#engine-source

1 messages · Page 18 of 1

oak crane
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ah yes that works

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let me test my issue just to see if perhaps it is fixed now as well

void hull
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do not forget to restart to start with fres system

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some shit might still hang somewhere

oak crane
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did not work

void hull
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most def it would load with fresh registry

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im out of options man :] try stackowerflow and search for bat files to septup dev enviro, some of them are in UE folder and some in VS folders

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aah man

oak crane
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already used those with sion

void hull
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your folder is read only

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vs can't run bat file as it can't write

oak crane
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wait whats read only?

void hull
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it is written in your console so find that bat and look at it's settings and give it admin rights

oak crane
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what where?

void hull
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you see there is path to bat file that is used in build process and most likely it is missing proper rights to run

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had same issue when downloaded source

oak crane
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that was a seperate issue that does not occur now for some reason

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I regenerated project files

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and after that I rebuilt the engine and everythinhg was working nomraly thnen it fucked itself when I woke up again

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I reinstalled vs and UE4 again after that

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and still no luck

void hull
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select top level folder of unreal and uncheck read only

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and check that bat files have admin rights, eg Administrator = Full control checked

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I'm out of options on this

oak crane
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wtf

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why is my UE4 read only

void hull
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it comes like that from git i think

oak crane
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where do I check the bat files have admin rights

void hull
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right click on them, select properties

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start with the one that was mentioned in that error and compile

oak crane
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oh and same steps? ok

void hull
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yup

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try to compile then and read out what it says as the error is usually printed out for you so you can fix it right away or copy it to clipboard and search web

oak crane
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hm.. unchecked read only took like 5 mins to do it and now its back again to read onlu

void hull
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thats ok

oak crane
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everytime I hit apply and ok and then open up propertys again its set to read only

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but onfurtunatly I still get the popup could not open visual studio

void hull
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did you searched that message?

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it says you need to run UE as admin

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and in fact I'm running UE as admin

oak crane
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yes im also running UE as admin

void hull
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can you verify it that shortcut you are using is launching it as damin?

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admin

oak crane
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I would but now Im jsut getting a straight up failed ot launch editor

void hull
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try rightclik on project file and select ue verision

oak crane
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tried that and regenerating

void hull
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hmm

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in security tab you have checket full controll as well for unreal editor?

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same as you did on VS

oak crane
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yeo

void hull
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mine looks like this for all of the users

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system ans well

oak crane
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yep thats how mine looks

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max access

void hull
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advanced

oak crane
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yep same there

void hull
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than I'm out of options, I know I had same problem and solution was something dead simple

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I just can't remember what I did

oak crane
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well it could be the read only thing maybe

void hull
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exactly

oak crane
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because it keeps resetting itself to read only

void hull
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yup

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you apply it with VS and UE closed right?

oak crane
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apply what?

void hull
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maybe it is issue with security inheritance as files were migrated from different computer so you do need to take ownership

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unchecked read only

oak crane
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nothing was moved form another pc other than my os itself (not reccomended I know)

void hull
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so maybe first wise thing to do would be to assign ownership of files to yourself (active logged user)

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it was if you forked it 😄

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so try to take ownership of engine folder first then try to start as admin

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it is really somethign stupid

oak crane
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take ownership?

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how tho

void hull
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I do forked with GitKraken and had same issues as you, I just do not remember exactly what I did to solve it but now it behaves nice

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that is windows thingy, google it

oak crane
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nice to meet you mr. DenverCoder9

void hull
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i do not use it often so do nt remmeber how to do it exactly

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only do it when i fork new wersion

oak crane
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yep already have ownership of it

void hull
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I'm out of answers by now, sorry 😐

oak crane
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ah well, thanks for the help awyhow

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I may wipe my harddrive and just completly restart the game

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nothing is working'

void hull
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np, i was scratching my head as well when this happened

oak crane
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yah and whats extra frustrating is that it was working for a few hours

void hull
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if I remember what I did I'll PM you

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system maintenance is never bad thing to do

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I clean my registry once a week

oak crane
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ewe

void hull
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  • temp files etc
oak crane
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thats a disaster waiitng to happen

void hull
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why

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not manually

oak crane
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deleting temp files is really unneccesary but cleaning registry

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doesnt sound healthy

void hull
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I use CCleaner to do it for me and works well so far

oak crane
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and thats hwy it sound sunhealthy

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lmfao

void hull
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you would be surprised how much shit is there that is not used or referenced by anything after while

oak crane
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would anything bad happen if I wiped this 1tb ssd?

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I mean its almost full and that seems like it'd put a lot of strain on it

void hull
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no idea what fortune you store there

oak crane
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shit

void hull
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then backup and flush

oak crane
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flush? I was gonna bck it up anyhow but whats flush

void hull
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at least you will start with clean table

oak crane
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thats one way to look at it

void hull
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flush I mean whipe/format

oak crane
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ah yah

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that was my plan

void hull
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as we talk shit

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😄

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I hope you do flush!

oak crane
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who flushes these days

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just let it pile up and pile up

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ok last and final plan

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and after this i surrender to the almighty pc gods

void hull
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ok enough, I need to get back to work

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fingers corossed for you man

oak crane
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heres my game plan. delete everything with visual studio or unreal engin ein the title

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redownload everything

void hull
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between that you might want co clen registry as well 😉

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uninstaling or deleting will leave traces

oak crane
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actually fuck it im gonna go by a ahrddrive to do a backup

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and just skip straight to the surrendering bit

oak crane
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ok on second thought hdds around here are shit and I dont wnat to wait 5 days

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so deleted everything remotely related to UE4 or VS

oak crane
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ok so I have reisntalled UE4 and VS

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I have yet to run GenerateProjectFiles.Bat

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because

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I am using Vs2017 so does that mean I need to pass in -2017?

acoustic folio
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On building Win64 I'm getting

Module.Slate.4_of_5.cpp.obj' is corrupt

I've started a recompile in VS, should that do the trick?

versed rapids
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try a Clean first

hidden hedge
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@acoustic folio in that case you just delete the obj file, the compiler will regenerate it the next time you try compiling

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cleaning will remove everything

acoustic folio
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@hidden hedge Thanks - I feel like my engine doesnt want to work today. Rebuilt everything ok but now I'm having
Couldn't find the executable to Run: C:\UnrealEngine-release\Engine\Binaries\Win64\UnrealPak.exe

stable hemlock
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For some reason it isnt compiling UE4Editor.exe

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Any help would be appreciated, I've been trying to get this to work for a week now

hollow timber
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What do you have in your build ouput ?

stable hemlock
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Does it print the output to a file?

