#engine-source
1 messages ยท Page 17 of 1
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 ๐ How do you guys handle that? Do you always ship the full UE to your team?
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
I already did that, and it works great, makes the project boot faster! But I was talking about completely removing the plugins from the engine build, to reduce engine build time and size
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
there were discussions about that somewhere in channel
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
not sure what you mean by this
a native project makes it so you only build modules that are referenced by your project either directly or indirectly via a dependency
I mean, isn't the developer experience worst because you have the whole UE+Project (native) loaded instead of just having your project (foreign)?
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
I haven't noticed any difference between the two. I switch between the two because work is always native and my home projects are all foriegn (but still an engine source build).
see pinned
Hey, anyone having this problem with the last pull from the dev branch?
How do i compile unreal engine 4.8 even though the CDNs are forbidden?
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?
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?
if it always like that, you checkout ue5-main, try to compile, if fails - checkout to commit before, repeat. or explore commit history
Ahh, yeah, that's why I was hoping I'd find someone who already knew a good commit ๐
I'm on the ue5-main latest commit , just updated 3days ago
I'm using this version on macos, it halted mouse right button dragging after UnrealEditor switch to de-active windows after several minutes
don't know how to play it....
ue5-main is a development stream so that won't be the case
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
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?
it seem to be present in Apple_SDKs.json in ue5main, added last week
ohh, yes , i just update ue5-main to latest
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
could anyone help me with this? #ue5-general message
can you share the actual build output?
are you building the entire engine or building it with your project?
this is what i get right now
building this with a project might help if it disables this module which is not compiling right now
i will try tthatt thank you โค๏ธ
Hi everyone. This is my first time building UE 5.6 from source on a MacBook Pro. I have been struggling with these build errors for 3 days. Can you please help? How can it be solved?
are you using recommended build environment for 5.6, seem all problems due to "implicit-int-float-conversion" warning promoted to error
I'm not sure, this is a fresh Mac setup. Only installed Xcode, then started to install UE.
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
I found some of my properties doesn't have the flag "expanded" when debugging SDetailsViewBase::FilterRootNode
Now i need to find why the flag is not there ๐ค
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
Any idea when Epic plans to add this in? This could really help bring overheads down esp when double precision is unnecessary in BP
I don't know, but I think someone here made a PR to add more numerical types to BP, and got rejected with an actual message from Epic saying "No thank you we don't want any more". It was like a year ago I'd say, let me try to find that...
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 atue5-main, it doesn't seem to be in yet.
They do mention their interest in it. Imo LWC has made the engine unnecessarily heavier even if an open world game is not being made
No way to mitigate this either
Which is why I was looking into this
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.
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?
Customizing an int id field to have combobox selection based on a different data table was just such a good feeling.
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.
-
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.
-
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!
this can also apply to the outliner
it rebuilds itself constantly and can become expensive enough to be annoying
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
it can take more than 33 seconds to update the details view when things have show hidden properties enabled sometimes though
If the engine setup fails then do we have to clone again because I tried starting it again but in vain??
what does this mean?
you can just click setup.bat again
you can just hard reset the directory if you have done something you can't recover from
Tried but for an hour it stuck with no progress
remember: we can only see the stuff you type into discord
if you click the cmd window and hit some arrow keys does anything show up?
No not during the dependency check
show the error
remember: I can only see your messages
so you are clicking setup.bat, and it reaches a certain point and then stops?
have you tried the thin setup examples posted in here?
sometimes the CDNs it accesses can have issues
there are instructions on how to manually download them in the pins
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
it won't start over from scratch, it checks for missing deps
it only downloads what it needs. I am not sure how it checks for missing data but you can always run it again later
Yeah but for 1 hour doesn't make sense at all or may be it requires more
you have still not actually describe what it is stuck on, I can only see the messages you put in here man
can you just show a screenshot of the step it was stuck on?
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
it's stuck on a specific dependency and it says 2 more remaining? what is remaining?
