#engine-source

1 messages ยท Page 17 of 1

smoky quarry
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i didn't even look at this ๐Ÿ˜…

quaint epoch
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Has anyone tried to remove unused plugins from UE sources to make it lighter and faster to compile? For instance I don't need MetaHuman, but removing it, I also need to remove plugins that are referencing it, and so on... It's a vicious circle ๐Ÿ˜… How do you guys handle that? Do you always ship the full UE to your team?

thick furnace
# quaint epoch Has anyone tried to remove unused plugins from UE sources to make it lighter and...

you can either globally disable enabled-by-default plugins in project and activate only needed. downside - you have broken project until you find all little things needed
alternative is to disable enabled-by-default plugins one by one in project. downside - still trial/error to disable things and large list of disabled plugins
another is using native source build with both modifying uplugins and having native project structure

quaint epoch
thick furnace
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that is mostly done if you have native build (project is next to Engine folder) so you build both.
foreign (engine built separately, uproject has guid referencing engine) will build everything, always

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there were discussions about that somewhere in channel

quaint epoch
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ah i see, with the native build setup im worried that a single change can take much longer to be detected and compiled than in a foreign setup

hidden hedge
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a native project makes it so you only build modules that are referenced by your project either directly or indirectly via a dependency

quaint epoch
#

I mean, isn't the developer experience worst because you have the whole UE+Project (native) loaded instead of just having your project (foreign)?

hidden hedge
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not that I've noticed. YourProject.sln has the entire engine source in it anyway, and for Rider it doesn't change a whole lot when using uproject model either

smoky goblet
dreamy flume
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Hey, anyone having this problem with the last pull from the dev branch?

crude stream
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How do i compile unreal engine 4.8 even though the CDNs are forbidden?

wicked gust
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Have been searching for a while on the forums, but cannot find anything related to it: Do anyone know or have already modified the Nanite Vegetation for intractability? I was yesterday evening messing around with the Dynamic Wind plugin and that compute shader, however by default its rendering x number of rotations per instanced skinned skeletal mesh. I want per instance interacability without WPO to get the full performance of the new system. Where I stopped myself was starting to change the nanite pipeline as that seems like the wrong way to go about it. Know epic has talked about having that as a future consideration and not at all implemented. Im fine with making my own system, but just want to make sure im going in the correct rabbithole so to say.. Anyone gotten something similar working already that can point me in a good direction?

green briar
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Is anyone aware of a good ue5-main commit to compile the engine from to test out Mesh Terrain? Last time I built the engine from source I had to search around for a commit that would compile for a while, but maybe that's not as much of an issue these days?

thick furnace
green briar
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Ahh, yeah, that's why I was hoping I'd find someone who already knew a good commit ๐Ÿ˜„

jagged drift
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I'm on the ue5-main latest commit , just updated 3days ago

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I'm using this version on macos, it halted mouse right button dragging after UnrealEditor switch to de-active windows after several minutes

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don't know how to play it....

hidden hedge
jagged drift
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I almost update to latest ue5-main every week, i am learning modular control rig now , but i encountered lots of issues about this module , EPIC continue improving this module at the same time, so i am keeping update the source to latest every saturday

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xcode-26.4 using LLVM-21.1.6 , i don't even dare to update my xcode now, have anyone tried it to build unreal source yet?

orchid rivet
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ohh, yes , i just update ue5-main to latest

jagged drift
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after update to tahoe to 26.4, xcdoe to 26.4 , and latest ue5-main commit , fixing up some compiling errors , finally unrealeditor opens up again , right button hold and drag (turn) function still dosen't work after switching unrealeditor to background some minutes

tiny sandal
heady sparrow
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are you building the entire engine or building it with your project?

tiny sandal
heady sparrow
tiny sandal
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i will try tthatt thank you โค๏ธ

vagrant pond
thick furnace
vagrant pond
lost goblet
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Hello !

Since we migrate our engine to the 5.6 version
Some designers complained about some struct autocollapsing when editing some variables. (those variables are instanced UObject properties)

Do someone have anytips to debug what could trigger this collapse?
I identified that there is a logic that refresh all the properties and check if they should be collapsed or expanded but i'm not sure how i could prevent it

lost goblet
quaint epoch
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UE provides a command to make an installed build, which is convenient because it moves everything you need to share with you team into a LocalBuilds folder. Do you know if the same is possible with a native build providing a .uproject? We would like to keep UE/project into seperate folders and repos

For a foreign build, I use

RunUAT.bat BuildGraph -script=Engine/Build/InstalledEngineBuild.xml -target="Make Installed Build Win64"

For a native build, I use

dotnet build Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.sln -c Development
UnrealBuildTool.exe -projectfiles -project=uproject_file_path -currentplatform -game
UnrealBuildTool.exe BlankProgram Win64 Development
UnrealBuildTool.exe UnrealEditor Win64 Development
UnrealBuildTool.exe UnrealGame Win64 Development
UnrealBuildTool.exe ShaderCompileWorker Win64 Development
small surge
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Any idea when Epic plans to add this in? This could really help bring overheads down esp when double precision is unnecessary in BP

vital hawk
vital hawk
# small surge Yes please

Found it: https://github.com/EpicGames/UnrealEngine/pull/11660#issuecomment-2197692100
But it seems I was wrong:

  • We are not taking any PRs for this feature, but that doesn't mean we're saying no to the request. To state it more clearly: we'll implement this ourselves. The absence of a single-precision float is problematic, and we would need that available to Blueprints if we're also allowing the remaining integer types.
  • I do not have a timeframe for when this will be done. The feature will show up on our public roadmap on ProductBoard once we've settled on a direction.
    So to your original question: no idea on the timeframe. Looking at ue5-main, it doesn't seem to be in yet.
small surge
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No way to mitigate this either

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Which is why I was looking into this

astral elm
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Case : I am on 5.6, and need to update
Engine/Build/Android/Java/gradle/app/build.gradle
to enable desugaring on EOSSDK android .aar

So far so good : I merge the CL https://github.com/EpicGames/UnrealEngine/commit/cf8499cac7d4a1c8546b1efe316bce60d3ab43d2

then I need to run gitdependencies again
./GitDependencies -force

but... I get
Failed to download 'https://cdn.unrealengine.com/dependencies/UnrealEngine-45416590/78f003c51e2eb7b44c7f35e394f178b152e7dec1': CorruptPackFileException: Incorrect hash value of /Users/macstudio/unreal-56/Engine/Build/Android/Java/gradle/app/build.gradle: expected af713cbbddaeeb7e8943adfffcc3d6f167e1ef9d, got dc3336964e985f0297b49afec57ec402f96e93ae

ok, I assume I need to clear a cache or something? But I cannot find cache, which I presumed should exist at
~/Library/Caches/UnrealEngine/GitDependencies

advice would be welcome

EDIT : Addendum : CL caused problems, was better option to just adjust the gradle file directly.

sage robin
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So while coding with AI and mostly reviewing code changes in small chunks, I accidentally wandered into extending unreal editor property fields inputs. After pointing out to it an optional parameter to that it could use it started to work!

Of course that was after it suggested to wrap the value in struct so the custom input would activate properly.

Is the Unreal Editor customization code poorly documentment as the AI says it or is it lying to me?

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Customizing an int id field to have combobox selection based on a different data table was just such a good feeling.

oak thicket
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I occasionally have run into other folks who have seen this issue, so I'll post this here in case there's someone more familiar with the editor code than I am.

Issue: Using the Gameplay Debugger causes the game to freeze for a significant amount of time (30s on my machine), and then play at an unplayably low framerate.

**Cause: **There's two things going on here.

  1. A big chunk of the hitch seems to be caused in part by the EditConditionHides on UPrimitiveComponent::ExcludeFromHLODLevels. When the details window is being rebuilt, it chains up through UWorld::GetWorldSettings literally thousands of times. Any EditCondition in a UPROPERTY seems to have this issue but most of them are simple or bool based, so they don't impact performance.

  2. Whenever the Gameplay Debugger detects an input, it forces the Details Window to get rebuilt, causing another large hitch. It does this on the Tick for held inputs.

Workaround: Close the Details Window while using the Gameplay Debugger.
If you have source access, removing the EditCondition from UPrimitiveComponent::ExcludeFromHLODLevels also helps.

If anyone has found a more comprehensive fix for this give me a ping!

heady sparrow
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it rebuilds itself constantly and can become expensive enough to be annoying

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I just switch the tab over to levels or world partition when the perf cost is annoying there... it's nowhere near as crazy as this one though

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it can take more than 33 seconds to update the details view when things have show hidden properties enabled sometimes though

honest plume
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If the engine setup fails then do we have to clone again because I tried starting it again but in vain??

heady sparrow
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you can just click setup.bat again

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you can just hard reset the directory if you have done something you can't recover from

honest plume
heady sparrow
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remember: we can only see the stuff you type into discord

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if you click the cmd window and hit some arrow keys does anything show up?

honest plume
heady sparrow
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show the error

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remember: I can only see your messages

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so you are clicking setup.bat, and it reaches a certain point and then stops?

