own stylized shaders, but in order to get it flat but still get dynamic global illumination we also hade to modify Lumen
Can't do that with plugins sadly, can't add your own Shading Models without source code changes, but you can rewrite the shaders that is already there, as the shaders compile at runtime ๐
downloading unreal engine source for windows for the first time, and i've never used the github desktop app, but curious how it works? it seems like the name is just "epicgames/unrealengine" which i have no indication of which branch it's pointing to, i do have a specific branch selected but i just dont know how it "knows" that im looking for the version im selecting.
just dont want to clone the wrong one as this woul djust be a wast eof time
that's just the repo and it might be on ue5-main by default
you want to use the latest tagged release for the version you want
a tagged commit
yea i think that's correct, i am on 5.6 branch, but not sure how to use the tagged one, as it just always by defualt has not branch indication on it
the github site shows all tags
https://github.com/EpicGames/UnrealEngine/tree/5.6.1-release I think this tag is what you want
yea that's the one, is that what i would do for the URL to clone?
that didn't work by just usign that URL
im reading ( via google) that i have to clone the repo first , and then switch branches? i would hope that isn't the case, unless it's not like im downloading 2 whole engines
you should be able to select a branch when you first clone it afaik
but I don't know for sure
it was alwasys this way with mac
i'd have a hard time beliving it was easier on the mac lol
this is not an os specific problem, this is a git client issue
github is just hosting git
git is not unique to github
you can use any git client you like and many people just use the commands directly
I use git extensions and Rider's integration
git extensions is pretty overkill but github desktop is too simple (at least from what I remember, it's okay to use)
you can have as many git clients as you want so there's no need to change anything
i'd have no issue just doing it via the command line / terminal
then just clone the repo by url?
but the command it's giving me is still just the unreal engine default one
i wouldn't know how to adjust it for 5.6 specific
-b
you are going to need to get familiar with googling questions for git stuff
it makes sense to ask about this in case unreal had some specific thing but I would say just make darn sure you actually follow the instructions
you need git lfs, this is not just nice to have not just for the main repo! I got this mixed up with other repos that aren't ue5-main
git lfs is a sort of addon feature to git that makes it handle binary files a bit differently
read the guide in the readme of the github repo
beast machine tho (comparitively)
i did...
oh and if it helps if you find you are getting the wrong branch you could just cancel it mid-way in most clients
no need to let it finish
downloading the engine will take a while even on a decent connection as it's a ton of tiny files
also afterwards setup.bat will need to get a ton of extra dependencies
if it helps you can reduce the work setup.bat does to specific platforms but I forget what the exact args are now
or if it's even needed to specicy more than the current platform
yea i've done that a few times now lol, i will now try to get git on here and try the command line method
you don't have git on there? if you read the getting started instructions make sure you also do what they tell you to
i legit got the computer turned on today
and it just asked me 90 questions i just started skipping through them
have you ever used windows before?
if not that's okay but it might be a bit getting used to here
I would suggest turning on show hidden files and folders at least
you also want the full right click menu on things so you can use the extra stuff unreal adds
i think its under a submenu by default or something, I forget
$ git clone https://github.com/EpicGames/UnrealEngine.git --single-branch -b 5.6-release
Cloning into 'UnrealEngine'...
fatal: Remote branch 5.6-release not found in upstream origin
this is what just happened
i think i fixed, it is now cloning it up
we're cloning it up as they say
the question is... where is it cloning it to lmao
ok i see now, we're looking decent
i used '--depth 1'
that might be what you were referring to
for the smaller size
$ git clone https://github.com/EpicGames/UnrealEngine.git --single-branch -b 5.6 --depth 1
use the hotfix version .1
do not use the non hotfix version
i figured the 5.6 branch was the 5.6.1 branch
oh, no I wasn't referring to that but I should have mentioned shallow clones if you have rough internet
use the tagged commits
do not assume stuff like that here
i will use tagged commits in future, but pretty sure it is the latest branch
they will of course have both the first 5.6.0 and 5.6.1, you want the hotfix here unless you somehow don't want the hotfix
wasn't really an assumption, think i asked this before
latest commit hash?