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if not I'm gonna need to build agian and that takes a few hours (not bad specs though so i dont know why)

uncut sparrow
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Hey there guys!,
I've been trying to get a fresh pull of engine source working ive run setup.bat and it seemed to work but GenerateProjectFiles.bat instantly throws this error... It seems like a missing component but i cant figure out what it might be ive installed all the recomended componets for visual studio.
Any help would be GREATLY appreciated C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\bin\Microsoft.Common.CurrentVersion.targets( 1601,5): error MSB4036: The "GetReferenceNearestTargetFrameworkTask" task was not found. Check the following: 1.) The n ame of the task in the project file is the same as the name of the task class. 2.) The task class is "public" and imple ments the Microsoft.Build.Framework.ITask interface. 3.) The task is correctly declared with <UsingTask> in the project file, or in the *.tasks files located in the "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15 .0\bin" directory. [C:\Ue4Source\UnrealEngine\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cspro j]

gray glade
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Kind of sounds like a missing SDK or something.

uncut sparrow
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Repairing visual studio fixed the problem (Wish i had tried that 2 hours ago)

gray glade
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Coo'

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That probably fixed some missing file.

celest plover
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Building Project launcher from a source-built Rocket binary. Any idea why this is happening

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the directory is where the engine is...

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I'm using @low glacier 's custom binary tool. But I doubt that is the issue

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packaging manually from here seems to work

coarse aspen
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using DuplicateObject on a component in an actor's constructor appears to crash the editor on load if the level contains one such serialized actor

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but weirdly the crash that's triggered comes from ULevel::GetWorldSettings, which is called on a nullptr ulevel

mellow bridge
bronze crest
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@mellow bridge the errors in that error list you should ignore

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show a screenshot of the real errors in the log

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the error list often shows errors that don't actually exist

mellow bridge
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where do i find that log? o.O (literally just installed vs yesterday, sorry)

small cobalt
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Its called OutputLog

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Go to the View tab at the top.

mellow bridge
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oh found it

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right beside lel

small cobalt
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The Output log shows you the raw feedback from VS

small cobalt
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Error Log is almost useless when working with UE4 as Intellisense has ALOT of trouble with its Macro and API heavy useage

mellow bridge
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I see, alright thanks ;-; freaking brain fuking haha should have gone to school xd

small cobalt
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Are you building an Source version of the Engine?

mellow bridge
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yep

small cobalt
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I havent moved to the current release build so not sure whats going on.

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Do you see all the Programs in the solution explorer?

mellow bridge
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there are a ton of them there so yeah i guess haha

small cobalt
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If you try building all those first (you will get an bunch of errors with those but thats because most of them are for mobile and mac and other crap) then build the engine.

mellow bridge
bronze crest
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I would think that should not matter

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what branch do you compile?

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the error looks like some real error that you won't fix by changing the order you compile stuff

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it looks like some issue introduced by merging some incompatible stuff

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you're not trying to compile master?

mellow bridge
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I did not compile anything i think , just opened vs and started building solution xD

bronze crest
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well that is compiling it

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what branch is it?

mellow bridge
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ah wait where do i check that? xd sorry im new ;-;

bronze crest
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well you have to know what branch you downloaded or what you pulled from github?

mellow bridge
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oh you mean that eh latest release (4.18.1)

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downloading 4.18 atm

bronze crest
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if you downloaded it today, its unlikely that you have 4.18.1 or 4.18

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the 4.18 branch is 4.18.2

mellow bridge
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I downloaded 4.18.1 just a few days ago around there damn theres a new one already? need to get it :I

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think i will still get the error on 4.18.2 too?

bronze crest
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the 4.18 branch is 4.18.2 since 26 days now

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if you downloaded it within the last 26 days, you have to have 4.18.2

mellow bridge
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date: 11/15
oh yes i guess

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then I must be remembering from when i downloaded 18.1

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i downloaded that first and then later went again cuz i forgot lol

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okeh theeen 18.2 is rip

bronze crest
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well, looks like exactly your issue 😄

mellow bridge
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getting the latest version and will run that ._, thx lots!

mellow bridge
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alright all went good with version 4.18.2 😄 thanks @bronze crest !

bronze crest
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great!

stable hemlock
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@hollow timber Turns out there is a difference between VS 15 and VS 17 when compiling haha

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Works perfectly fine when compiling with VS 17

hollow timber
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Did you have vs2017 installed alongside 2015 when trying to build with 2015 ?

stable hemlock
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I think so

hollow timber
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Okay I tried to install 2017 and had problems compiling with 2015 after, so I uninstalled 2017 😄

stable hemlock
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Ah

hollow timber
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Yeah Cool Story 😄

shrewd thorn
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Btw general heads up for everyone: Do NOT install the newest visual studio 2017, vers 15.5.1. It has some bad bugs that cause UE engine builds to crash randomly

bronze crest
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@shrewd thorn there are answerhub posts about it, yeah

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it's crashing in navmesh code?

shrewd thorn
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Yeah, something broke with the way it does array indexing in optimized code. Which is a pretty common thing to do

bronze crest
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@shrewd thorn why do you think it's about array indexing?

umbral lotus
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hey anyone run into this? 😛

#
Message
---------------------------
Plugin 'AndroidMedia' failed to load because module 'AndroidMediaFactory' could not be found.  Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
---------------------------
OK   
---------------------------```
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trying to disable adroid anything

umbral lotus
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Ok so I just disabled any add on that's android.. Think 4.18.2 just made stuff enabled that I don't use

bronze crest
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"DSDambuster"

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that's actually was the Crytek UK studio, until 2014

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funny that crytek UK now uses unreal engine

signal cove
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They switched to UE because of their new boss Deep Silver xD

hidden hedge
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having UDN access would probably blow your mind

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i've seen many developers from AAA studios submitting PRs

bronze crest
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I've also seen many developers from AAA studios submitting PRs

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just found it funny that a studio with a lot of cryengine experience switched to UE4

hollow zealot
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Hey folks, I forked UE4, cloned it locally, and tried to run Setup, it ran fine the first time, but when I try running the Generate Project Files I get the following error

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I tried re-running setup but it's stuck at "checking dependencies"

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Any suggestions?

stable hemlock
hollow zealot
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Sure thing.