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have you tried the thin setup examples posted in here?

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sometimes the CDNs it accesses can have issues

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there are instructions on how to manually download them in the pins

honest plume
# heady sparrow show the error

No error
I cloned ue source from my fork
Then I ran setup .bat
Then at 26gb it got cancelled cause my network
2 more remaining
After I tried running it again but no progress nothing even I checked my task manager no heavy read write is going on at all

heady sparrow
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it only downloads what it needs. I am not sure how it checks for missing data but you can always run it again later

honest plume
heady sparrow
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you have still not actually describe what it is stuck on, I can only see the messages you put in here man

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can you just show a screenshot of the step it was stuck on?

honest plume
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Also after alot of time I deleted the dependency from the .git folder then ran it again still it was same so eventually I cloned it again will run the setup in morning while network is good

heady sparrow
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it's stuck on a specific dependency and it says 2 more remaining? what is remaining?

heady sparrow
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hopefully it works better if your internet is nicer

honest plume
honest plume
heady sparrow
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how did you clone unreal?

honest plume
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Using url from my fork

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Took 5 minutes to clone then 10 mins for deltas then after 4 more mins i ran the setup

dusky compass
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ideally it should just pick up where it left off
Which country you are from?

heady sparrow
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I hope it can't get in some corrupted state here

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definitely use the posted lightweight setup in the pins

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you want to exclude platforms you don't need

lilac glacier
dusky compass
honest plume
honest plume
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Yeah re cloning and running setup again just worked in one go

heady sparrow
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I'm glad it worked

honest plume
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just finished building ue5 source gonna run it how much space will ddc take

honest plume
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I hope I have enough space for ddc

heady sparrow
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the ddc is occupied by content, not code

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engine content is not going to be a significant amount of storage, your project will have more content

honest plume
small surge
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Any idea what is causing these artefacts in baked lightmaps at a distance? Been hearing that mip streaming has been broken in UE5 for a while now and I have no idea what to do.

UE4 did not seem to have this issue based on initial tests so far

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These are modular planes attached together for context

bitter scroll
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Hey guys, did anyone ever stumbled upon an issue while trying to debug engine source code, that as soon as I launch editor with debugger attached, or attach debugger engine breakpoint will become inactive (project debugging is fine).

"The breakpoint will not currently be hit. No executable code is associated with this line."

The engine is 5.7.4 Installed Build from source.

heady sparrow
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is it from the launcher? built locally from the github repo? a distributed (rocket?) build from a source build?

bitter scroll
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Downloaded source from unreal github, forked, made small changes and made rocket build to distribute ready engine to team members.

heady sparrow
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no symbols = no debugging

bitter scroll
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Yup, I have symbols, and all modules are loading correctly into debugger.

heady sparrow
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what is the build config in your IDE?

bitter scroll
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Furthermore, last time when I was doing everything the same way on 5.6.1 everything worked fine ๐Ÿ˜„

bitter scroll
heady sparrow
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neither of those two things you listed include "Editor"

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switch to an editor build to debug the editor

bitter scroll
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๐Ÿ˜‰

heady sparrow
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be specific

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that is what you want though, I'm not sure why the symbols aren't resolving

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does the engine have a unique module name?

fervent sapphire
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Hello everyone, has anyone tested UE5.8 Source and encounter strange gamepad issues with Enhanced Input?
Basically my inputs run just fine when first launching the game, then as soon as I Alt+Tab (loose focus on the game window) and come back, my joysticks no longer trigger my input actions (even though on the debug I can see them being detected by the engine)

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Is that something anyone else encountered?

pulsar pendant
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I tried building UE4.23 again and I got these errors and warnings again. What am I doing wrong? Can I fix these? I was using Visual Studio Community 2019 to build it. My Unreal Engine Build failed to build.

heady sparrow
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check the build output, do not look at the error list

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if it has warnings about msvc and windows sdk versions do not ignore them

pulsar pendant
heady sparrow
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the build tools are mostly what matters here to be clear but there might be some IDE-specific parts I am unaware of

pulsar pendant
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I see.

small surge
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Any idea how 5.7 fixed lower quality mips showing up too close? Looking for the fix to backport to my fork

dusky compass
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You can build on vs2022, use 10.0.19041.0 WindowsSdk and 14.16.27023 compiler iirc

pulsar pendant
heady sparrow
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look for warnings near the beginning, read what they say

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you are going to need to use the visual studio installer to select specific versions you need, they will be in the output

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if they are not getting selected despite being installed you may need to modify your buildconfiguration.xml to select them directly

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if you are super new to unreal C++ I think building a source build will be a bit much... you should probably avoid this unless you really need this for a dedicated server etc

bitter scroll
heady sparrow
pulsar pendant
heady sparrow
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I should have been more specific

heady sparrow
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here's the line that shows the MSVC version and windows SDK

pulsar pendant
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My Visual Studio 2017 version is 15.9.79

pulsar pendant
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I found the build configuration.xml. Do I delete it?

heady sparrow
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this is honestly not worth the trouble if you are not sure how unreal C++ works and don't have a good reason to, if you want to learn that's 100% fair to be clear

pulsar pendant
heady sparrow
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cooked assets from what?

pulsar pendant
# heady sparrow cooked assets from what?

From existing games. Iโ€™m trying to rip models from Life is Strange Remastered and I want to bake the characters eye materials into a texture. This is the tutorial I was following. https://youtu.be/6unVb5gNBtM?si=TVTHLHWH02IJVXIA

Hello everyone,

Today I am sharing a video tutorial, as requested. In this video I show you from A to Z how to uncook an asset that was cooked in engine version 4.22 (the game is Trials of Mana). I then export the uncooked asset in UE5 as an exemple (but it could be any other engine version).

Note : I didn't try a lot of stuff, but I assume i...

โ–ถ Play video
dusky compass
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just install required SDKs and toolchain and use guide from pinned to build manually with buildconf

pulsar pendant
pulsar pendant
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How can I fix this error?

thick furnace
pulsar pendant
thick furnace
pulsar pendant
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Got it

pulsar pendant
zenith oxide
pulsar pendant
orchid rivet
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I just updated my unreal source code to the latest commit, it's now UE-5.9.0 , it seems need a newer compile toolchain , 14.50? , i am getting build errors when building c++ projects....

cursive terrace
small surge
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Was there a fix in rendering anywhere for these glitches in rendering for 5.7?

orchid rivet
bright lava
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so this the errors in build script:

graceful hornet
vital hawk
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It's called Toon internally IIRC

desert girder
smoky goblet
desert girder
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I see. Thank you

vital hawk
minor wing
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Hello everyone. Aside from the unreal docs, are there any one-stop-shop community resources/documentations regarding compiling unreal engine from source? I'm surprised that there are not a lot of pins regarding tips and tricks in this channel. Many thanks!

dusky compass
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pinned

heady sparrow
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I guess my main big thing that I think the unreal github readme leaves out is I would say it's generally easier to compile from an existing unreal project using the engine rather than the engine entirely as it less stuff to compile which reduces the risk of failure and makes it smaller (this assumes you have a project in the first place from a binary build, which I would wager is the case for most of us but it is worth pointing out)

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but other than that, follow the darn instructions and if anything is confusing you can ask in here

dusky compass
cursive terrace
minor wing
minor wing
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also thats interesting to know that it's used to be pinned ๐Ÿค”

heady sparrow
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The best and easiest way to skip building specific plugins is to simply remove/move them somewhere else from $(EngineSource)\Plugins

this is not really true afaik? you can just... not enable them?

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I just use "DisableEnginePluginsByDefault": true, in my uproject but that involves enabling a few dozen engine plugins which are 100% mandatory for normal editor usage

minor wing
# heady sparrow I just use `"DisableEnginePluginsByDefault": true,` in my uproject but that invo...