Checking dependencies.....
hopefully it works better if your internet is nicer
That's what in cmd
It had 2 more gb remaining as it got cancelled caus of network i can see the progress back then
how did you clone unreal?
Github desktop
Using url from my fork
Took 5 minutes to clone then 10 mins for deltas then after 4 more mins i ran the setup
ideally it should just pick up where it left off
Which country you are from?
India
I hope it can't get in some corrupted state here
definitely use the posted lightweight setup in the pins
you want to exclude platforms you don't need
Anything in Engine/Build/BatchFiles/Linux/BuildThirdParty.log ?
could be unable to connect to the CDN because some indian IPs are blocked
Haven't checked
May be or mostly may be not
Yeah re cloning and running setup again just worked in one go
I'm glad it worked
just finished building ue5 source gonna run it how much space will ddc take
I hope I have enough space for ddc
ddc for what? the default engine materials?
the ddc is occupied by content, not code
engine content is not going to be a significant amount of storage, your project will have more content
Yes like when ue5 run for first time not necessarily default materials but compiling engine shaders
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
These are modular planes attached together for context
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.
what does "Installed Build from source" mean
is it from the launcher? built locally from the github repo? a distributed (rocket?) build from a source build?
Downloaded source from unreal github, forked, made small changes and made rocket build to distribute ready engine to team members.
did you follow the args in there to make debug info?
no symbols = no debugging
Yup, I have symbols, and all modules are loading correctly into debugger.
what is the build config in your IDE?
Furthermore, last time when I was doing everything the same way on 5.6.1 everything worked fine ๐
Tried in Development and DebugGame, none worked for debugging engine code. Project is debugging just fine
neither of those two things you listed include "Editor"
switch to an editor build to debug the editor
๐
yeah, that is not just "DebugGame" that is "DebugGame Editor"
be specific
that is what you want though, I'm not sure why the symbols aren't resolving
does the engine have a unique module name?
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)
Is that something anyone else encountered?
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.
the overflow error I have seen before mostly in relation to not having the right windows sdk installed
check the build output, do not look at the error list
if it has warnings about msvc and windows sdk versions do not ignore them
Ok thanks. Someone also told me to use Visual Studio 2017.
the build tools are mostly what matters here to be clear but there might be some IDE-specific parts I am unaware of
I see.
Any idea how 5.7 fixed lower quality mips showing up too close? Looking for the fix to backport to my fork
You can build on vs2022, use 10.0.19041.0 WindowsSdk and 14.16.27023 compiler iirc
Is that what I need? How can I get those?
did you read the output log like I mentioned earlier?
look for warnings near the beginning, read what they say
you are going to need to use the visual studio installer to select specific versions you need, they will be in the output
if they are not getting selected despite being installed you may need to modify your buildconfiguration.xml to select them directly
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
Leaving it here for everyone that will come after. The issue was that in build .xml file I explicitly added DebugGame and Test configurations. Just don't - go with defaults -> Shipping and Development ๐ Unless you are working with Visual Studio, debugging then works fine. But it won't work with Rider due to difference in debuggers. Peace ๐
huge kudos for coming back with the answer, glad you figured it out
Yes I did. Here is the output for the build.
scroll up to the top of the build output
I should have been more specific
here's the line that shows the MSVC version and windows SDK
What do I do here?
My Visual Studio 2017 version is 15.9.79
I found the build configuration.xml. Do I delete it?
can I just ask... why are you building the engine from source? I am mostly trying to save you time here
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
The reason why I'm doing that is because I'm trying to open cooked uassets into the Engine and I was following a tutorial on how to do it.
cooked assets from what?
From existing games. Iโm 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...
just install required SDKs and toolchain and use guide from pinned to build manually with buildconf
Iโll do that when I get home.
How can I fix this error?
stop using OneDrive, get your project out of that folder. also kinda wrong place for it.
most likely onedrive corrupted assets during sync
Okay where can I put it then?
YourDrive:/Workspace/, still it won't fix files corrupted by onedrive
Got it
I extracted them in my portable hard drive and put it in a folder called workspace but the same thing happened.
try removing CH_M_Joyce018_Skeleton from Content and see what happens
I actually fixed it. The problem is that the materials are untextured.