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hmm

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I am on R7 1700

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could it be because of that?

stable hemlock
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probably not

hollow zealot
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Any other ideas?

stable hemlock
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Not really, just wait and someone else might help. I've no idea what's causing it

hollow zealot
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Alright.

hollow zealot
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Anyone able to help?

bronze crest
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@hollow zealot do you have visual studio with all the c# stuff installed?

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so did you tick the c# stuff during installation?

hollow zealot
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I believe so

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1 sec

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Thats everything there

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I have 4.5.2 retargeting

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I have .net 4.5.2

bronze crest
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hm, yeah

hollow zealot
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should I uninstall VS

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and try reinstalling

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it wont let me update mym .net it says a better version is installed

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Stupid it wont even let me run a "Repair" or something

obtuse axle
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VS won't let you repair?

hollow zealot
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I meant when I run the .net installer

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it says installer locked due to better install detected

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I said it would be better if it gave me a repair option during that

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instead of saying I can't install it

obtuse axle
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Ah, misunderstood, but I would try a VS repair

hollow zealot
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kk I'll try that

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cant hurt

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before I go about reformating my computer haha

shrewd thorn
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I had this problem but I can't remember how I fixed it. Did you uninstall an older version? I think I insatlled 2017 -> uninstalled 2015 and that broke .net

cedar storm
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Can anyone verify if source built 4.18.2 fixed the issue of not being able to open migrated projects from 4.18 using the latest Visual Studio version?

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Had to wipe my PC and am reinstalling everything so not sure if I should grab the latest VS or not

bronze crest
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@cedar storm sure its related to migrated projects only?

cedar storm
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@bronze crest I recall being able to open one or two new projects but didn’t test thoroughly. Ended up going for the older VS version to be safe 😃

bronze crest
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and thats not related to anything migrated, ue4 compiled with VS 15.5.1 does crash in navmesh code

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due to some compiler bug

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if you had some projects working thats just due to that you don't use any navmesh at all in those projects 😄

cedar storm
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@cedar storm ah yeah I was getting hard crashes before the projects even opened, so I figured it even opening was a good sign on the test projects. Yeah you are right they just didn’t have navmesh used

bronze crest
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you tagged yourself 😄

cedar storm
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Lol just woke up 😄

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Brain is in no state to think 😄

bronze crest
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so essentially eoinobrain? 😛

cedar storm
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Eoinnobrain

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😉

bronze crest
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why that one more "n"?

cedar storm
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Oh I see what you did too- my first name is Eoin

bronze crest
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ah!

cedar storm
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Anyway I’m gonna go actually wake up before I reveal I have the IQ of a rock

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Hopefully Epic have picked up on this issue

bronze crest
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I'm fine with talking to rocks

cedar storm
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They are good listeners

bronze crest
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and seems epic hasn't commented on it at all yet

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someone needs to mention mieszko in there

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though he also won't be able to fix it

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its really microsoft that needs to fix it

cedar storm
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Maybe if someone else bumps issue with a comment or something it might get seen? Fairly sure all the activity happened on a weekend so they might have missed it

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Though not sure how active they are in Answerhub nowadays

bronze crest
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the issue is that the guy marked his answer as the correct answer

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so epic doesnt see it

cedar storm
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Ah yeah so they assume it’s ok

bronze crest
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yeah

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I commented and told him he should not mark it as the correct answer

cedar storm
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Cool thanks, hopefully he changes it!

versed rapids
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Just red somewhere that the crash at compile using VS2015 was happening when you had VS2017 installed too. Solution was to uninstall VS2017 or switch to VS2017 completely. Not sure how accurate this is tho.

bronze crest
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@versed rapids you should probably tag whoever you were talking to, I have no idea what you talk about 😄

versed rapids
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you were talking about VS crashiung while compiling

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and yeah I should probably tag but I hate to tag people and bother them for something that is not really important :p

bronze crest
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@versed rapids hm I were talking about that? when? not the last few days

versed rapids
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and thats not related to anything migrated, ue4 compiled with VS 15.5.1 does crash in navmesh code

bronze crest
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@versed rapids that stuff is not about vs crashing while compiling, and also not related to any vs 2015 stuff

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it's about a compiler bug in the newest MSVC that makes ue4 crash

versed rapids
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but the new msvc is shipped with vs 2017, no?

bronze crest
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no, the new one that shipped with the 15.5 update

mental tree
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Hey guys. Anyone here good with packaging experience?

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Reading error messages in case something goes wrong etc

bronze crest
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@versed rapids microsoft is not updating MSVC in every VS update, but in 15.5 they did and in 15.3 they did too

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they added a lot of new compiler optimizations and c++17 features

cedar storm
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@John Alcatraz#2916 seen by Epic + future fix confirmed 😃

cerulean gulch
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Hey folks, maybe you're the crowd to ask. I want to work with the FJsonObjectConverter to deserialize structs from JSON, but I have some optional numeric fields

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and I'm concerned with how to properly deal with those, considering that floats and ints are generally value types and not nullable in most languages

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and unreal engine has to concept of an Option type that I'm used to in functional languages

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if I have a null or missing numeric field when trying to deserialize json to a struct... what do I get? a parse failure? a default value?

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I suppose I can just take the time and write it and see what happens

sterile heron
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isn't c++ quite picky on numericals and default values? as I understand it, 100, 100.0 and 10e2 are 3 different values and comparison between any of them will fail. not to certain what the different default values are except bool which I expect to return false by default

cerulean gulch
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does c++ even support 10e2 notation?