Speaking of which I found out about this from https://github.com/daftsoftware/StarterProject which does list a minimal set of plugins for a usable editor, and also this seems to work when doing a native build

GitHub

A lightweight uproject that debloats Unreal Engine, reducing package size and increasing editor and game performance. - daftsoftware/StarterProject

dusky compass
heady sparrow
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I could try dirtying some file to see I guess

hidden hedge
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A native build doesn't build disabled engine plugins

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And that means specifically building your project target, not build solution or building the "UE5" project

heady sparrow
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yeah I should have made it clear but I am building with a project (in the disabling engine plugins to not compile them case)

dusky compass
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and I was taling about building engine specifically, just directly or for rocket build or whatever

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when I tested the engine plugins still would participate in build process

hidden hedge
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well yeah that won't have knowledge of what the project has enabled/disabled, building the project's editor target works out what is required

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probably shaves literal hours off the compilation process as a result

prime finch
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Has anyone noticed that when compiling UE from sources on macOS the -Werror and -Wimplicit-int-float-conversion are causing build errors?

bright lava
prime finch
vital hawk
dusky compass
#

OOP sloppa my beloved

hasty thunder
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wtf

elder falcon
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huh

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this is new

rain lake
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yep

tough oyster
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Indeed

rain lake
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more specialty channels now that we have categories

faint matrix
#

First, uh late

ocean summit
rain lake
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congrats!

steady flint
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๐Ÿ˜ฎ actually thats interesting

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"binary build at"

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Is that what artists see when I push engine bins?

astral sapphire
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this is probably the most horrific channel

tough oyster
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It's the channel of breaking hopes and dreams of what the engine is doing behind the scenes.

radiant hazel
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Wow, finally a channel for me

low dust
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here you can talk about source engine

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estimate when source 2 will be available to public etc

unique smelt
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Haha

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I need a File Open/File Save dialog on Windows at runtime

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They're part of FPlatformTools (iirc) but it's editor-only. Thoughts on how hard it'd be to wrap the native Windows one and have the blocking be on a different thread/call back on the game one?

half swift
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I'll tell you what, if anyone has a nice detailed breakdown on a simple to do Editor Module extention

unique smelt
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There's a wiki implementation of a Slate version made by Rama but I'd really like the native Windows UX.

half swift
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I'll pay you some $$$

unique smelt
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@half swift Like, how to make an Editor Module?

half swift
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Aye

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I keep pushing it off because other things get in the way

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But, now we have this damn channel

unique smelt
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I'll DM you

half swift
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So, I am going to try to get some help in doing it finally, one way or another, I'll make time for it

#

k

gloomy hamlet
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@half swift I wrote an article just recently that might be of use: http://kantandev.com/articles/ue4-code-modules

sick pivot
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Are there any changes to the APlayerController class 4.17+ ? I had a project working fine in 4.16.... setup to rollover to 4.17 today.... been having tons of issues with my playercontroller BP Subclass of my C++ parent. Its an OUTER error - Skeleton - something or other..... and its the ONLY error i have.

Blueprint says its dirty and needs to be recompiled. when i do so - i crash at this error... but it takes like 99% RAM and goes for a few minutes.... like a memory loop or something. then finally crashed with this error.

radiant hazel
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@0lento#8809 it's very nice of them to include a chat about source engine 2

radiant hazel
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@VictorBurgos#7534 Editor module?

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In our game, we have an editor-only module that loads component visualization

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Does that count?

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If it does, I may be able to help you

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The module only extends the editor, is not present in shipped game

rough coral
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Does anyone know where UE4 puts the dependencies that are downloaded via Setup.bat?

hearty sand
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@half swift wouldn't that fit into the #plugin-dev channel? Extending the editor is something i can answer you questions on if you need

rough coral
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Has anyone had issues with ApexDestruction when building 4.18?

low dust
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didn't they move it into plugin in 4.18?

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@rough coral it still works in editor?

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just asking in case you just haven't enabled the plugin

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APEX Destruction has been moved to a plugin and is now disabled by default. To enable the plugin, use the Plugin Manager (Edit > Plugins > Physics).

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@rough coral also to the dependencies, I think it spreads those automatically where they belong, I'd guess most go to Engine\Source\ThirdParty

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but it also downloads all the docs and sample/template content too

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so, in the end, it's spread around

rough coral
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@low dust - I found the issue, I had the have the plugin enabled in my .uproject besides having it built

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I had it in my PublicDependencies and I included it in my .h, I thought that was enough.

low dust
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it's not if it's a plugin

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in past when it wasn't a plugin, you still had to have public dependencies and headers setup right

rough coral
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Yeah I know, was a stupid oversight

severe granite
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is this channel new? ๐Ÿ˜

half swift
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@hearty sand You tell me boss

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I was just reading the description of the channel

hearty sand
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You gotta ask Nick about that

half swift
hearty sand
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I had no influence into naming or descriptions

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He decided himself

half swift
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Aye, I mean, that's the only reason I even mentioned it here

hearty sand
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Yop

tender stratus
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Hey has anyone run into a crash on the ResolveConcurrency within the FSoundConcurrencyManager?

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Specifically on if (ActiveSounds.Num() >= Concurrency->MaxCount && Concurrency->ResolutionRule != EMaxConcurrentResolutionRule::StopQuietest)

tulip dew
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How do I debug engine source code in VS?

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I want to watch a variable for when it gets changed

tender stratus
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Place a break point on the code you want to debug while the variable is within scope

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When it hits it you'll be able to check the autos or watched variable

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now the question of if the symbols are there, you'll probably need to run your editor/game with debuggameeditor or debugEditor mode

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Or DebugGame in order to get the most built symbols

tulip dew
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@tender stratus I am trying to set a breakpoint in LocalPlayer.h the code is 100% executed by the game yet it tells me the point won't be reached

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I run in DebugGame Editor

tender stratus
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Ok you'll need to probably run it in DebugEditor

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Because symbols didn't compile if you are getting that message

tulip dew
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i have DebugGame and DebugGame Editor

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I have been using the last one

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and the breakpoint whites out once I start the debugger

tender stratus
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yeah

tulip dew
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eh

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How do I get all those entires haha

tender stratus
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hahaha

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Do you have the full engine source from github?

tulip dew
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only on my linux laptop....

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do I need the whole thing?

tender stratus
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yeah unfortunately, or else it cannot build the symbols for it

tulip dew
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is there a way to clone a specific version on github

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I am afraid 4.18 might break things

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ah nvm branches my bad

tender stratus
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cool, glad you got it

rain lake
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@tulip dew you can also use tags

tulip dew
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@rain lake I am pretty new can you specify?

rain lake
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git has a tagging system, and Epic tags all of their releases

tulip dew
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Ah I see

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I figured I could just use git clone -b

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worked just fine ๐Ÿ˜ƒ but thanks

rain lake
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that works

tulip dew
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nice dragonite btw : ^ )

rain lake
tulip dew
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@tender stratus it's finally working after hours of letting the source compile

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โค

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gn8 lads

tender stratus
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Hell yeah! Congrats!

old heath
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and possibly point us in the right direction. WindowsPlatformProcess.cpp seems to be waiting forever, because of an unsigned int, and freezing the client. It seems maybe the game thread is just waiting on another process that never happens, we think?

old heath
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It's been quite elusive

rough coral
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Is it possible yet to add the engine source version to the launcher?

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I need to install the substance plugin off the marketplace and it asks me which launcher engine version to add it to...

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and I have nothing in the launcher

gloomy hamlet
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@rough coral Nope don't think so, but you can install to closest version, then just copy over the plugin folder.

unique smelt
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Are you building from source

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Or just trying to debug source code? If so do you have the editor symbols downloaded

void hull
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maybe stupid qustion but is there UDK source code of previous versions somewhere I can look at? I'd like to check certain features implementation

hearty sand
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UE4 or UDK?

void hull
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UDK

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older version

hearty sand
#

Might be that this is behind a license wall

void hull
#

i googled nothing

#

eg i googled but google gave me nothing

#

im already on github boat so should be no problem with NDAs

#

so is it there somewhere?

#

there is nice procedural building generator in that version and I was thinking about to pull it into recent ue version and make it work, can't wrap my head around fact how this super handy tool got discarded of engine.. just can;t

hearty sand
#

I doubt you get the Source of UE3

void hull
hearty sand
#

As said, you would need a full license for that iirc

void hull
#

bahhh

hearty sand
#

UDK itself does not include the c++ source

void hull
#

did not know that

hearty sand
#
The primary difference is that UDK does not include Unreal Engine 3 C++ source code access. UDK ships with all the UnrealScript code and Unreal Engine tool integrations as the commercial version of Unreal Engine 3, offering the same features the pros use.

The tools and technology are the same however a โ€œfullโ€ license includes the underlying C++ source code to the engine and tools, which allows licensees to make virtually any change they want and potentially ship their game on consoles provided theyโ€™re licensed by the console manufacturer.
void hull
#

ok, ty for clarification exi

fathom leaf
low dust
#

it does

#

have supported for many versions already

#

make sure you installed c++ tools along the VS2017

#

it doesn't install them by default

#

@fathom leaf

fathom leaf
#

Okay. Does MVS 2015 work with 4.18?

low dust
#

should

fathom leaf
#

Also, if I am on windows 7 is that going to present problems building with 2017. It says i have the windows 10 and 8.1 SDKs installed..

low dust
#

that needs those c++ tools as well

faint matrix
#

Did someome have any problem building ue4.17 source Code from github?

radiant hazel
#

Not me

#

Actually

#

I sorta did

#

I had some random UHT glitch

#

Which I fixed

#

@gray glade remembers about it I think

#

He helped me with two issues, only one of which was an actual glitch. I'm pretty sure it was fixed anyway

vestal creek
#

What should one do if he sees a possible mistake in the engine source code? like +1-1 mistake or copy-paste mistake (in my case)

faint matrix
#

@radiant hazel adding somewhere somewhere on the cs build file twophase half solved the problem

#

but dunno still have some issues related to something else an inmate is checking on

bronze crest
#

@vestal creek either a PR or post it on the answerhub as a bug report

quaint adder
#

any incredibuild users here?

quaint adder
#

can't find any docs on how to work with ssh tunnels... gonna try using a vpn

warped forge
#

(fastbuild is another alternative)

quaint adder
#

oh yeah thanks @warped forge

#

I think the issue I'm having are with my network setup though

elfin badge
#

Anyone know what happened to BuildConfiguration.xml in 4.16+ ?