fwiw the good news is you won't have a huge difference here
so it should not take long to switch if you want to
you said "I figured" which is generally implying you came to some conclusion here, sorry
this is the one i used
also before you compile make sure you have a nice project to use
do not ever compile the engine alone... it is huge
compile with a project that uses what you want
the confusing thing is the tags are what you want here (https://github.com/EpicGames/UnrealEngine/tree/5.6.1-release)
yea all good, i know what you mean, things are always more complicated, i feel you on being proactive and triple checking thigns like this. as it can be a time waster/memory waster if done incorreclty
I will say definitely do not build without a project if you can avoid it... this would actually waste a lot of time and space if you don't use a project that uses only some plugins
got you, not new to building from source, just buildilng from source via windows. i have been using source engines for mac for about 2 years now, but yea processes are always different and can have wierd bugs, im sure im only just running into them
if you have any weird issues definitely ask in here or #cpp and we should be able to help... a lot of windows-specific stuff might come up like old windows api versions or msvc being annoying
oh yeah, I should give you the better buildconfiguration that turns on hyperthreading
it won't matter a huge amount but this old example #engine-source message
here (thanks Daekesh) is an example of setup.bat calls that skip some platforms but I think half of these don't do anything now lol (in fairness this is from years ago)
your git client might call setup.bat for you which I'm not clear on the functionality of but it's not too bad to miss doing that the "thin" way
defintley will, and yea i think i got the majority of the "unreal specific" things downloaded, as it was a bit of stuff, but i may have missed some things. running setup.bat rn actually
ahhh should have waitied for this lmao
setup.bat is takin quite a bit, but i am using phone hotspot for intenets atm lol
a bit degenerate i know
but we do what we must!!!
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<WindowsPlatform>
<!-- you can specify an msvc version here if you have to from newer ones being annoying. THE ENGINE WILL EXPECT SPECIFIC VERSIONS SOMETIMES THAT ARE OLDER THAN THE LATEST-->
<!-- <CompilerVersion>14.38.33145</CompilerVersion>-->
</WindowsPlatform>
<ParallelExecutor>
<!-- the old way to enable hyperthread execution -->
<ProcessorCountMultiplier>2</ProcessorCountMultiplier>
<!--I reduce the memory per action a bit but this is generally intended to be 2-1.5gb Making this low will risk failed builds and freezing from running out of heap-->
<MemoryPerActionBytes>1073741824</MemoryPerActionBytes>
<bShowCompilationTimes>true</bShowCompilationTimes>
<bShowPerActionCompilationTimes>true</bShowPerActionCompilationTimes>
</ParallelExecutor>
<BuildConfiguration>
<!-- Enable support for UnrealBuildAccelerator, this is not required but I like pretty graphs. You can technically use this to do builds on multiple pcs at once but I have been too lazy to set that up -->
<bAllowUBAExecutor>true</bAllowUBAExecutor>
<!-- <bEnableAddressSanitizer>true</bEnableAddressSanitizer>-->
<!-- hyperthread (newer way?) -->
<bAllCores>true</bAllCores>
</BuildConfiguration>
<UnrealBuildAccelerator>
<!-- Enable for visualizing UBA's progress (neat) -->
<bLaunchVisualizer>true</bLaunchVisualizer>
</UnrealBuildAccelerator>
</Configuration>
I removed some clang specific things but to confirm this works you must see this in the build output
Executing up to X processes, one per logical core
one per physical core= not using hyperthreading
Only do this if you have like 2gb of ram per thread... you will need space for other programs to
im ripping at 3Mbps rn
this is in my appdata but you can have one in the saved directory of your project if it helps to be specific (setting the msvc version globally will make older versions weird)
this is about local memory and not network speeds for the buildconfig thing
the above section youmean? and yea where would this be included during this process?
this is something you do before building
changing this will force a full rebuild generally so don't do this unless you want to rebuild
got you, and yea i have not built the project on windows yet, so i imagine i will run into many issues
I think if you don't have enough ram to matter it will not help to hyperthread to be clear (2gb per worker is epic's rule of thumb which I ignore)
given the project is fully mac based atm*
i ahve 64gb
ram
that's cool but I am not asking about ram alone
basically as a rule of thumb you need 2gb per worker
yeah you won't be able to use every core here without hitting the page file with a big IDE open... the good news is you will be fine
I am on a similar build with a 7950x and a full engine build is like... 40 minutes?