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but yes, 100.0 and 100 aren't the same type.

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100.0 is floating point, and as a floating point exact comparisons are not advised

sterile heron
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not sure if 10e2 notation is directly supported or have to be parsed

shrewd thorn
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@DakkkaDakka If the field is missing from the json you'll get the UStruct default, which will be 0 unless you set it in the constructor. This is true for any field, not just numerics

cerulean gulch
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@shrewd thorn And the system handles nested structs fine I persume?

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and ignores JSON fields that don't have a corresponding field in the Struct

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also, @shrewd thorn is this still the case if, say, the field is present but null, not just missing?

bronze crest
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@cedar storm great!

stable hemlock
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why theheck its throwing incedibuild errors for winx64 build? Can someone help me

umbral lotus
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Any have some super stalling problems in 4.18.2? editor

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updating video card drivers. but its like in pie or stand alone every few seconds editor goes 100% cpu even in a blank new map with default controller gamemode etc.

umbral lotus
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ah ha... well found potential reason... my game editor will only freeze if epic games launcher is running in background

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well uninstall and reinstall of launcher seems to fixed it- thanks guys lol

fair cloud
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there's a 4.19 branch on github, is it there just because they're starting to push the changes or is it ready for grab (ie preview) ?

void hull
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you can always grab bleeding edge but it is on your own risk

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branch is out only after official news are posted

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but nobody prevents you from forking it if you feel like it

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maybe it is only stagging branch, check commit messages

fair cloud
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it's is staging yea

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I'm asking since there wasn't any official info, and downloading and building the engine just to see it doesn't work would be a waste

void hull
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there are descriptions of main branches on github, you might want to reread it

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if you see that as an branch then I suppose official news are not far away in time.. I think they will put it out just before xmass

shrewd thorn
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If there hasn't been an announcement, the 4.19 branch isn't ready for preview yet. I wouldn't recommend using it

uncut pier
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Where can I make a suggestion/request for Editor Preferences?

void hull
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in unreal forum

uncut pier
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Thanks bro

unique smelt
oak crane
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alright so im debugging the reason UE4 wont open visual studio

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its finding the instance of it it

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and it trys to open it

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but then this one line fails one moment and I will hastebin it

oak crane
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the if statement always returns false, I put the values of each FString at the top of the hastebin

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but this is obviousy not intended behaviour im not sure what to do

timid hollow
oak crane
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oh thank you Mizuki I KNEW I WASN'T CRAZY

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I've been talking about this for a month and people saying im fucking crazy

timid hollow
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its patched in 4.19

oak crane
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@void hull look we found the issue! 😃

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lmfao my Usage says im over 3tb's in the past month for donwloading UE4 and Vs so many times

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how can I get 4.19 from github @timid hollow

timid hollow
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18? dont you mean 19?

oak crane
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yes

timid hollow
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select branch and than either download or better use git and clone the branch

oak crane
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it says in the comments that the fix was broken again , is it for sure working in 4.19?

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which branch do I need @timid hollow do I need the promoted branch? or...

timid hollow
oak crane
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thanks! @timid hollow

timid hollow
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since you are building it anyways you could also simple apply the fix to your current version

oak crane
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I could and I thought about it , but im sure there are more things in 4.19 as well, and I just deleted mine so rip :p

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plus I don't know the exact code changed

timid hollow
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that line destroys it again so you should remove it before you build

oak crane
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thanks again bud!

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does removing those lines break something else tho? @timid hollow or do they serve no purpose?

oak crane
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nvm that line isnt there to gebin with on this release

oak crane
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but still the same issue remains with 4.19

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I need to find the line of code I need to remove becasue it is not here

oak crane
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for the time being I just commented out the if statement, if someoen can tlel me what lines to remove or add I will fix it, until then I will jsut have to be careful not to haev mutliple vs's running

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oh thank god things are working now

fading rune
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What you trying to do

oak crane
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if you go up adn read it sums it up pretty well, but basically in the VSCodeAccessor class there is an if statement that checks ebtween a relative path and a full path, (which obviousl are diffirent) and it always returns false causing this headache ive had for almost a month

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I dont feel like converting the FString to a path and then converting it to full because im lazy, but that pretty much sums it up

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just to anyone wondering my temp fix only works if you have 1 VS instance open, and it wont work unless vs is open

stable hemlock
#

Where would I look in the source for right click menu on assets in the content browser? I would like to create a menu option for an animation that will allow you to create a duplicate animation but mirroring it across the skeleton leaving the root/spine/neck head.
christmas eve morning I wrote an animation graph blueprint node that you feed a pose in and it will mirror the animation based on a simple struct and bool. but obviously this is super limited b/c you can't make blendspaces/aimspaces with the mirrored animations, or use them individually outside of the animbp.
(i'll probably release this for free or make a pull request as UE3 had Animation Mirroring so it just seems right for ue4 to have Animation Mirroring)
(https://docs.unrealengine.com/udk/Three/AnimationMirroring.html)

quaint adder
#

is there a logical reason why the engine would peform better compiled rather than installed from the launcher?

quaint adder
quasi surge
#

I'm trying to build a binary version of a modified 4.18 to distribute to our team. The build was sucessful, but when I try to launch UE4Editor.exe I get an error "libfbxsdk.dll was not found". Has anyone run into this? Am I doing it wrong?

quaint adder
#

@quasi surge sounds like a dependency is missing

#

you ran Setup.bat and GenerateProjectFiles.bat

#

what was modified ?

quasi surge
#

No. I just fixed a couple of bugs related to Windows Mixed Reality and the MotionControllerComponent. The engine builds and runs fine, but the binary version I built using the command "BuildGraph -target="Make Installed Build Win64" -script="C:/UnrealEngine\UnrealEngine-release/UnrealEngine-release/Engine/Build/InstalledEngineBuild.xml" -clean -set:WithDDC=false -set:HostPlatformOnly=true" throws the error.

half swift
#

@quaint adder compiled is up to date

quaint adder
#

DDC is derived data cache? right ? idk , have you tried switching targets?