#

Trying to increase the processor count when compiling

#

nvm found them. one under Engine\Saved\UnrealBuildTool and another under AppData\Roaming\Unreal Engine\UnrealBuildTool

hearty sand
#

Anyone having a bit more knowledge about tickgroups and threading?

lofty charm
#

Has anyone here worked with BuildGraph builds? I've created one but when I try to run a standalone build from VS (e.g. DebugGame) after cooking content in the editor, it complains about missing engine/core materials. When I do this with an Epic-provided engine build, it works as expected. Has anyone solved this?

#

@gloomy hamlet I know you'll know this old buddy ๐Ÿ˜‰

#

A real pain in the ass

rain lake
#

4.18 has a buildgraph config for shooter game I believe

lofty charm
#

@rain lake Okay cool, so download 4.18 and look at their InstalledBuild.xml? Or should it be in the ShooterGame dir itself?

rain lake
#

should be in the shootergame project

#

I've been meaning to poke at it

#

because I personally have had issues understanding how build graph is supposed to work

#

or what is "ideal"

#

it's not well documented

lofty charm
#

Yeah I've got it working as far as making sure there's a Server target in my engine build, but no idea why the content is screwing up

#

Everything else is the same as theirs!

#

Downloading 4.18 now to see what's going on in theirs

ocean inlet
#

ohh that;s nice to know @rain lake I use it (build graph) a fair bit but would be nice to see what epic does with a project

rain lake
#

yeah, in the full changelog for 4.18

#
Added an example script to package ShooterGame for any platforms.```
ocean inlet
#

ohh nice

lofty charm
ocean inlet
#

oh, you looking real pretty right now. Thanks!

lofty charm
#

Unfortunately doesn't quite do it since it's for a single project and I'm looking at some content issue when BuildGraphing the entire engine

gloomy hamlet
#

@lofty charm Still not tried BuildGraph at all. I've barely worked with source build in a while now.

lofty charm
#

@gloomy hamlet ๐Ÿ˜ฆ

#

Ah well. Was it not worth dicking around with the source build?

gloomy hamlet
#

Avoided whenever possible!

lofty charm
#

๐Ÿ˜„

distant moat
#

First time trying to build the engine from source, confused as hell

#

Let me know if you can point me in the right direction, I have a few questions

gray glade
#

Just ask your questions

distant moat
#

I couldn't start off with the 'GenerateProjectFiles' because it said I was missing files, so I started with 'Setup' and when that finished, I was able to avoid the missing files error but now see this ^

#

The instructions on how to build from source code say to start with 'GenerateProjectFiles', I'm not sure why that never worked as the first step.

gray glade
#

Huh. Well shit. That's a pretty critical failure.

#

Screenshot of your directory structure where the engine and project are?

distant moat
bronze crest
#

running setup first and only after thats done generate project files is the correct order

distant moat
#

What does 'Project' refer to, exactly?

bronze crest
#

engine source VS project files

#

the .sln and stuff

distant moat
#

I may be wrong but from what I understand, we compile the engine using the source code and then launch it like we would normally. I expect to then open my project(s) within that engine

#

"project' isn't referring to my actual game project, is it?

bronze crest
#

no, its the engine project

distant moat
#

Fair

#

Anything wrong with the last screen I sent of my root?

bronze crest
#

looks normal to me

#

and I never saw your error

distant moat
#

I tried this in my secondary drive and on an external drive, both failed in the same way

bronze crest
#

is that a clean engine?

distant moat
#

I haven't tried it on my primary SSD

#

Clean engine?

bronze crest
#

downloaded from github with no modifications at all?

distant moat
#

Yes

bronze crest
#

which branch?

distant moat
#

4.16

bronze crest
#

run the generate project files as admin?

gray glade
#

Not going to change anything

distant moat
#

Oh

#

That did it

bronze crest
#

ha I knew ๐Ÿ˜„

gray glade
#

Wait, what?

distant moat
#

Yeah haha

gray glade
#

How?

bronze crest
#

your error clearly shows that it failed at writing the files

distant moat
#

It just created a visual studio 'UE4' file and I saw progress bars

bronze crest
#

so it didnt have permission

distant moat
#

It went by real fast, though

#

I should've tried that first-thing

#

Silly mistake

#

Thanks โค

gray glade
#

Eh?

#

It did fail while trying to write the file, sure.

bronze crest
#

look the stack below

#

yeah

gray glade
#

But due to a bad index in an array.

#

I'm glad that worked.

distant moat
#

I assumed the path was too long, I know UE4 has problems with very long paths in other areas

gray glade
#

But... it's certainly not obvious from that error.

bronze crest
#

and I myself had an issue like that a long time ago, since then I always run that .bat file with admin rights

#

so I knew it can be an issue

distant moat
#

Have either of you ever combined this regular engine version with the PS4 console version in a single build?

gray glade
#

Not got PS4 access, so no, but I'd imagine having PS4 access means you get a drop of files to add in to a particular version of the engine is all.

distant moat
#

Yeah, just wondering whether I would need to re-build anything again or it would just work once the files are moved over

bronze crest
#

you havent even started building the engine

distant moat
#

๐Ÿ˜‚

bronze crest
#

so if you copy them now, you wont have to rebuild anything

distant moat
#

Ohh

#

A+, I'll give it a shot

bronze crest
#

but if you get any error, you will then have to remove them again (redownload the engine and do everything again) to make sure the error doesn't come from the ps4 files

#

so if I would be you, I would first run a regular build

#

if you never used c++, a lot of stuff can be missing on your pc or whatever that causes builds to fail

gray glade
#

If I were him, build regular first and submit to source control, then try to add the PS4 stuff. ๐Ÿ˜›

#

Source control being the step I'm advising to add in there.

bronze crest
#

me knowing him he just wants to get this annoying stuff done and no longer think about it so he won't care about source control

gray glade
#

๐Ÿ‘

distant moat
#

Yeah haha

#

I ended up compiling successfully last night and I went to sleep

#

Woke up today and tried to run the editor but it said it was 'out of date' and needed to be re-compiled

#

So I did

#

And this time, this happened:

#

Do I need to restart the entire process with the original files?

radiant hazel
#

What is the call stack

faint matrix
#

Does someone faced this problem before? Assertion failed: !Blcok.RawRequest && !Block.Processed && !Block.Raw && !Block.CPUWorkGraphEvent.GetReference0 && !Block.ProcessSize && !Block.RawSize && !blcok.bCPUWorkIsComplete [FileC:\UE4Source\UnrealEngine-4.17.2-release\Engine\Source\Runtime\PakFile\Private\PlatformFilePak.cpp] [Line: 3019]

#

ram problem? CPU?

sterile heron
#

I would say it tries to send corrupt data to the CPU for processing, but the reason for it is beyond me

faint matrix
#

It seems like it, if no one has no clue ill bring it to udn, because It happens arbitrarily to some clients

wise stump
#

anyone had issue with OculusStressShaders.usf after upgrading to 4.18?

bronze crest
#

@wise stump whats the issue?

#

should be easy to fix I guess

long wave
#

Guys is anybody having trouble building 4.18.1 from source, due to DotNetUtilities.dll being in use by another process?