so yeah you should be chilling here
you definitely want hyperthreading on here
ok nice, so is this part of the setup.bat part?
but I would maybe say leave the per action bytes as is for starting out
no
this is buildconfiguration
cuase this shit is slow af , but again, this is prob just internet speed issue atm
ok niice, coolio, i got you on that
setup.bat is what gathers a ton of stuff like engine content and random dlls
that aren't in git (at least not directly!)
shit might take all night at this rate
honestly yeah this might take a while even with decent internet... it's a lot of stuff
downloading I mean
but very good to know, for the build configs. prob would even be helpful for the mac builds as well, as im sure im building plenty of useless stuff and i plant o rebuild the enigne from source onmjy mac just to have fresh engiens
i wasn't sure if the setup.bat or the generate project files was the longer one, but i guess it's the setup
onet akes like 2 mi
min*
your pc sounds appropriate for building the engine... some people I know go higher for ram but you are chilling on 64gb here. Keep in mind once you compile the whole thing you won't need to recompile EVERYTHING unless you need to for a new target or after changing engine cod etc
or when you accidentally edit actor.h and hit the spacebar 
even then worst case you are gone for 30 minutes at this rate for partial builds (~45 for full maybe?). also keep in mind you need like a half terabyte of space for unreal
it will get HUGE with build products
and you need free space for the page file too in windows. Don't touch the page file
lmao classic, and nice good thoughts. and yes i have 2TB in this rn
I actually do some annoying stuff to manually turn off every engine plugin but I would say it's more annoying than helpful because you have to fix a lot of tiny missing things
2 things are interesting here
- the engine association is URL based! this is good to avoid using a registry key but the defualt setup will just be in the same folder (the professional epic way which I goofed here)
- I disable all engine plugins by default. This is cool because I skip needing to build engine plugins that are enabled by default but also requires enabled a dozen or so plugins that are actually mandatory so honestly I would say don't bother with that one at least not for now
your problems here are going to be internet speed more so than building and space
if you are truly on 3Mbps
SS is misleading... it's really hovering around 2-3, but somehow snapped it on a whopping 4
disabling all engine plugins seems like a decent plya but i wouldhave zero idea which im using and which im not by defulat, but good advice for future/packaging later on, probalby lots of useless stuff
we're actually cheffing up to 8mbs rn
I can share what I had to re-enable but I would suggest ignoring that weird setup for now (it's possible I missed stuff too lol)
big!
i most likely will keep it simple
i will be exstatic if i can get mac project ported over to windows succesfullly
that alone would be a mega win
is the goal here just to deploy a windows build for a dedicated server?
or just well, new pc to build faster
I guess you can always use both
3 birds if you count linux server builds as well
I have never had to deal with mac building at all so I'm clueless
basically got the windows to build for more poeple, as pretty small group of pople play on mac, and yea needed the server. plus, my mac was built for music, although a beast, not built for game dev btu it did work for me for the last 3 years
i must be an expert givent hat almost everyone i talk to refuses to believe people use mac's to devellop on
lol, a bit of a joke, but it's beent he biggest pain dealing with devs who act like zero people use macs
way back in the day as a kid with only my mom's imac it was brutal lol... These days people just dual boot into windows on their macs I guess but I think there's more available
I think I would generally not want to be spending time making a windows or linux port but I think it's kind of worthwhile if you don't need to invest a ton in it
I guess with a smaller market there's also less competition so newer games that suddenly work well on linux etc stand out a bit
ultimatley, im hoping zero things need changed,a s all the code should be compatible, if anything, most things are incompatible with macs, so hoping the mac to windows process is reallyjust getting the correct files in order and just building
only building linux server tho, not really for linux users
it will start to matter more with platform specific code for obvious reasons
FPlatform- interfaces are the sort of generic wrappers unreal uses which are nice
also different compilers have different rules
there should not be too many crazy issues though unless you used some crazy specific platform type
yea im hopign for the best, but i am prepared for any issues that may arise
i have had a firend build the project about a year ago on there windows and it did build after a few adjustments. was basically just missing certain .dll or .lib files, from it being mac based it just didn't have them in tere, and i had to rebuild the plugins and it was fine
im sure there will be some issues. but im ready. still just cooking on this setup lol
yeah like at worst you might get some "hey, you can't do that in a lambda" style nonsense unless you are getting really weird
exaclyt, we shall find out in the coming days !!!