#

from release to say debug?

quasi surge
#

I'm running that command using the RunUAT.bat

quaint adder
#

hmmm... I haven't run that one ... but to get around this you might want to try just dumping the Binaries folder into a zip and use that as that is what appears to work

#

but libfbx is the fbx library for 3d models

#

so it's probably not including that based on your arguments

#

why wouldn't you give them a full build?

quasi surge
#

Wouldn't everyone have to build the engine if I just zipped it up?

quaint adder
#

nope

#

at least I don't think so

#

gotta make sure file paths are all legit

#

the only issue is content

#

that ish is HUGE!

#

test this

#

so zip the binaries folder , put it on another machine and test UE4Editor.exe

#

the one that builds ok

#

so the problem is that I can't tell you exactly what you would need .. 😦 but one thing you could do is inspect the marketplace engine install

#

and see what files /folders are included ... then include those in your source build zip

quasi surge
#

I'll give it a shot, thanks

quaint adder
#

gl

chilly swift
#

Why does the editor, when rebuilt with debugging enabled, have to also rebuild the shaders when running?

quaint adder
#

idk.. but that xge shadercompiler is the SHIT !

#

I think shaders are runtime dependent , even if you write glsl it's processed by the hardware directly

#

so the code is in a string inside the c file to be parsed

chilly swift
#

so your saying the usl shader files are c/c++ wrapped?

quaint adder
#

no they are actually seperate files, I think what I was doing was like beginner stuff so I was using them as strings inside the c file

chilly swift
#

Oh, ok.

crisp pulsar
#

Should I install Visual Studio 2017 or will Visual Studio 2015 work fine with the current master/promoted branch?

marsh folio
elfin badge
#

@crisp pulsar either will work fine

fiery dragon
#

Hello There! I spent my intire day trying to build a 4.18.2 c++ project with visual studio 2017, but I failed miserably .... I have visual studio 2015 instaled too and when I try to compile the project it ignore VS 2017 and try compile with VS 2015, so it crashes because it ask for a "VS 2015 update 3". Some good soul knows a way to keep my current version of VS 2015 and make a 4.18.2 compile with VS 2017.

hybrid night
#

You need to pass -2017 argument to GenerateProjectFiles.bat (or whatever it’s name is)

fiery dragon
#

Thank you ! I found this file "GetMSBuildPath.bat". it sets up the MSBUILD_EXE:
"rem ## This script determines the path to MSBuild necessary to compile C# tools for the current version of the engine.
rem ## The discovered path is set to the MSBUILD_EXE environment variable on success.

set MSBUILD_EXE=

rem ## Check for MSBuild 15. This is installed alongside Visual Studio 2017, so we get the path relative to that.

call :ReadInstallPath Microsoft\VisualStudio\SxS\VS7 15.0 MSBuild\15.0\bin\MSBuild.exe
if not errorlevel 1 goto Succeeded"
But it is not find it ... I tried to set up the path of 15.0 MSBuild.exe manualy but I am still reciving the same error log. Someone can help me? am I change the right file?

sterile kite
#

Really strange bugs with the engine build along with the Oculus SDK

#

when I load a map that contains a nav mesh

#

the engine crashes

#

I am talking about 4.16.3

bright olive
#

how can I debug the .generated.h files rather than have visual studio skip over them and put them in the callstack as "[external code]"?

rain lake
#

you shouldn't need to debug the generated.h files

stable hemlock
#

they aren't debuggable? doesnt it all go through the same compiler?

grim halo
#

I would like to study the engine to get a sense of how modern game engines work

#

where can I start reading to get a sense of the architecture?

sterile heron
#

@grim halo The source is available, but you must register with Epic Game for access

grim halo
#

No I already have downloaded and compiled the source

#

just wondering what a good place to start reading it from is

low dust
#

I updated my old projects build.cs files to 4.18

#

I did this for other project before and it worked fine

#

but now with this other project, when I right click .uproject and select Generate VS Project Files, it goes half way and quits

#

are there some logs somewhere for this?

#

actually, nevermind

#

thanks for rubberducking :p

#

I realized that my Build.cs had dependency modules for plugins that I had removed

#

would be nice to get some error message tho but that's how it's always been with these build tools 😃

timid hollow
#

@low dust doesnt %LocalAppData%\UnrealHeaderTool\Saved\Logs\UnrealHeaderTool.log contain the error?

low dust
#

probably, I just didn't remember the path, hence asking 😄

#

it's been a while since I've used UE4

#

\AppData\Local\UnrealHeaderTool\Saved\Logs

#

so yeah

#

but

#

these files haven't been modified this year

#

so, go figure

#

heh, this is going to be fun

#

now getting good old OtherCompilationError(5) when trying to build

#

meaning, my headers are messed up for 4.18

full geyser
#

not sure this is the place to post, but i updated my steam sdk from 1.39 to 1.41. Comipler faild and i found a tutorial to fix it. However is there a limit to what UE4.16 support ? Etc like UE4.16 only support Steam sdk 1.39 ?

low dust
#

hmmm

#

can you make VAX to automatically add includes for missing classes?

#

I saw document with menu entry for that my I don't get the Add Include option for this

#

I'm guessing VAX things it's not missing and therefore doesn't prompt the option?

#

since UE4 has been moved to include what you use model, it would be handy if you didn't have to write those included headers manually one by one

grand sand
#

Guys I've got a situation of getting my object cleared in the background before I can use it, what strategy I can implement to stop it. Its crashing my game\

#

not able to package this game, if I run the project through uproject it works nicely.

low dust
#

hmmm

#

is there an recommended way to disable engine plugins from getting built on custom engine builds with 4.18?