#

I've done everything i think is obvious (killed as many processes as possible, nothing UE-related is running except UAT)

#

Log is always the same, once it gets to iPhonePackager.csproj

#
    UnrealControls -> C:\GIT\UnrealEngine\Engine\Binaries\DotNET\UnrealControls.dll
Took 0.6531676s to run MSBuild.exe, ExitCode=0
Running: C:\Program Files (x86)\MSBuild\14.0\bin\MSBuild.exe C:\GIT\UnrealEngine\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj /property:Platform=AnyCPU /property:Configuration=Development /verbosity:minimal /target:Rebuild /verbosity:minimal /nologo
  C:\Program Files (x86)\MSBuild\14.0\bin\Microsoft.Common.CurrentVersion.targets(4604,5): warning MSB3061: Unable to delete file "C:\GIT\UnrealEngine\Engine\Binaries\DotNET\DotNETUtilities.dll". Access to the path 'C:\GIT\UnrealEngine\Engine\Binaries\DotNET\DotNETUtilities.dll' is denied. [C:\GIT\UnrealEngine\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
  C:\Program Files (x86)\MSBuild\14.0\bin\Microsoft.Common.CurrentVersion.targets(3813,5): warning MSB3026: Could not copy "obj\Development\DotNETUtilities.dll" to "..\..\..\..\Binaries\DotNET\DotNETUtilities.dll". Beginning retry 2 in 1000ms. The process cannot access the file '..\..\..\..\Binaries\DotNET\DotNETUtilities.dll' because it is being used by another process. [C:\GIT\UnrealEngine\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]```
tender stratus
#

Hey so I found a really dumb hack in the soruce code that resulted in failed imports and unsuccessful skeletal mesh association, which in turn was screwing over my artists who would have to reimport every single skeletal mesh that shares a skeleton (aka every single NPC in our game as well as every piece of customizable clothing for our players, as well as every single critter) Which is litterally thousands of assets. I removed it, but I was curious if a better solution was in the works? The hack is on line 1636 of FbxMainImport.cpp

if (FbxCreator == EFbxCreator::Blender)
{
//Hack to support armature dummy node from blender
//Users do not want the null attribute node named armature which is the parent of the real root bone in blender fbx file
//This is a hack since if a rigid mesh group root node is named "armature" it will be skip
const FString RootBoneParentName(RootBone->GetParent()->GetName());
FbxNode *GrandFather = RootBone->GetParent()->GetParent();
bIsBlenderArmatureBone = (GrandFather == nullptr || GrandFather == Scene->GetRootNode()) && (RootBoneParentName.Compare(TEXT("armature"), ESearchCase::IgnoreCase) == 0);
}

bright kestrel
#

Either Blender needs to get OFFICIAL FBX support or both UE4 and blender needs to have glTF 2.0 support

tender stratus
#

fair enough haha. But perhaps there should be a checkbox for if we want the above as an import setting? Because the blender exported models and skeletons will not line up with models imported in previous engine versions due to that hack.

rain lake
#

iirc blender doesn't have it due to the fact proper FBX support requires a licensing fee

radiant hazel
#

That is correct

#

FBX requires licensing

stoic sedge
#

Erm I have a really bad crash when I open my editor

#

someone please help me ;-;

#

"Attempting to replace an object that hasn't been fully loaded"

#

I've removed the procedular mesh that causes the problem and it fixes it

#

(Vive controller models from steam)

#

but I want my players to have their own models for their controllers if they have custom ones

livid imp
#

about FBX and Blender there is some plugin using the FBX SDK to export your model

unique smelt
#

Trying to launch DebugGameEditor is suddenly giving me this when I try to launch UE4 (without a project specified). Any thoughts? I don't really want to do a full rebuild...

stable hemlock
#

to upgrade my engine to new version what i have to do

#

??

low dust
#

press a button?

#

(open launcher, open the page with your projects and assets, upgrade button for minor versions should show up on your installed engine list)

#

and it you want to install other version, just hit the +

#

or whatever they use to indicate for a new engine slot there

#

just realized this was on engine source

atomic trench
#

get the version you want through github (tags/branches) and then rerun the setup and the generate project files.

stable hemlock
#

ok thanks

stable hemlock
#

and compiled the ua4 project

novel girder
#

Hey guys.
Having a problem here. Had this come up when I hit build on a level. We are using a source version of the engine with a few custom plugins but none of them touch lightmass in anyway. Aynone got any idea why this is popping up now?

lapis yacht
#

Did you build the lightmass build tool? If I'm not mistaken it isn't built by default or something like that

long wave
#

Has anybody been able to package a binary version of 4.18 at all so far?

#

I've run into non-stop errors :/

bronze crest
#

@long wave hm? I dont think epic would release any version where you would get errors on packaging

long wave
#

Binary version of the engine I mean, not packaging a game project

bronze crest
#

source version of the engine you mean then?

long wave
#

yeh

bronze crest
#

"binary version of the engine" means "launcher version" to me

long wave
#

Packing source version of engine into a binary version

#

Sort of, but a custom build using BuildGraph

bronze crest
#

I did compile master when it was 4.18, and that didn't have any issues

#

@long wave isn't that error super easy to fix?

long wave
#

You can tab out the line, but I've got another issue now (further down). Ben has since replied so I'm looking into it now

bronze crest
#

I also got some iphone packaging error a while ago

#

but likely won't be related to yours

long wave
#

It looks like it's down to RyanJon's tool for building the engine

#

It seems to be invoking AutomationTool.exe directly instead of using AutomationToolLauncher

bronze crest
#

why are you using that special tool?

long wave
#

Just easier than doing it from command line / manually etc.

#

Well.. fixed the tool. Let's see if it works now

wet lichen
#

Cannot create SoftObjectPath with short package name '0'! You must pass in fully qualified package names

What does that mean ?

signal cove
#

@long wave can you try my tool?

#

I guess I use the same though

signal cove
#

@long wave the issue should be fixed xD

long wave
#

I didn't know you had one @signal cove! I fixed Satheesh's version, and I've (finally) got a build ๐Ÿ˜ฎ

signal cove
#

^^

#

I switched to RunUAT, so the engine will use whatever it needs

long wave
#

Yeah I modified his version to call AutomationToolLauncher instead of the .exe directly... it seems like that was causing some issues in itself in 4.18

#

Gonna open RunUAT and see if it does anything else i may need actually

signal cove
#

It just runs the launcher and in case it compiles the automation tools

#

it's what UFE uses

long wave
#

ahh

#

ok... finally time to make the upgrade ๐Ÿ˜ฎ

signal cove
#

^^

#

I'll rewrite it as a bash script (sh), if you use a source build you will have git, and as such you will be able to run .sh files in cigwin or mingw

#

xD

#

becasue powershell is.... ejem

long wave
#

this is why I like GUI's :p

signal cove
#

Once I got the CLI nice and crossplatform I'll write a lil python QT window xD

#

Then you'll have you GUI on all platforms, not only windows

#

or I just write it all in python xD

stable hemlock
#

hello guys, I'm searching for the detection of overlap in the engine source code, I got issues with procedural mesh overlap and I'm trying to chek the differences between procedural and static mesh

#

can someone tell me where I can find this code ?

#

about how unreal is handeling overlap physics updates

long wave
#

It's done inside PhysX.

#

The engine talks to PhysX in WorldCollision.cpp, usually from PrimitiveComponents

stable hemlock
#

I've figured out that procedural mesh have a PxShape of PxGeometryType::eTRIANGLEMESH, which is not supported by the GeomOverlapMulti_PhysX I think

#
if (ShapeType == PxGeometryType::eHEIGHTFIELD || ShapeType == PxGeometryType::eTRIANGLEMESH)
                {
                    continue;    //we skip complex shapes - should this respect ComplexAsSimple?
                }
steady flint
#

@stable hemlock very interesting

stable hemlock
#

seams like PxGeometryType::eCONVEXMESH is handled, I'll search how to make procedural mesh PxShape as eCONVEXMESH

long wave
#

Procedural Mesh must use something else then. Non-Convex mesh is slow

#

Unless you can somehow garauntee that your mesh has no concave faces, I don't see how you can try to make it Convex Mesh without running into collision issues?

daring bobcat
#

Hi guys, I have no plans to upgrade from UE4.14 to 4.18 to use the PS4 SDK 5.0, there is a way to use it on 4.14.3? I've been looking for this on all posts in the forum with no luck. Thanks!

long wave
#

4.18 isn't on SDK 5.0 anyway ๐Ÿ˜ฆ

#

As I recently discovered

#

But to answer the question, no it wouldn't be easy. Especially given that 4.18 moves a lot of things around

#

@daring bobcat

signal cove
#

@daring bobcat I prefer going version step by step, that avoids any odd content and binary changes

#

and resave packages after the merge

#

etc

daring bobcat
#

hi @signal cove thanks for answer! so if i understand, you suggest to upgrade step by step ue4.14->ue4.15->ue4.16->ue4.17->ue4.18?

signal cove
#

yep xD

obtuse bison
#

Hi guys, while compiling UE4 4.18.1 Project [Configuration: Development Editor] [Platform: Win64] for PS4 i got these warning message "monolithic headers should not be used by this module" for CoreUObject.h file.

Do you think may I ignore them?