11>EXEC: Warning : Visual Studio 2022 compiler is not a preferred version
what would this error mean? i think i have the correct sdk's etc downloaded but could be wrong
i got rid of it by downloading a diffetne component from VS, i just clicked a few that were recommeneded
Fatal error: [File:C:\Users\Default.DESKTOP-E4MJBSK\Documents\UE_Source\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 881] Rendering thread exception: Assertion failed: GFrameCounterRenderThread != PreviousFrameCounter [File:C:\Users\Default.DESKTOP-E4MJBSK\Documents\UE_Source\Engine\Source\Runtime\Engine\Private\Rendering\RayTracingGeometryManager.cpp] [Line: 582] FRayTracingGeometryManager::Tick() should only be called once per frame
im geting this error and clients crash. not sure what it could be as im not using ray tracing at all, and specifically have it set to false, but not sure if this is something else ?
i fixed, sort of... seems like it only happens on windows but it was from a loading sreen which had allow engine tick on, but still not sure why that would have been firing either wya
0>FilteredBinaryInputArchive.cpp(492,48): Error C4458 : declaration of 'remappedIndices' hides class member 0> UnorderedMap<std::uint16_t, std::uint16_t> remappedIndices{memRes}; 0> ^ 0>AnimatedMapFilter.h(23,52): Reference : see declaration of 'dna::AnimatedMapFilter::remappedIndices' 0> UnorderedMap<std::uint16_t, std::uint16_t> remappedIndices;
im getting a few errors like this while build the engine and im not really sure how tofix them as they are engine plugins , i changed the build config to ignore warninns as errors but this is still happening, not sure hwy
did you fix the earlier wrong msvc version?
11>EXEC: Warning : Visual Studio 2022 compiler is not a preferred version
this is not a nice thing to ignore. It's one of the most garbage error messages ever because it doesnt describe what version you are on directly (it's not visual studio 2022, it's the actual msvc version)
yes i think
yes i did that one
are you building with a project?
yes
i actually already had this building, by setting the build config to ignore warnings as errros but now it doesn't seem to be working
i did rebuild the project tho, and i did have it built and opened etc*
do you actually use the latest build settings in your target?
don't globally ignore warnings
` Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
ExtraModuleNames.AddRange( new string[] { "MAiWORLD_topdownDUP" } );
}
}
`
that's in my target* i copied wrong but you can see the build settigns
i'ts not actually irngoing warnsins it was to ignore warnsings that show up as errors but the warning still shows, it just builds
this is at least what it did last time i set it, but yea not sure what that even is, do you think it's somethign to do with needing a different component or something installed?
or maybe having too mnay installed...
do you have any build warnings in the opening build logs that have the incorrect windows api being installed etc?
you need to pay attention to the entire build log
not that i can tell, everything builds excpet that riglogic plugins weird class members thigns
pressing f5 and not seeing red lines is not what I mean here, I mean if it is on the EXACT intended windows api version
ok wait i do still see the comiler
yeah, don't ignore warnings
read the buildconfig example I showed earlier if you need an example of how to target a specific version
also you must nuke intermediate after fixing the msvc version (unsure if that applies to source builds? I forget)
I might be mixing that up with something else
but yeah never ever ignore the engine saying a version is wrong early on
ok to be clear, i had the engine already built, and working game was working as it does on mac, and all i did was add the linux toolchain, which forced me to have to rerun setup.bat and generateprojectfile.bat, which most likely was the source of when things "changed". but when i run generateprojectfiles.bat i get no errors or wanring
not what I mean
the linux server target actually builds
I am talking about building
building?
it doesn't really matter to me how it got to this state I guess, if it's telling you you have the incorrect msvc version it's not using the intended version
can you show the first few build output logs?