#

could really slim down the compile times by cutting out half of the items there

#

in past, it would only compile the changes

#

but now it seems to be pretty happy to recompile everything possible

lilac peak
#

Does building by source work on a computer that only has vs 2017? having issues

hybrid night
#

yes

low dust
#

@lilac peak make sure you have installed c++ build tools for that vs2017

#

I dont think they install those by default on vs2017 either

#

(they stopped default selecting them since vs2015)

elder falcon
#

no point bumping it

#

they clearly have no intention to fix it

low dust
#

at least they could bring the issue tracker up-to-date with it

#

and they already implemented the bloody thing

#

but took it offline again 😄

elder falcon
#

that was a year ago

low dust
#

yes

#

I haven't been using much since that

#

now getting back to it

#

and instantly annoyed that they still haven't fixed this 😄

elder falcon
#

so if the thing is already made and nothing happens for a year

#

that just tells me it is never going to be used

#

for reasons they refuse to tell us

low dust
#

I'll just wait for their answer on the issue thing

#

it's odd that it just vanishes

#

you'd think that normally when they discard the issue, it would say something at least

elder falcon
#

it'll be "oh it's kind of low priority and stuff"

low dust
#

Epic could never work like this themselves

elder falcon
#

of course

low dust
#

it's royal pain to maintain the engine with what we get

#

but since it doesn't concern them, it's nonissue for them :p

elder falcon
#

I think this is the latest response we got on that front

low dust
#

ah, that's actually what I suspected

#

what thread is that?

elder falcon
#

topic is kind of not related at all, it was just brought up there

low dust
#

thanks for the link

#

yeah, it's pretty weird still

#

I mean, you'd think their devs aren't supposed to push NDA'd stuff in those branches anyway as they get eventually merged to master

#

so because their devs can't obey NDA's, nobody will get proper versioning for files

#

it just doesn't sound right to me

elder falcon
#

especially since noone seemed to care about that before they started using those extra dev branches

#

something also isn't right with dev-enterprise merges

#

they always have tons of changes not mentioned in the summary we get

hollow zealot
#

@low dust finally got it all compiled, launching now!

#

Just curious, do I have to rebuild my project when I switch UE4 versions?

low dust
#

it'll take a while then 😄

#

lots of shaders

hollow zealot
#

To keep the plugins and whatnot

#

Haha yeah it's at like 80%

low dust
#

yeah, you need rebuild for custom engine

#

be sure to have backup of your project before you switch it to the custom engine

hollow zealot
#

Shit.

#

does changing the UE4 target matter

#

or can I change it back

low dust
#

nah

#

but if you save any assets, they might be marked to use "too new engine" if you open in the stock engine

#

better safe than sorry

hollow zealot
#

Huh, weird, tried launchg the flex demo and it crashed

#

It said it closed the editor with exit code 0

low dust
#

I had no issues with flex demos on my end

hollow zealot
#

oh wait maybe it means that little launcher window

low dust
#

oh

#

if you pick a procect

#

it closes the project selector

#

which releases VS debugger too

hollow zealot
#

Ah, cool stuff.

low dust
#

it will still open new instance of UE editor in the background

#

it should launch soon

#

it might take a while for first run as it's still compiling those shaders for it as well

#

you can see it in task manager

hollow zealot
#

Oh I should ask, what are you working on in Ue4?

#

Making anything neat?

low dust
#

I'm a physics guy, so doing vehicle stuff

hollow zealot
#

Oh, cool stuff.

#

Holy crap this thing is simulating like 1500 of these ball things np

#

I should easily be able to do like 10 lol

#

So yeah @low dust you can absolutely freeze flex

#

there's a demo for it

#

It was you last night who I was talking to about that right?

low dust
#

we talked about it, not sure when

stable hemlock
#

any clue what these errors are

#

never got them in the past

small cobalt
#

Your missing the file nldef.h

#

Try googling what that is, did you recently update VS or uninstall an previous version or something? It maybe an OS header that comes in an Service update or something.

#

@stable hemlock

#

Google it and see what it is

stable hemlock
#

will do

#

i literally just updated VS

stable hemlock
#

@low dust you got a minute?

gray mountain
#

oh boy

#

it sure would be cool if that line was already included in the GenerateProjectFiles batch

gray mountain
#

oi vey

gray mountain
#

guaaah!

stable hemlock
#

hello

#

please

#

I am using unreal source version 4.15.2 and after the development package with Nativize checked I try to start the game and I get this error

#

[2018.01.07-14.09.07:979][ 0]LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "D:/WindowsNoEditor/BoD/Saved/Logs/UE4CC-Windows-88C27C334304CBD961E8BE8818799C1A_0000" -AppName=UE4-BoD -CrashGUID=UE4CC-Windows-88C27C334304CBD961E8BE8818799C1A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
[2018.01.07-14.09.07:979][ 0]LogWindows: Could not start CrashReportClient.exe
[2018.01.07-14.09.07:979][ 0]LogMemory: Platform Memory Stats for WindowsNoEditor
[2018.01.07-14.09.07:979][ 0]LogMemory: Process Physical Memory: 1286.39 MB used, 1440.58 MB peak
[2018.01.07-14.09.07:979][ 0]LogMemory: Process Virtual Memory: 2220.36 MB used, 2228.39 MB peak
[2018.01.07-14.09.07:979][ 0]LogMemory: Physical Memory: 10933.41 MB used, 5399.57 MB free, 16332.98 MB total
[2018.01.07-14.09.07:979][ 0]LogMemory: Virtual Memory: 2718.91 MB used, 5399.57 MB free, 134217728.00 MB total
[2018.01.07-14.09.07:979][ 0]LogWindows:Error: === Critical error: ===
[2018.01.07-14.09.07:979][ 0]LogWindows:Error:
[2018.01.07-14.09.07:979][ 0]LogWindows:Error: Assertion failed: Result [File:D:\UnrealEngine-4.15\Engine\Source\Runtime\CoreUObject\Public\UObject/Stack.h] [Line: 253]

#

any thoughts?

lament rune
#

seems like there's a null reference somewhere that you'd like to access

mental tree
#

Fatal error: [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1867] Couldn't find Shader TDepthOnlyVS<false> for Material Resource WorldGridMaterial! RenderMeshShaderMap 0, RenderThreadShaderMap 1 GameMeshShaderMap 0, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=TGPUSkinVertexFactorytrue, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=0, Shader=1 MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=1, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={}