#

It finished without any other warnings or errors

signal cove
#

For now it's just a warning, but it will yield an error in feature versions

#

I would suggest to fix it as soon as possible

obtuse bison
#

@signal cove thank you

signal cove
#

np ^^

bronze crest
#

@signal cove if you have hundreds of engine modifications, going step by step is a lot of work

#

with 5 steps, you would have to fix all the merge conflicts 5 times

#

if you do it the "update and cherry pick all of your commits manually" way, which seems to be way better though than merging a new engine version in over all of your commits

#

or is there a better way?

signal cove
#

I did not say the steps must be +1 each, it depends on the upgrade notes of each release

#

Sometimes going through more versions is safer regarding binary issues and corroption of assets

#

Ok I kinda said it haha

#

But yeah check the notes xD

#

Codewise you can go from start to end xD BP wise xD better not hehe

bronze crest
#

@signal cove one more reason to not use much BP

signal cove
#

BP has it's place

#

Threre is no perfect environment, everything has drawbacks

bronze crest
#

yeah

#

I do all the performance critical stuff in c++, but almost all interaction related stuff in BP

#

I'm still on 4.15

#

had no good enough reason to to through a million merge conflicts yet

signal cove
#

^^

#

I usualy have a merge week xD or atleast half a week xD

#

I get cookies and stuff xD

daring bobcat
#

i've to upgrade from 4.14, merge month xD

#

but my project is all blueprints

signal cove
#

xD

#

sorry to hear that

#

xD

tepid frigate
#

RiP xD

daring bobcat
#

e.g. destruble mesh now is a plugin ๐Ÿ˜ฆ

signal cove
#

yep

#

so that's one of the versions you have to step into

#

so the engine can fix the class names and redirectos

daring bobcat
#

I did an exploratory transition from 14->18 diretcly with conversion in place, apart some shaders and some widgets with Circular reference not appear a total mess

small cobalt
#

Sometimes you get lucky

signal cove
#

xD

#

One important note: Merge in a separate branch! Not your production one xD

small cobalt
#

^ Pro Tip ๐Ÿ˜›

signal cove
#

xD

#

Once you experience the pain xD

daring bobcat
#

of course @signal cove xD

stoic carbon
#

anybody ever had the issue that the engine UI dropdowns and menus lag behind a lot?

hot parrot
#

i'm trying to build development server from VS and i have lot of errors (mainly related to editor files). What did i miss ?

gray glade
#

You missed posting your errors. ๐Ÿ˜ƒ

hot parrot
#

there is ton of errors, don't wanna flood but some errors are :
2>E:\UE4\Engine\Source\Editor\UnrealEd\Classes\Settings/LevelEditorViewportSettings.h(522): error C3861: 'PostEditChange'ย : identificateur introuvable
2>E:\UE4\Engine\Source\Runtime\Engine\Public\EdGraph/EdGraphNodeUtils.h(54): error C2039: 'GetGraph'ย : n'est pas membre de 'UEdGraphNode'

#

thousands of errors like that

hearty sand
#

Translating them to English would be nice.
GetGraph is not a member of UEdGraphNode I get

#

"Introuvable" is unknown?

hot parrot
#

yep

hearty sand
#

Did you add the correct moduls to your build.cs?

hot parrot
#

it s like the server is trying to build the editor

#

i created a nebulaServer.Target.cs

#

what module should i add ?

#

(the development editor compile)

hearty sand
#

That's weird

#

You are not even doing anything with Graphs or the LevelEditorViewport?

#

Your Source Engine is downloaded and Build correctly?

#

@hot parrot

hot parrot
#

i guess, how can i check ?

gray glade
#

Sorry, just checked back

#

First clue

#

development server

#

And yet...

hot parrot
#

E:\UE4\Engine\Source\Programs\Mac\ShaderCacheTool\Private\ShaderCacheTool.cpp(66): error C2039: 'MergeShaderCacheFiles'ย : is not member of 'FShaderCache'

gray glade
#

Source\Editor\

#

The fact that your server build is failing on editor files...

#

You done fucked up somewhere

hot parrot
#

y i don t understand

gray glade
#

You probably introduced a dependency on editor stuff in a non-editor module.

hot parrot
#

on the website they say to create a target.cs, but how the build system use it ?

gray glade
#

You need to review your build.cs files and target.cs files

#

String magic

#

ProjectName + TargetType

hot parrot
#

build.cs is global to all target ?

gray glade
#

Build CS files are modules

#

Target files are not modules.

#

Every module has a Build CS file. No modules have a Target CS file.

#

Every project (with source) needs Target CS files. Projects do not have Build CS files, they may have modules which in turn must have Build CS files.

#

And all of these things are enumerated and identified by UBT.

hot parrot
#

so where is the probleme in my build.cs ?

gray glade
#

You should look at your target file first - you added one and then shit broke, so it would be the most likely culprit, right?

hot parrot
#

that s 1st time i try to build the server

#

so i added a new target.cs

#

i added nebulaServer.Target.cs

using UnrealBuildTool;
using System.Collections.Generic;

public class nebulaServerTarget : TargetRules
{
    public nebulaServerTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Server;

        ExtraModuleNames.AddRange(new string[] { "nebula" });
    }
}
gray glade
#

Looks fine I guess

#

Now let's look back at your build.cs

#

I'm not going to do the work for you, but I'll give you a hint: Your server build is failing because it's trying to build editor code, but this isn't an editor configuration.

#

Why would your project try to build editor-only code despite not being in an editor configuration?

hot parrot
#

umg modules are the problem ?

gray glade
#

No. UMG is clearly not an editor-only module, or you'd never be able to ship a game with UMG in it.

hot parrot
#

so modules in my build.cs are not the problem

gray glade
#

I don't know. You need to figure out why your server config is trying to build editor files.

#

Having an inappropriate module dependency is one way.

#

If none of those modules you depend on are editor/developer only, then perhaps you're including an editor file directly in your code.

lone crescent
#

Guys I've just started with UE tuts. The shadows in my viewport are very dark and I can't see the reflections of a point light I placed within the scene

#

Any idea why?

#

Is this the wrong channel?

small cobalt
lone crescent
#

@small cobalt Thanks man

daring bobcat
#

hi, wen I launch the resavepackeges commandlet, all my enum that I call in the functions have been converted into bytes. How can I fix this?

signal cove
#

might be good to post a bug report on the hub

acoustic folio
#

Is there a way to make folder includes/excludes specific to front end build profiles?

stable hemlock
#

how i fix this warming LogVSAccessor: Warning: Couldn't access Visual Studio

#

if complite a game project by engine of launch donยดt show this warming

#

but in engine of source show

#

this warming

#

i using visual studio 2015

stiff bough
#

does anyone know where i can find where the post process volume is? is it a code based shader or materials somewhere?

#

i'm primarily interested in seeing the dirt mask calculation

stable hemlock
#

can someone know how to fix

signal cove
#

@stable hemlock no idea, the error is too generic to help you, try updating to VS 2017?

#

@stiff bough would have to check tghe source, I would search for unbound volumes, should be easy to find in the source

stable hemlock
#

ok

young ice
#

I have custom sun flares using a particle system, but they are affected by motion blur of items in hte foreground. Is there a way to render to the color buffer after post processing? Or am I missing a simpler solution?

daring bobcat
#

When i packaging my game for xbox one (4.18 with ftp plugin from epic) the process is ok but when i launch the game i see only a black screen. Someone know why?

wraith phoenix
#

Hello, this my 1st time trying to add a thirdparty plugin, when building the UE4 VS solution i've been getting the following errors... i've been following the stated tutorial on documentation (https://github.com/NvPhysX/UnrealEngine/tree/FleX-4.17.1) any in sight on what i should be doing?

FleX\Engine\Intermediate\Build\Win64\UnrealLightmass\Development\UnrealLightmass.uhtmanifest).```
``` 12>ERROR : UBT error : Failed to produce item: C:\Users\...\UnrealEngine-FleX\Engine\Binaries\Win64\ShaderCompileWorker-Core.dll ``` 
``` 50>UnrealHeaderTool failed for target 'UE4Editor' (platform: Win64, module info: C:\Users\...\UnrealEngine-FleX\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest).```
daring bobcat
#

Hi, there is a console dev? i have a question ๐Ÿ˜ƒ

wraith phoenix
#

.. Following up to my question i've managed to redo things right now all i'm getting is this error log.

22>Total build time: 130.05 seconds
22>UnrealHeaderTool failed for target 'UE4Server' (platform: Win64, module info: C:\UnrealEngine-FleX\Engine\Intermediate\Build\Win64\UE4Server\Development\UE4Server.uhtmanifest). ``` any advise?
small cobalt
#

My advice would be to post the entire log as what you just posted tells us nothing.

wraith phoenix
wraith phoenix
#

the reason why the log is slightlty in portuguese is because one of the things i've tried was re-install VS with other settings

bright kestrel
#

Since ECollisionChannel is being deprecated...what do they want us to use instead?

obtuse axle
#

Given the comment is above only two of them, I don't think the whole enum is being deprecated :p

#

Just those last two entries

#

@bright kestrel

bright kestrel
#

Ah that makes more sense

acoustic folio
#

I can't seem to get Pak Blacklists to work with Frontend, are they supposed to? After reviewing some answerhubs it seems a bit unclear where to put the .txt file. (i've read the documenation)

low dust
#

@acoustic folio docs tell the right thing but they are not still clear

#

with windows, right directory structure is
YouProjectRoot\Build\Win32\PakBlacklist-Shipping.txt for 32-bit shipping build and
YouProjectRoot\Build\Win64\PakBlacklist-Shipping.txt for 64-bit

stable hemlock
#

anyone knows why is my bp build failing?