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....
You could get the newer toolchain from Visual Studio Installer.
Was there a fix in rendering anywhere for these glitches in rendering for 5.7?
yes, i have updated the toolchain recommonded by the visualstudio , but the errors persists , i wanna toubleshoot it later
Does anyone here happen to know which branch of the engine the devs working on this feature are working on? I can't find anything on dev-5.8
https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/2410-substrate-npr-shading-experimental-
I've seen it around on ue5-main
It's called Toon internally IIRC
Hello there. I just submitted a small PR fixing a GameInput bug where analog axes report stale values after the app regains focus. Would appreciate a review when someone has a moment: https://github.com/EpicGames/UnrealEngine/pull/14779
We don't review PR's here. This isn't an Epic Discord. We have no power or insight into PR validity or acceptence.
I see. Thank you
FYI Nanite Translucency landed in main
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!
pinned
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)
but other than that, follow the darn instructions and if anything is confusing you can ask in here
this also used tp be pinned https://github.com/Kein/build_your_ue
There are numereous Github repositories and blogs that explains the process, and a few dozen of YouTube videos.
I actually got a working UE5 source compile after following just the README instructions (and also the corresponding page in Unreal Engine docs), but beyond that information seems scattered all over the place on things to watch out for maintaining a source compile
And after searching further on the internet (pages of google searches and fixing my ass keywords) I eventually found this
also thats interesting to know that it's used to be pinned ๐ค
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?
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
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
in my testting they are still being built
I don't see the module loaded in my case, not sure what you are doing though
I could try dirtying some file to see I guess
A native build doesn't build disabled engine plugins
And that means specifically building your project target, not build solution or building the "UE5" project
yeah I should have made it clear but I am building with a project (in the disabling engine plugins to not compile them case)
loaded != compiled
and I was taling about building engine specifically, just directly or for rocket build or whatever
when I tested the engine plugins still would participate in build process
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
probably shaves literal hours off the compilation process as a result
Has anyone noticed that when compiling UE from sources on macOS the -Werror and -Wimplicit-int-float-conversion are causing build errors?
this issue have been fixed on UE-5.8
Kinda crazy that the stable 5.7 does not have that fix.
Useless fact of the day: UDisplayClusterMediaOutputSynchronizationPolicyEthernetBarrierFactory is the longest UCLASS name I found
OOP sloppa my beloved
wtf
yep
Indeed
more specialty channels now that we have categories
First, uh late
I've built the source! ๐
congrats!
๐ฎ actually thats interesting
"binary build at"
Is that what artists see when I push engine bins?
this is probably the most horrific channel
It's the channel of breaking hopes and dreams of what the engine is doing behind the scenes.
Wow, finally a channel for me
here you can talk about source engine
estimate when source 2 will be available to public etc
Haha
I need a File Open/File Save dialog on Windows at runtime
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?
I'll tell you what, if anyone has a nice detailed breakdown on a simple to do Editor Module extention
There's a wiki implementation of a Slate version made by Rama but I'd really like the native Windows UX.
I'll pay you some $$$
@half swift Like, how to make an Editor Module?
Aye
I keep pushing it off because other things get in the way
But, now we have this damn channel
I'll DM you
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
@half swift I wrote an article just recently that might be of use: http://kantandev.com/articles/ue4-code-modules
What are UE4 code modules?
In UE4, a module is a distinct unit of C++ code, with an accompanying C#
build file. A game project can be made up of one or more modules, as can a
plugin. Under the hood, a module corresponds to a dynamic library, although
by default in shipping builds all code i
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.
@0lento#8809 it's very nice of them to include a chat about source engine 2
@VictorBurgos#7534 Editor module?
In our game, we have an editor-only module that loads component visualization
Does that count?
If it does, I may be able to help you
The module only extends the editor, is not present in shipped game
Does anyone know where UE4 puts the dependencies that are downloaded via Setup.bat?