pay attention to the MSVC and Windows SDK versions
you need to use the visual studio installer to find these and most of the time it will just blindly use the latest one anyways
i will say it doesn't hlep that there are 100 options with arguably the same exact names for these things
but i think i found the one i need, although i did have it set to "laest" but it seems to want a specific version, and the most recent is at the very bottom of the super find waldo looking ahh list
oh nice the one labeled (out of support) must be!!!!
lmfao so i chose the wrong one
should i also uncheck all the other ones
this tripped up a bunch of people because usually the latest version will work, but this version was a bit behind due to some compiler issues that I have no clue about
you don't need to if you target it specifically in the above example I chose
it honestly is just easier to only have 1 sometimes but if you know what you are doing you can set the version (in the example I showed for this exact reason) (the buildconfiguration.xml)
issue is if you have multiple c++ projects you might need multiple versions
honestly I think the engine is kind of horrible at figuring out the correct one to use and I wish it would say "here's how to override it" if it's using the latest one and another one exists
im gonna have to rebuild this again.... chirst it's like the 6th time lmao
yea no this process for windows was actually more difficult than mac
despite what i've been heard befoe
it's rude of me to say but you could not have had to do the first full build if it was stopped at the first warning
to be fair you probably never had to deal with this nonsense on xcode or whatever
you are not the only person who has had to go "wait what? an out of support version?"
lmao no , it's all good i need to learn the ways of the platform... and dont get me started on xcode, it's the worst of all time
i should probably have just built 5.7 as i will proabably upgrade soon, but i just wanted to feel good about getting the project that i've solely worked on mac for 3 years to build and run and work on windows
which i did have until i built for linux and twisted some thigs up
I think upgrading AND moving platforms would be scary because it would make everything be a bit "is this from the version change or the platform change"
yea exactly, one obstacle at time for this process
I think you had the right idea sticking on the same version even if it's going to be changed soon... just to confirm it even works the same
hmmm still seems to say it's wrong version. im assumign this is because i have "latest" checked as well? it's choosing 14.5xxx instead of 14.38
0>Warning: Visual Studio 2022 compiler is not a preferred version
how can i force it to use the other oen?
or do i need to rerun setup.bat / generateprojectfiles.bat again first?
You can specify the version in the build.cs somehow I believe.
read my messages about this please
lmao i've read every message, not sure what you are trying to get me to find in this haystack
you mean that file from like days ago, i completley forgot you send that build config
should i just copy and paste that ? lol
ok that seems like a solid idea to try (to force the compiler version)
would that be the engine one or the project one?
the build config.xlm one
this is useful for 2 main reasons:
- slightly faster builds with hyperthreading enabled (you still have not posted actual built output so idk if you are using that or not)
- very specific target versions
other misc things like lowering memoery per action to be about ~66% of the normal size but you should honestly consider commenting out memoryperactionbytes unless you are comfortable with how it works already
there is no difference there
it can be from appdata if it finds it there
this is global stuff applied to the whole target
here's an example of how to change the windows sdk version too if you need that from it refusing to use the correct one
(don't put two separate xml bodies in there, this one is from a second buildconfig on my pc from appdata)
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<WindowsPlatform>
<WindowsSDKVersion>10.0.22621.0</WindowsSDKVersion>
</WindowsPlatform>
</Configuration>
mine is currently in the project saved dir but that's just because I don't want it applying to all projects on my pc
if you only have 1 project it doesn't matter
<WindowsPlatform> <CompilerVersion>14.38.33130</CompilerVersion> </WindowsPlatform>
is that the version you installed?
would that be the correct addtion if i wanted to force that compiler version ?
show the entire thing
this is not the situation where you can get away with hiding the rest of the file and expect me to guess
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<WindowsPlatform>
<CompilerVersion>14.38.33130</CompilerVersion>
</WindowsPlatform>
<ParallelExecutor>
<ProcessorCountMultiplier>2</ProcessorCountMultiplier>
<bShowCompilationTimes>true</bShowCompilationTimes>
</ParallelExecutor>
<BuildConfiguration>
<bAllCores>true</bAllCores>
<bWarningsAsErrors>false</bWarningsAsErrors>
</BuildConfiguration>
</Configuration>```
If it helps you can move bWarningsAsErrors to be in your target
this fiddly ini is technically just writing fields in a c# class in ubt that your target also can write
I would say remove bWarningsAsErrors but that's up to you, this looks okay to me
im still waiting for vs to finish it's last install (i have mega slow download speed rn)
ok, if it compiles correctly, i'd have no issue removing, but if that issue is still there i really wouldn't know what else tod o
ok so now im going to wait for 30 min (not terrible)... cause it's rebuildign the whole thing
the plugin that was giving the issue is some random plugin i'd never use too... windows is cheeks!!!!!!!!!!!