#

Anyone know what this is all about?

mental tree
#

fixed it... unchecked Limit GPU skinning to 2 bones influence

ashen badger
#

Hey has anyone ever seen this Error

#

ERROR: Win64 does not yet implement GetCookPlatform.

daring bobcat
#

Hi, does anyone know if there are courses or documentation on ps4 and xbox one development with unreal engine?

atomic trench
#

Does anyone know if there is a way to debug a *.Build.cs file? I've tried setting the UnrealBuildTool as the startup project with the command line arguments my project uses but the breakpoints aren't being set.

gloomy hamlet
#

@atomic trench It should work, I've had to do it a few times myself. Think it may have required a source engine build though.

atomic trench
#

@gloomy hamlet I am using a source engine build. hmm, what configuration did you use (debug or debug editor) ?

gloomy hamlet
#

Don't recall but for UBT it shouldn't really matter.

#

Does the debugger start, and the build goes ahead, just no breakpoint hits?

atomic trench
#

yeah it just starts doing the build and hits no breakpoints

gloomy hamlet
#

How about if you start with F10 instead of F5?

atomic trench
#

That breaks at the entry point.

And my log is being spammed with:

Exception thrown: 'System.ComponentModel.Win32Exception' in System.dll
Exception thrown: 'System.ComponentModel.Win32Exception' in System.dll
Exception thrown: 'System.ComponentModel.Win32Exception' in System.dll
Exception thrown: 'System.ComponentModel.Win32Exception' in System.dll
Exception thrown: 'System.ComponentModel.Win32Exception' in System.dll
Exception thrown: 'System.ComponentModel.Win32Exception' in System.dll
Exception thrown: 'System.ComponentModel.Win32Exception' in System.dll
Exception thrown: 'System.ComponentModel.Win32Exception' in System.dll
#

but it eventually stops and then says "Creating makefile for project(no existing makefile)" and starts doing the build

gloomy hamlet
#

In that case it's attached fine. Suggests you've just put breakpoints at points that the build doesn't hit.

#

Best bet is to start at the beginning and step through gradually so you can see where it goes.

atomic trench
#

hmm interesting, does the UBT go through Build.cs files or is that some different program doing it?

gloomy hamlet
#

Debugging UBT ain't much fun though. What is it you're trying to find out?

atomic trench
#

I'm trying to find out if a certain configuration flag is set

gloomy hamlet
#

Yeah that's UBT.

atomic trench
#

Basically trying to verify something with our build but I can't say for sure if the variables are set correctly.

gloomy hamlet
#

Which flag is it?

atomic trench
#

the "bDebugBuildsActuallyUseDebugCRT" boolean

#

It's part of the TargetRules class.

atomic trench
#

ahh nice! Thanks 😃

ocean flax
#

How do I override ScalabilityGroups settings in the GameUserSettings.ini?

I'm trying to configure settings with Scalability.ini. I removed the ScalabilityGroups from GameUserSettings.ini and played the game. Upon exiting the game I noticed that the ScalabilityGroups were written back to the INI file, which I believe the engine did.

mellow bridge
mellow bridge
#

nvm fixed it xd

celest plover
#

does anyone know where the 'project launcher' packaging config fileas are located

#

doesn't seems to transfer with Config folder

severe granite
#

could any of you lovely people help me out with an error creating a binary engine version ?

velvet jackal
gloomy hamlet
#

@velvet jackal Looks like you've renamed a code module? References to reflected classes are stored in UE4 assets as paths that include the module name, hence the errors on load.

#

You need to add a redirector to your project's Config/DefaultEngine.ini

#

Under section [/Script/Engine.Engine], add the following:
ActiveGameNameRedirects=(OldGameName="/Script/testVRcpp", NewGameName="/Script/NewModuleName")

velvet jackal
#

@gloomy hamlet Fuck yea! That seems to work! Thanks so much! 😃

glad holly
#

hi, anybody could get me advice about developing an "open source" (as long as not invading epic righs) educational game, I'm playing around the idea of creating a virtual school using unreal and as first topic I would like to learn and teach about unreal itself. How the open source thing and the publication of unreal builds will run together?, some advice and cautionary tales?

small cobalt
#

Your better off asking Epic directly. Their Legal team can answer those types of questions for you. But as far as i understand it unless given written permission by Epic you cannot expose source code as its against the EULA/TOS whatever

stable hemlock
#

Anyone have experience with adding data to the CustomData.xyzw part of the gbuffer in a custom shading model?

#

I have exposed the pin, but it seems to be black when I try to return it in a shader

bronze crest
#

@glad holly you can publish your own source code of your game as much as you want, but not epics source code

hollow zealot
#

Where can I find Unreal Lightmass in the engine source so I can rebuild it?

timid hollow
#

source/programs/unrealLightmass?

hollow zealot
#

ty

stable plume
#

ProcessResult.StdOut: LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.
ProcessResult.StdOut: LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details.
Anyone know why im getting this

#

when im packaging

steady flint
#

So there isn't a good place to ask this. So am asking here. It's a packaging question. Maybe @full sleet could clue me in. If I wanted to just build 1 server target with 2 platforms is that possible with 1 call to RunUAT?

full sleet
#

yes.

#

You can build everything in one call.

#

EVERYTHING. YOU CAN DO IT.

full sleet
#

Win64+Linux in perfect penguin harmony

ashen badger
#

Im trying to build lighting fromthe commandline with (UE4Editor-Cmd.exe -project="C:\temp\CustomUI\CustomUI.uproject" -run=resavepackages -buildlighting -AllowCommandletRendering)

#

for some reason I seem to be trying to build things in the engine/content

#

has anyone tried to build lighting with the commandlet

severe granite
#

dont suppose anyone can help me with a cooking error? can't quite track this one down :(

ExceptionUtils.PrintExceptionInfo:        (see E:\UnrealEngine-4.18\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
ExceptionUtils.PrintExceptionInfo: 
ExceptionUtils.PrintExceptionInfo: AutomationException: Failed to find command \-compile```
ocean inlet
#

@ashen badger -ProjectOnly argument might be what you're after

ashen badger
#

@ocean inlet that was exactly what I was looking for thanks

ocean inlet
#

Sweet! Glad it worked

flat vine
#

I am working on a university project implementing an RGBD camera and transmitting a fully rendered image, a depth image and an object mask via a network. Right now this works using three SceneCaptureComponent2Ds, but my instructor suggested to "cut out the middle man" and get that data directly from the GBuffer. I found GetGBufferDataUint in DeferredShadingCommon.ush and am wondering if/how I can access that function from within a plugin. (I hope this is the right place to ask)

azure surge
#

Hey, I'm sitting on rural broadband (~300 KiB/s) and plan to do a new checkout. Is there some way I can copy those 4 GiB dependencies from my existing engine directory?