@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
Has anyone had issues with ApexDestruction when building 4.18?
didn't they move it into plugin in 4.18?
Moving Apex Destruction support to a plugin continues to make UE4 more modular and flexible. It allows users who do not need this feature to reduce the Engine footprint. It also adds several new physics extensibility options to the engine.
Physics/Anim/Audio
@rough coral it still works in editor?
just asking in case you just haven't enabled the plugin
they didn't mentioned that on official release blog post I think, but it's mentioned in https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1374252-unreal-engine-4-18-released DEPRECATIONS
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).
@rough coral also to the dependencies, I think it spreads those automatically where they belong, I'd guess most go to Engine\Source\ThirdParty
but it also downloads all the docs and sample/template content too
so, in the end, it's spread around
@low dust - I found the issue, I had the have the plugin enabled in my .uproject besides having it built
I had it in my PublicDependencies and I included it in my .h, I thought that was enough.
it's not if it's a plugin
in past when it wasn't a plugin, you still had to have public dependencies and headers setup right
Yeah I know, was a stupid oversight
is this channel new? ๐
You gotta ask Nick about that
Aye, I mean, that's the only reason I even mentioned it here
Yop
Hey has anyone run into a crash on the ResolveConcurrency within the FSoundConcurrencyManager?
Specifically on if (ActiveSounds.Num() >= Concurrency->MaxCount && Concurrency->ResolutionRule != EMaxConcurrentResolutionRule::StopQuietest)
How do I debug engine source code in VS?
I want to watch a variable for when it gets changed
Place a break point on the code you want to debug while the variable is within scope
When it hits it you'll be able to check the autos or watched variable
now the question of if the symbols are there, you'll probably need to run your editor/game with debuggameeditor or debugEditor mode
Or DebugGame in order to get the most built symbols
@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
I run in DebugGame Editor
Ok you'll need to probably run it in DebugEditor
Because symbols didn't compile if you are getting that message
i have DebugGame and DebugGame Editor
I have been using the last one
and the breakpoint whites out once I start the debugger
yeah unfortunately, or else it cannot build the symbols for it
is there a way to clone a specific version on github
I am afraid 4.18 might break things
ah nvm branches my bad
cool, glad you got it
@tulip dew you can also use tags
@rain lake I am pretty new can you specify?
git has a tagging system, and Epic tags all of their releases
that works
nice dragonite btw : ^ )

@tender stratus it's finally working after hours of letting the source compile
โค
gn8 lads
Hell yeah! Congrats!
Hey guys, is there any chance anyone can take a look at this ; https://answers.unrealengine.com/questions/720735/packaged-game-freezing-feventwinwaitunsigned-int-w.html
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?
It's been quite elusive
Is it possible yet to add the engine source version to the launcher?
I need to install the substance plugin off the marketplace and it asks me which launcher engine version to add it to...
and I have nothing in the launcher
@rough coral Nope don't think so, but you can install to closest version, then just copy over the plugin folder.
Are you building from source
Or just trying to debug source code? If so do you have the editor symbols downloaded
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
UE4 or UDK?
Might be that this is behind a license wall
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?
https://www.unrealengine.com/en-US/previous-versions so im after source of UDK which should be UE3
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
I doubt you get the Source of UE3
this: https://docs.unrealengine.com/udk/Three/ProceduralBuildings.html I want to look at source to check if it would be viable to port or jsut bite the bullet nad do it from scratch
As said, you would need a full license for that iirc
bahhh
did not know that
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 โfullโ 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 theyโre licensed by the console manufacturer.
ok, ty for clarification exi
Does MVS 2017 work with Unreal now? (4.18) I was following source installion instructions here https://github.com/EpicGames/UnrealEngine/blob/release/README.md and I installed 2017 but when i went to build the source it showed up as versioned for 2015 and threw tons of errors.
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
Okay. Does MVS 2015 work with 4.18?
should
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..
that needs those c++ tools as well
Did someome have any problem building ue4.17 source Code from github?