#

Cmd: MAP CHECK DONTDISPLAYDIALOG
MapCheck: New page: MyMap1 - Dec 3, 2017, 8:59:07 PM
MapCheck: Error: WorldSettings_1 Maps need lighting rebuilt
MapCheck: Map check complete: 1 Error(s), 0 Warning(s), took 45.256ms to complete.
LogEditorBuildUtils: Build time 0:07
LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer LandscapeMaterialInstanceConstant_742, compiling. Is special engine material.
Error, fatal in BeginJobSpecification
Error, fatal in EndJobSpecification
LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed. Swarm failed to kick off. Compile Unreal Lightmass.
DumpUnbuiltLightIteractions

stable hemlock
#

nvm found a solution

pale stag
bronze crest
#

@pale stag sounds like it's due to the way the drive is formatted

#

is there anything unusual about the format you use?

pale stag
#

It's a harddrive at school for all student where we can access via the iMac

#

So i don't know right now what is it

#

and i won't formate it

#

so i'll try to install in a extern harddrive

#

@bronze crest

bronze crest
#

@pale stag yeah, probably the best solution then

#

I'm not a mac user, so I don't really know anything about ue4 on mac

pale stag
#

alright

#

yes but i don't think it's mac the problem

#

its the harddrive

stable hemlock
#

Hello, i'm converting my project from 4.17 to 4.18

#

and i'm getting these errors:

tame flume
#

hey there, I have this really interesting bug, after trying much of things wanted to be sure so I deleted everything , all unreal versions, and reinstalled 4.15.3, and still this same problem where blueprints open but they look emty, no windows nothing

#

and it started hapenning after I installed GameAnalytics plugin, which makes no sense, the problem is impossible to solve or reproduce on other computer.... woooot

stable hemlock
#

Anyone here ever used the nvidia FleX build?
I've compiled but need a little help
When I click "Start" in VS 2015 it says

The thread 0x2f64 has exited with code 0 (0x0).
The thread 0x1524 has exited with code 0 (0x0).
The thread 0x2efc has exited with code 0 (0x0).
Symbols for the module 'DotNETUtilities.dll' were not loaded.
Exception thrown: 'UnrealBuildTool.BuildException' in UnrealBuildTool.exe
ERROR: Couldn't find platform name.
The thread 0x364c has exited with code 0 (0x0).
The thread 0x34cc has exited with code 0 (0x0).
The program '[14304] UnrealBuildTool.vshost.exe' has exited with code 0 (0x0).```
#

Can someone help please?

stable hemlock
#

please someone?

#

It's the latest nvidia flex UE4 build

#

please i really need help

stable hemlock
#

i really want to get nvidia flex to work please can someone help

tiny oracle
#

if no one replies then no one can help

hollow timber
#

@stable hemlock Tried it today didnt have a problem, have you run Setup.bat ?

stable hemlock
#

@hollow timber YEah

#

I'll run it again when i can though

hollow timber
#

ERROR: Couldn't find platform name. ? Is your solution platform setted to Win64 ?

#

For my part I just git cloned the repo, switch to the branch flex 4.17.1, then run setup.bat and GenerateProjectFiles.bat, and launch compilation with F5 and it was successfull... maybe try to redo all the steps ?

stable hemlock
#

Yeah its set to win64

#

and i really dont want to redo every single step

west robin
#

Hey everyone,
I'd need help on a feature on which i don't find any tutorials or documentation. For all I know, it could be off topic now but I really need to know if at least it's possible.

Here's the thing : I'm not gonna present my whole project as it's kinda complicated, but what I need is to send a camera output on a phone. A U.R.L. would work too.

What I want is the phone to display a camera render, live on action. Whether the camera is the one currently on for the computer player, or not.

In a nutshell, we have a plug-in that's connected to our app and that allows any game to use our app as a dynamic companion app, providing features like a mini-map, inventory and, that's what brings me here, character controlling.

So we got it all working, all that's missing is the camera rendering on the phone, to enable people to see their character's camera, whether it's the main character or another.

If UE4 cannot provide 2 video streams at a time (the one the computer player controlls + the one his friend controlls), then we can deal with it, but can we at least send a camera render to a phone ?

Thank's for reading me, sorry if my english is bad, i'm french and we speak english like spanish cows ๐Ÿ˜„

#

I'm currently looking at the "start broadcasting game" ; "make blueprint livestreaminfo" functions but I heard twitch stopped providing the associated SDK so now it's all unusable but that seems unlikely to me, does anyone know how to achieve my goal with those functions ? and if yes, how ?

#

thank's by advance !

elder falcon
#

there's an unusual high number of performance improvements in that latest fortnit-staging merge on master

#

even something for pointlight shadows :D

hot parrot
#

is there a way to tell UBT to not check headers by name ? i have 2 same names in 2 different folders but UBT say i'm including the file twice

cedar storm
#

Built the engine from source for 4.18.1 and converted an existing 4.18 project, but on opening at about 93% I get a fatal error. In the logs it show this message under the point where the fatal / critical error messages show: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0xbd744360

#

Any ideas what can cause something like this or should I be looking somewhere else in the log for the cause?

#

It seemed to be building textures right before the crash

#

Possibly a corrupt texture?

cedar storm
#

Ok thankfully it is happening on another unrelated project when trying to open so I guess the best bet is to uninstall VS and UE4.18.1 and try again?

#

Just before I go and wait 4 hours doing that, is there anything popping out here that could be easily fixed?

#

The same error happens on other projects being converted, but not all

acoustic folio
#

@low dust Thanks for the info on the PakBlacklist, I have it working now in the Win64 folder.

Do you have any idea how to separate PakBlacklists for Client/Server builds? These have not been working for me...

YouProjectRoot\Build\Win64\WindowsServer\PakBlacklist-Development.txt

YourProjectRoot\Build\WindowsServer\PakBlacklist-Development.txt

low dust
#

no idea on that

signal prairie
#

Is Enlighten the only realtime GI solution for UE4?

#

I know theres LPVs, but they don't seem to work well at all.

#

I thought Epic used something different for the Kite demo

signal prairie
#

how do i get rid of this

#

the LPV distance is so tiny

bronze crest
#

@signal prairie there is no good/working dynamic GI in ue4 unfortunately

#

maybe someone in #graphics could tell you more about LPV

acoustic folio
#

Anyone have any idea what this is from? Triggers on an older computer, WindowsNoEditor version. Crashes shortly after the game is run.

daring bobcat
#

There is a way to add breakpoint on blueprint during ps4 debug?

hot parrot
#

how can i reduce the size of UE folder after building from sources ? (50Go actually)

bronze crest
#

@hot parrot you can't, that's actually still relatively small

#

if you build a few more configs you will be closer to 70 GB

hot parrot
#

that s huge for my nvme lol

bronze crest
#

yeah it is huge if you have limited space available, my SSD is also always full

hot parrot
#

but the binary version is smaller, i can t just build binaries ?

#

i just need to build the engine once

bronze crest
#

I don't know what they do to keep the launcher version smaller

half skiff
#

do I need c# in visual studio2017 to build UE?

#

generateprojectfiles is saying I don't have the microsoft.csharp.core.targets thing

#

confirmed had to install desktop development with .net thanks everyone

rain lake
#

yes, you do

void hull
#

@bronze crest ^^

bronze crest
#

@void hull interesting, but why do you tag me? ๐Ÿ˜„

void hull
#

you were talking about GI one page up

#

๐Ÿ˜ƒ

bronze crest
#

@void hull ah ๐Ÿ˜„

#

forgot about that already

void hull
#

np

summer stone
#

Morning Guys anyone would know why 4.18.1 source gives Fatal Error on 93% when opening any project ?

#

In Log there is nothing specific what would cause the crash

#

This is Log from one of the projects ..

#

maybe some one knows what is happaning

#

its fresh install of 4.18.1

#

I just try to open Top Down Template and got same crash on 4.18.1 Source .. how ever i can open it in 4.18.1 Launcher

#

๐Ÿ˜ฆ

signal cove
#

They both break on the same function related to nav meshes, any change you made?

summer stone
#

yes Updated Visual Studio to 15.5.1 what looks like Broke everything and im not the only One ๐Ÿ˜ฆ

#

i tried rebuild working 4.18 Source with new Version and i got same problem

#

So it looks like its Visual Studio Messed up Something with this new Update

cedar storm
#

@summer stone also had this problem!! If you find a fix please hit me up ๐Ÿ˜ƒ

#

Tried doing it but VS went into a loop of crashing as soon as I started building with the new code changes so I left it for now

#

Letโ€™s hope 4.18.2 fixes it!

summer stone
#

Yes i found a fix

#

@cedar storm you must downGrade your Visual Studio to 15.4.5

#

here is how

cedar storm
#

Oh cool, guess I shouldnโ€™t have updated! Thank you! Projects are opening fine for you now?

summer stone
#

Im now Building Engine

#

but one guy On Answerhub reported that it worked

cedar storm
#

Ok Iโ€™ll hold off just until we see if it works for you as Iโ€™m working on another project in VS now

summer stone
#

sure

#

I will Write when i will open a Project

cedar storm
#

Thanks!

summer stone
#

@cedar storm Yes this was Sucssefull , Project Opened here is About Unreal Editor Splash

cedar storm
#

Awww yeah!