good news so far is that "i dont likey this compilerer, pick a newski one plee plee" is gone
update that worked (aka it built successfully)
Plugin 'GeometryScripting' failed to load because module 'GeometryScriptingCore' could not be loaded. There may be an operating system error or the module may not be properly set up.
ok this is the issue i had before this, i got a warning saying that windows secutiyt blocked part of the editor, and then labeled a .dll file that most likley is related to this plugin, and it crashes the editor
basically, it builds now, but the editor crashes before it opens
i added my project folder to the exclusions for the windows defender, that worked (so far)
nuke the binaries for that plugin
you probably had a build cancel mid link
that's a good idea for next time, it just opened, so the adding of my project folder helped, i think it was changing the .dll file on demand of the launch on the first time and flagged it for a threat
changing it from it's old one (with the other compiler i guess)
I am not referring to the security issue
that is a somewhat rare but annoying issue with binaries not being dirtied if you cancel a build
a build being cancelled just yeets the process, there is no graceful end state afaik
that makes sense. i just hope i dont have to rebuild the full thing again lol
Running AutomationTool...
Using bundled DotNet SDK version: 8.0.300 win-x64
Building UnrealBuildTool...
C:\Users\Default.DESKTOP-E4MJBSK\Documents\UE_Source\Engine\Source\Programs\Shared\EpicGames.MsBuild\EpicGames.MsBuild.csproj : warning NU1903: Package 'Microsoft.Build' 17.11.4 has a known high severity vulnerability, https://github.com/advisories/GHSA-w3q9-fxm7-j8fq [C:\Users\Default.DESKTOP-E4MJBSK\Documents\UE_Source\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
C:\Users\Default.DESKTOP-E4MJBSK\Documents\UE_Source\Engine\Source\Programs\Shared\EpicGames.MsBuild\EpicGames.MsBuild.csproj : warning NU1903: Package 'Microsoft.Build' 17.11.4 has a known high severity vulnerability, https://github.com/advisories/GHSA-w3q9-fxm7-j8fq
Build succeeded.
any idea what to do about this ? this i actually the server log when the game launches
game still runs fine, but this seems slightly concerning
shameful amendment: No you do not actually need LFS for ue5-main... I have no clue how I got this mixed up
every project I have worked on with unreal and git has used lfs so I must have crossed the wires there
ok im ready to off myself no capskis.... so i've "successfully" built windows like probably 3 or 4 times now (i have hardly slept in the last few days) and after success the last time, i decided to move forward and get the linux toolchain and build the linux server. that worked, BUT it casued pretty much everything else to seeminly break. im having loglinker issues with random plugins, my turnkey fails to run, and i honestly have no idea what to do on windows to attempt to fix any of these thigns. the difficulty is that there are so many potential areas of problem, like "was it the tool chain" "was it the addtion of linux", "is it just casue windows is ass and mac is better" im baffled, and im heated
Lol. To update the above Iโve successfully quelled all issues that stopped me from being the greatest of all time but iAM in fact the greatest of all time. What was the issue? I donโt know I just rebuilt it all from scratch and was particular about all the windows stuff like the security stuff so all the files would not be rejected. All that nonsense. But itโs goodly now in case anyone was stressing while reading that
Which branch should i PR against? It seems to be either ue5-main or release(looking at PRs) and the Contribution doc page also says release, so.. release?
PR's should always be against ue5-main per the readme section on contributions.
oh, i havent thought about reading readme.. ive read https://dev.epicgames.com/documentation/en-us/unreal-engine/contributing-to-the-unreal-engine which seems outdated then:P
thank you
Or they're using the word in a different way, as ue5-main is the most recent "release" because it's the live trunk and not a versioned release.