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
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)
@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
@vestal creek either a PR or post it on the answerhub as a bug report
any incredibuild users here?
can't find any docs on how to work with ssh tunnels... gonna try using a vpn
(fastbuild is another alternative)
oh yeah thanks @warped forge
I think the issue I'm having are with my network setup though
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
Anyone having a bit more knowledge about tickgroups and threading?
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 ๐
A real pain in the ass
4.18 has a buildgraph config for shooter game I believe
@rain lake Okay cool, so download 4.18 and look at their InstalledBuild.xml? Or should it be in the ShooterGame dir itself?
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
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
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
yeah, in the full changelog for 4.18
Added an example script to package ShooterGame for any platforms.```
ohh nice
@ocean inlet @rain lake
oh, you looking real pretty right now. Thanks!
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
@lofty charm Still not tried BuildGraph at all. I've barely worked with source build in a while now.
Avoided whenever possible!
๐
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
Just ask your questions
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.
Huh. Well shit. That's a pretty critical failure.
Screenshot of your directory structure where the engine and project are?
running setup first and only after thats done generate project files is the correct order
What does 'Project' refer to, exactly?
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?
no, its the engine project
I tried this in my secondary drive and on an external drive, both failed in the same way
is that a clean engine?
downloaded from github with no modifications at all?
Yes
which branch?
4.16
run the generate project files as admin?
Not going to change anything
ha I knew ๐
Wait, what?
Yeah haha
How?
your error clearly shows that it failed at writing the files
It just created a visual studio 'UE4' file and I saw progress bars
so it didnt have permission
It went by real fast, though
I should've tried that first-thing
Silly mistake
Thanks โค
I assumed the path was too long, I know UE4 has problems with very long paths in other areas
But... it's certainly not obvious from that error.
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
Have either of you ever combined this regular engine version with the PS4 console version in a single build?
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.
Yeah, just wondering whether I would need to re-build anything again or it would just work once the files are moved over
you havent even started building the engine
๐
so if you copy them now, you wont have to rebuild anything
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
If I were him, build regular first and submit to source control, then try to add the PS4 stuff. ๐
Source control being the step I'm advising to add in there.
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
๐
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?
What is the call stack
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?
I would say it tries to send corrupt data to the CPU for processing, but the reason for it is beyond me
It seems like it, if no one has no clue ill bring it to udn, because It happens arbitrarily to some clients
anyone had issue with OculusStressShaders.usf after upgrading to 4.18?
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]```
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);
}
Either Blender needs to get OFFICIAL FBX support or both UE4 and blender needs to have glTF 2.0 support
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.
iirc blender doesn't have it due to the fact proper FBX support requires a licensing fee
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
about FBX and Blender there is some plugin using the FBX SDK to export your model
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...
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
get the version you want through github (tags/branches) and then rerun the setup and the generate project files.
ok thanks
and compiled the ua4 project
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?
Did you build the lightmass build tool? If I'm not mistaken it isn't built by default or something like that
Has anybody been able to package a binary version of 4.18 at all so far?
I've run into non-stop errors :/
@long wave hm? I dont think epic would release any version where you would get errors on packaging
Binary version of the engine I mean, not packaging a game project
source version of the engine you mean then?
yeh
"binary version of the engine" means "launcher version" to me
Packing source version of engine into a binary version
Sort of, but a custom build using BuildGraph
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?
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
I also got some iphone packaging error a while ago
but likely won't be related to yours
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
why are you using that special tool?
Just easier than doing it from command line / manually etc.
Well.. fixed the tool. Let's see if it works now
Cannot create SoftObjectPath with short package name '0'! You must pass in fully qualified package names
What does that mean ?
@long wave the issue should be fixed xD
I didn't know you had one @signal cove! I fixed Satheesh's version, and I've (finally) got a build ๐ฎ
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
It just runs the launcher and in case it compiles the automation tools
it's what UFE uses
^^
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
this is why I like GUI's :p
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
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
It's done inside PhysX.
The engine talks to PhysX in WorldCollision.cpp, usually from PrimitiveComponents
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?