#

Thanks a lot, will revert now!

hidden hedge
#

it doesn't help that your game project is missing from your UE4 project

#

i would guess that's why the hot reload fails, because there isn't a game project within the VS solution

#

you can regen your game project within the editor

oak crane
#

?

#

@hidden hedge

hidden hedge
#

in your screenshot, your game proejct is not in the VS solution

#

so this is obviously why hot reload doesn't work

oak crane
#

that is for the engine build only

hidden hedge
#

GenerateProjectFiles.bat searches the paths specified in UE4Games.uprojectdirs. typically game projects in custom engine builds will be placed in this root directory

oak crane
#

in my actual game rpoject it is there

hidden hedge
#

why are you hot reloading for an engine build lmao

oak crane
#

im not

#

Im rebuilding the engine because for some reason it fixes my hot realod not working for a few hours

hidden hedge
#

in my experience, hot reload doesn't work that well

#

sometimes it's just better to close down the editor and build

oak crane
#

I keep getting told that, but its extremely tiring to listen to that as a solution when hot reload has always worked for me up until now

#

becasue its not a solution

#

its a work around

#

for an obvious bug

hidden hedge
#

the time you waste rebuilding the engine is probably greater than closing the editor down when it bugs out

oak crane
#

I am welll aware of that, thats why I am looking for a solution other than "rebuild the entire fucking engine"

hidden hedge
#

when you actually do the engine build, it'll probably work if the editor isn't actually running

#

because that's what the build log shows

oak crane
#

what do you mean?

hidden hedge
#

2>Compiling game modules for hot reload

#

in your build log

#

building the engine

#

and it errors because it has no game module to actually build

oak crane
#

the engine build works

#

all I have to do to make engine build work is regenerate project files for the engine

#

and rebuild and it fixes my hot reload issue

#

but I dont want to rebuild the engine to fix the issue, I just want to not have the issue

bronze crest
#

@summer stone oh, I got the same or very similar crash there in previous versions of visual studio too!

#

the navmesh code is super weird

#

something is special about that code, it likes to trigger crashes

summer stone
#

hmm so far i opened all my project in 4.18.1 after downgrade and no problem or crash for now

bronze crest
#

I also somehow fixed the crashes I got

#

oh yeah I remember how

#

I only got the crashes in dev and shipping config, but not in debug

#

so I found that disabling compiler optimizations for 1 function did fix it

#

seems to be the exact same function where it crashed for you

summer stone
#

Im using Dev config and all is fine .. are you talking about Building the game or just Editor usage ?

bronze crest
#

crashed in both editor and packaged game

#

it also was fine for a long time and at some point it just started those crashes out of nowhere even though I didn't update any VS stuff or UE4

summer stone
#

Hmmm Ediotr for me seems to stable i also Tested out Of Editor launch .. using .bat files

#

and no crash with multiple clients Connected to Dedicated server

bronze crest
#

I am forcing AVX to true in the compiler settings

#

don't know if its true by default

#

if its false by default, then I might have got them due to AVX

#

I had another issue with the navmesh code a few months earlier

#

there it also just crashed with some weird stuff that didn't make sense, and I fixed it by modifying UBT to disable AVX on that single CPP file

#

as I said, the navmesh code is really weird

#

I guess you can also fix the issue on 15.5.1 if you disable optimization for that 1 function

#

@cedar storm you too

#

@summer stone you should post your log on that answerhub post, bug reports are way more easy to work on for epic if theres some log

cedar storm
#

Damn, already rebuilding on the older version! Thanks for the info though!

bronze crest
#

@summer stone after you posted your log on the AH post, I will comment about that disabling optimization likely fixes it

summer stone
#

I did it

#

This is allready there from morning

#

i need tu Update it that i fixed issue with roll back at last for now it works

bronze crest
#

@summer stone ah well, you didn't post in the bug report section so epic will never see it

summer stone
#

oh

#

Ye this guy did better job then me explaing it

bronze crest
#

yeah but he has no log

summer stone
#

eh it looks like i cant edit the part where i post the Question it is stuck in Installation part

bronze crest
#

just comment below that other guys post

#

and link your post

summer stone
#

ok

#

I commented on his post

#

added my logs

bronze crest
#

ok, great

cedar storm
#

@summer stone Can confirm rolling back to 15.4.5 works great!

#

Will also comment on the answerhub post so Epic can take notice!

#

Thanks for the fix!

oak crane
#

ok, im trying to debug my visual studio not opening in the engine, but I have no clue whats happening here:

#

the last else gets called a whole bunch of times and the secodn to last one occasionaly gets called

#

but I dont know what the ifs are trying to evaluate exactly

void hull
#

Switch from Debug Editor to Developement Editor

#

dropdown next to double floppy disk save icon

hidden hedge
#

that won't help debugging a problem

#

doesn't help that the auto or locals window isn't actually visible in this screenshot

#

these are all winapi functions too, so you can google them to see what they do

#

this function is trying to return the process ID and path of a running visual studio instance

void hull
#

hmm are you running with elevated access rights set for VS? might be culprit?

#

I had trouble as well but setting VS to run with Admin rights fixed my problems

hidden hedge
#

i'm not sure what you mean, he's actually debugging a running editor process

#

he just doesn't understand what the function is doing by the looks of it

void hull
#

aah, looking at screen again I did not noticed that!

oak crane
#

sorry guys just now saw this

#

how do I set visual studio to always run as admin?

#

@hidden hedge

hidden hedge
#

this isn't to do with running as admin

#

but your debugging screenshot doesn't show anything useful, like the auto or locals window

#

that function is trying to find running processes of visual studio

oak crane
#

but it doesnt for some reason

#

UE4 cant open the vs exe or find running proccesses of it

#

Ive been trying to debug it, to no avail

void hull
#

right click on instance of VS > properties > Shortcut tab > Advanced > check Run as administrator, verify you have this set, on Security tab verify that it have all access it can have

#

close VS before doing this

#

after start verify you have "(Administrator)" in titlebar

#

then there is some bat file hidden in VS instal path that can help you setup proper working environment, I had problems with CMake and reruning that helped me with my issues

#

other thing that for no obvious reason helped me was to install latest CMake and let it setup and find compiler, I do not fully understand what was problem then as it was quite while ago but now VS behaves nice

#

when I create class from UE it sometimes freaks out but usually offers me dialog to reload solution and offer save of curent solution as well

#

you might have better luck searching stackowerflow than unreal naswers for this one ๐Ÿ˜‡

oak crane
#

ok I understood most of that, but how do I verify access all the time on security tab?

#

@void hull

void hull
#

you should not, it should be enough to set it once, mine is keeping that

#

I always start VS in administrator mode

#

I had issues before setting that with build system as VS was unable to launch bat file

#

that it needed to perform build

#

so elevated acces was necessary and solved my problem then

#

there might be some security issues but if you do not share your account or PC it should be all right I think

#

search for how to start VS with elevated rights

oak crane
#

well I know how to start with elevated rights, but not how to open my sln with elevated rights

void hull
#

VS should keed that mode and it does nto matter then which solution you open

#

*keep

oak crane
#

it does tho

void hull
#

my non UE projects are starting in admin mode as well

oak crane
#

nothing is starting in admin mode unless I right click

#

and I cant right click admin for an sln

void hull
#

you only need to add admin rights to VS and you can use normal user account for work

#

no, you do not do that

#

you do that on shortcut to VS

#

that settings will apply to VS then

oak crane
#

I did that, but when I open sln after that no admin rights

void hull
#

yup that is the one

#

now there is security tab in that shortcut dialog, read again my comments

#

you will see list of users/groups and their respective rights

#

you need to setup that to full access

#

Full control and checkmark need to be next to it

#

I have setup mine so all listed users have full control as I'm sole user sitting behind firewall

oak crane
#

did that for all options

void hull
#

ok

#

try to launch VS

#

should say admin in title bar

oak crane
#

opening the shortcut laucnehs admin

void hull
oak crane
#

but how do I open my sln with amdin

void hull
#

just open it

oak crane
#

I did and thats what show man

void hull
#

hmm

#

try restart of pc so fresh registry is loaded

#

other than that do you have any compile errors on project?

oak crane
#

nope

#

no compile errors, just not opening visual studio

#

when debugging it gos through that loop like 20 times that I posted erlier and says "could not find module"

void hull
#

if you start in admin mode then open your project from within VS does admin stay in titlebar?

#

aah you maybe missing some optional c++ dev tools

#

thay are part of VS install environment and are not selected by default when you install VS

#

try to look into UE docs regarding dev environment setup with VS

oak crane
#

how do I open it from within vs

void hull
#

I remember I forgot to install them firs time

oak crane
#

I have quite a bit of stuff selected but I can make sure

void hull
#

below big Recent text is your solution

#

just click it

#

yup better check docs and make sure you have it installed as that might be source of your problems if everything is allright