Or written by a different person that doesn't understand how the git is set up. Or it hasn't been updated from some previous setup.
๐คท
ue5-main is definitely what you want to do PR's against.
I couldn't have picked a better change for my first PR, a literal one symbol
https://github.com/EpicGames/UnrealEngine/pull/14465/changes
thanks again for the notes!
In an effort to try and get my installed build size down for some folks I started generating a build that strips the pdb files before packaging the installed build. I was wondering what steps are necassary to "utilize" the pdb files that have been stripped out if I want to conditionally distribute them later.
As an example I noticed the editor builds unreal distributes ship wtih FAB pdbs and pdbs for UnrealGame UnrealGame-Development and UnrealGame-Shipping.
Can I replicate that by simply placing the pdb files from Saved next to their dll files in the LocalBuild?
by "utilize" you mean decode callstacks after a crash/ensure or what woud you want to utilze them for?
Yes primarily to decode callstacks. I ended up just generating a build with stripped pdb files and then a build without pdb files for folks that don't code at all. Even the debuggable build landed at sub 100G so I'm pretty happy with this.
Hello good people :) I'm looking for some help regarding umaps and unreal version compatibility.
I copied an Unreal project file which I'm working on from one computer to another. Computer 1 has UE 5.5.3 and computer 2 has UE 5.5.0. Computer 1 has Houdini and Houdini Engine installed while 2 does not.
I have a level in my Unreal File named X which contains assets which were created using a Houdini Digital Asset (HDA) and some assets which have been baked into instanced static mesh components from that HDA.
Upon opening the unreal file using the 5.5.0 editor on computer 2 - the Level X does not appear in the content browser and cannot be opened despite X.umap being in the content folder directory.
Could someone please help me to figure out what could be happening and whether a small version mismatch 5.5.3 -> 5.5.0 could really break levels like this.
Assets (including levels) saved with a later engine version cannot be opened in a previous version.
This seems like a weird setup though
Ahh understood thanks for the insight.
yeah I agree it's a weird setup - IT and software support at my workplace is quite dodgy
That's odd, they should be compatible between patch versions ๐ค
I'm trying to make a state tree property function. it's simple enough except that whenever i add it to a property the editor starts snapping that property closed every frame. I've tracked it down to PropertyNode.cpp in the EnsureDataIsValid() function, the node in question is confused about how many children it has and thinks it has to rebuild, but then rebuilding the children doesn't actually create the right about of children somehow apparently and so it's constantly marking the property node as invalid adn rebuilding. I don't look into this area of code very often, does anyone know what i should be looking at?
i'm pretty convinced at this point it's a state tree bug
Hi all,
I am new to Unreal and to this forum, please let me know if there is a better channel for this question:
I am getting Unreal crash (Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000000000a474) when I am Baking my Houdini HDA.
My HDA has two outputs - heightfield (Landscape) and geo as packed prims (multipe staticMeshComponents).
If I output only heightfield, Bake works fine
If I output only geo as multiple component, Bake works fine
If I output only geo as one component, Bake works fine
If I output geo as one component and heightfield, Bake works fine
If I output geo as multiple components and heightfield, Unreal crashes
I am attaching my test HDA.
Any ideas on what's causing it?
You need o build debug build with debug symbols and well, debug it
hey guys, quick question.
I'm using rider 2025.3.3 and I'm on a test project (for USD) that uses the source engine cloned from the github.
But as I'm having issues with USD working at runtime, I want to add logs inside some methods.
But those methods are inside files inside the USD plugin, so source files.
Rider prevente me from modyfying the file saying "File is part of Unreal Engine"
Does anyone know how I can by-pass this so I can write in the file ?
I don't know if it's rider specific or the engine source itself
never mind......
i just found it
a good night's sleep and I found it almost instantly.... (i didn't find it yesterday...)
here in rider's settings
They added read-only mode finally after 783 years? amazing
it prompts to enable modification on source file ?
i didn't get any prompt for this
it said "File is part of Unreal Engine"
but didn"t prompt anything
had to disable this for me to modify
It does the very first time. Your screenshot even shows that "Do not show Unreal Engine read only mode dialog again" so you dismissed at some point in the past
ah.... ๐