}
@stable hemlock very interesting
seams like PxGeometryType::eCONVEXMESH is handled, I'll search how to make procedural mesh PxShape as eCONVEXMESH
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?
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!
4.18 isn't on SDK 5.0 anyway ๐ฆ
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
@daring bobcat I prefer going version step by step, that avoids any odd content and binary changes
and resave packages after the merge
etc
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?
yep xD
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
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
An overview of the updated codebase for UE4, which uses an Include-What-You-Use (IWYU) dependency model.
@signal cove thank you
np ^^
@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?
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
@signal cove one more reason to not use much BP
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
^^
I usualy have a merge week xD or atleast half a week xD
I get cookies and stuff xD
RiP xD
e.g. destruble mesh now is a plugin ๐ฆ
yep
so that's one of the versions you have to step into
so the engine can fix the class names and redirectos
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
Sometimes you get lucky
^ Pro Tip ๐
of course @signal cove xD
anybody ever had the issue that the engine UI dropdowns and menus lag behind a lot?
i explained the behaviour a bit more detailed here https://answers.unrealengine.com/questions/728728/source-built-unreal-engine-interface-is-absurdely.html
i'm trying to build development server from VS and i have lot of errors (mainly related to editor files). What did i miss ?
You missed posting your errors. ๐
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
Translating them to English would be nice.
GetGraph is not a member of UEdGraphNode I get
"Introuvable" is unknown?
yep
Did you add the correct moduls to your build.cs?
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)
i followed thos instructions : https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux)#Section_2_setting_up_a_dedicated_server_on_windows
That's weird
You are not even doing anything with Graphs or the LevelEditorViewport?
Your Source Engine is downloaded and Build correctly?
@hot parrot
i guess, how can i check ?
E:\UE4\Engine\Source\Programs\Mac\ShaderCacheTool\Private\ShaderCacheTool.cpp(66): error C2039: 'MergeShaderCacheFiles'ย : is not member of 'FShaderCache'
Source\Editor\
The fact that your server build is failing on editor files...
You done fucked up somewhere
y i don t understand
You probably introduced a dependency on editor stuff in a non-editor module.
on the website they say to create a target.cs, but how the build system use it ?
You need to review your build.cs files and target.cs files
String magic
ProjectName + TargetType
build.cs is global to all target ?
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.
You should look at your target file first - you added one and then shit broke, so it would be the most likely culprit, right?
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" });
}
}
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?
umg modules are the problem ?
No. UMG is clearly not an editor-only module, or you'd never be able to ship a game with UMG in it.
so modules in my build.cs are not the problem
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.
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?
@lone crescent Try #graphics or #level-design this channel is for discussion about the Engines Source code.
@small cobalt Thanks man
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?
might be good to post a bug report on the hub
Is there a way to make folder includes/excludes specific to front end build profiles?
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
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
can someone know how to fix
@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
ok
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?
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?
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).```
Hi, there is a console dev? i have a question ๐
.. 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?
My advice would be to post the entire log as what you just posted tells us nothing.
mhmm hope this one helps https://codepaste.net/rhvc4x
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
Since ECollisionChannel is being deprecated...what do they want us to use instead?
This is what i'm talking about btw https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h#L653
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
Ah that makes more sense
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)
@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
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
nvm found a solution
When I am trying to compile source on iMac, there is a solution to solve that?
@pale stag sounds like it's due to the way the drive is formatted
is there anything unusual about the format you use?
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
@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
Hello, i'm converting my project from 4.17 to 4.18
and i'm getting these errors:
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
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?
please someone?
It's the latest nvidia flex UE4 build
please i really need help
i really want to get nvidia flex to work please can someone help
if no one replies then no one can help
@stable hemlock Tried it today didnt have a problem, have you run Setup.bat ?
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 ?
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 ๐
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 !
there's an unusual high number of performance improvements in that latest fortnit-staging merge on master
even something for pointlight shadows :D
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
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?
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
@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
no idea on that
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 there is no good/working dynamic GI in ue4 unfortunately
maybe someone in #graphics could tell you more about LPV
Anyone have any idea what this is from? Triggers on an older computer, WindowsNoEditor version. Crashes shortly after the game is run.
There is a way to add breakpoint on blueprint during ps4 debug?
how can i reduce the size of UE folder after building from sources ? (50Go actually)
@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
that s huge for my nvme lol
yeah it is huge if you have limited space available, my SSD is also always full
but the binary version is smaller, i can t just build binaries ?
i just need to build the engine once
I don't know what they do to keep the launcher version smaller
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
yes, you do
I do want to see this in UE https://www.youtube.com/watch?v=YTSlMwh-79M
Ari Silvennoinen and Jaakko Lehtinen. Real-time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes. ACM Transaction on Graph...
@bronze crest ^^
@void hull interesting, but why do you tag me? ๐
np
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
๐ฆ
Crash from Top Down Template https://pastebin.com/wv48UExu
They both break on the same function related to nav meshes, any change you made?
yes Updated Visual Studio to 15.5.1 what looks like Broke everything and im not the only One ๐ฆ
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
@summer stone also had this problem!! If you find a fix please hit me up ๐
There is a potential fix here: https://answers.unrealengine.com/questions/728279/4181-editor-crash-on-migrated-project.html
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
Letโs hope 4.18.2 fixes it!
Yes i found a fix
@cedar storm you must downGrade your Visual Studio to 15.4.5
here is how
Oh cool, guess I shouldnโt have updated! Thank you! Projects are opening fine for you now?
Ok Iโll hold off just until we see if it works for you as Iโm working on another project in VS now
Thanks!
@cedar storm Yes this was Sucssefull , Project Opened here is About Unreal Editor Splash
please help im desperate: https://answers.unrealengine.com/questions/733727/vs-not-opening-from-ue4-or-hot-reloading.html
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
in your screenshot, your game proejct is not in the VS solution
so this is obviously why hot reload doesn't work
that is for the engine build only
GenerateProjectFiles.bat searches the paths specified in UE4Games.uprojectdirs. typically game projects in custom engine builds will be placed in this root directory
in my actual game rpoject it is there
why are you hot reloading for an engine build lmao
im not
Im rebuilding the engine because for some reason it fixes my hot realod not working for a few hours
in my experience, hot reload doesn't work that well
sometimes it's just better to close down the editor and build
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
the time you waste rebuilding the engine is probably greater than closing the editor down when it bugs out
I am welll aware of that, thats why I am looking for a solution other than "rebuild the entire fucking engine"
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
what do you mean?
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
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
@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
hmm so far i opened all my project in 4.18.1 after downgrade and no problem or crash for now
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
Im using Dev config and all is fine .. are you talking about Building the game or just Editor usage ?
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
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
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
Damn, already rebuilding on the older version! Thanks for the info though!
@summer stone after you posted your log on the AH post, I will comment about that disabling optimization likely fixes it
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
@summer stone ah well, you didn't post in the bug report section so epic will never see it
comment here and link your post: https://answers.unrealengine.com/questions/734254/visual-studio-1551-and-ue-4181-engine-build.html
yeah but he has no log
eh it looks like i cant edit the part where i post the Question it is stuck in Installation part
ok, great
@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!
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
I aslo get this but not sure what it means:
Switch from Debug Editor to Developement Editor
dropdown next to double floppy disk save icon
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
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
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
aah, looking at screen again I did not noticed that!
sorry guys just now saw this
how do I set visual studio to always run as admin?
@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
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
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 ๐
ok I understood most of that, but how do I verify access all the time on security tab?
@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
well I know how to start with elevated rights, but not how to open my sln with elevated rights
it does tho
my non UE projects are starting in admin mode as well
nothing is starting in admin mode unless I right click
and I cant right click admin for an sln
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
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
did that for all options
opening the shortcut laucnehs admin
just open it
I did and thats what show man
hmm
try restart of pc so fresh registry is loaded
other than that do you have any compile errors on project?
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"
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
how do I open it from within vs
I remember I forgot to install them firs time
I have quite a bit of stuff selected but I can make sure