#

/Engine/Source/ThirdParty would be the logical place, but the directory is 553 MiB with and w/o dependencies...

#

Wait, it's not, directory tree with dependencies is 8.4 GiB. I guess I'll try copying it over.

torpid warren
#

Tried using Visual Code with binary version and it failed to build using generated tasks. The log showed me that it tried to access my project by UE_4.18\Engine\Source\ which is kinda weird. Should i use source version to avoid this error? or maybe its fixed in 4.19?

torpid warren
#

K for people who cant make visual code work in 4.18 - simply go CTRL-H in tasks.json and replace \" with '

#

seems like its fixed in 4.19

stable hemlock
#

worked fine before we migrated to 4.18

#

now it just keeps doing it forever

#

how do i debug this?

#

hm nvm, it finished after like 10 minutes

#

used to do it in 30 secs

sleek sand
#

any idea how can I get the namespace and key values from an FText?

#

or some data I can use to reconstruct it?

flint brook
#

well i almost done planetary gravity but there is some things i cant really get around like it doesnt seem to like negative numbers or going passed y=1,z=.2
im editing the character movement component class for this that i got off of the source on git

low dust
#

anyone has any pointers on how to make current build system (UE 4.16+) bearable?

#

for example

#

I have this custom UE4 build

#

and I changed my old project to use it

#

when I build the game solution, it automatically triggers full engine compile

#

which means 1+ h waiting for absolutely no good reason

#

it didn't used to be this stupid in past

#

like, if I have this custom engine build and want to test something outside of the main project -> full recompile

#

then return to the main project -> full recompile

#

wonder what on earth made them ruin the build system so it's almost useless at this point

#

I mean, no professional dev can waste half the day of work just for no reason

#

also

#

now if I want to rebuild my project

#

it rebuilds the whole engine along with it

#

I guess that could be solved

#

but the building thing is stupid

low dust
#

also

#

has packaging done full engine build with custom engines in past too?

low dust
#

I guess it has to on the first run anyway

gloomy hamlet
#

@low dust I've found UBT and source builds to be that way ever since using UE4, but sporadically. Sometimes it behaves sensibly, sometimes it does what you're saying. I pretty much ended up avoiding source builds at all costs because of it.

#

If you do a search for 'installed builds' you should find some info on how to mark the build as not requiring rebuilding for projects. That helps, but results in hassle whenever you actually do want to make a change in the engine.

low dust
#

I'm fine by only doing engine modifications from dedicated ue4.sln

#

I've actually always preferred that

#

I then only setup launcher to run my test project with that sln to test changes

gloomy hamlet
#

As I recall, a lot of the issues I had related to that distinction actually. Like I would build the engine in UE4.sln. Then set a project to use that engine version, open the project's solution and build that, and the engine would want to build. Then build the engine again in its solution, and now the project wants to rebuild, etc.

#

But yeah, installed builds fixed the issue for me, just meant changing something in a config file if I wanted to compile engine changes, then switching it back again after so as not to trigger unwanted rebuilds from the project.

low dust
#

@gloomy hamlet I'll look into that, thanks

low dust
#

@gloomy hamlet how is the workflow with this? like, if I want to modify the custom engine, I need to compile it always again with that automationtool?

#

so, even with installed builds, you never really get rid of the extra compilations?

#

I mean, if I mod the engine, I need to be able to debug it with VS

#

so I need to build it with the regular sln anyway

#

and then installed build thing compiles it again

#

I guess I could just attach the debugger with the sln to the installed build...

#

but this isn't exactly smooth workflow

gloomy hamlet
#

@low dust To be honest the new workflow for creating an installed build that that doc refers to, I haven't yet tried. The build graph stuff was only introducted a couple of versions back.

#

When I did it, it was just a case of building regularly, then making some entries in a config file that would prevent UBT from trying to build it again.

#

The full build graph installed build is intended for distributing a custom engine to team members, so may be overkill for what you want, not sure.

#

I don't know if the old approach still works. It basically consisted of creating an empty "InstalledBuild.txt" file in Engine/Build, then adding the following to Engine/Config/BaseEngine.ini:

[InstalledPlatforms]
 +InstalledPlatformConfigurations=(PlatformName="Win64", Configuration="DebugGame")
 +InstalledPlatformConfigurations=(PlatformName="Win64", Configuration="Development")
etc```
#

But I then had to temporarily rename/delete the InstalledBuild.txt if I wanted to compile engine changes.

low dust
#

I'd take one extra txt any day over 1+ h extra compilation time on running this automation tool

#

how they've designed this now is absurd

#

it's not meant for small teams or sole developers at all

#

I get the approach if you completely separate the engine team and game team

#

but that would be only the situation on some of the biggest game studios

low dust
#

yup, that went well

#

considering that I only told it build for Win64 target 😄

#

AutomationTool.exe BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean

#

that's what the docs told

spiral mortar
#

@low dust Running AutomationTool directly didn't work for me

#

"./Engine/Build/BatchFiles/RunUAT.bat" BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=false -set:SignExecutables=false -set:EnableSymStore=false -set:HostPlatformOnly=true

#

^^ That worked

thick storm
#

Now UBT can't even properly pick up changes

#

and it is (in my case)

#

entirely dependant on HOW i build project

#

like if I run project from VS it will NOT recompile and changes

#

and more over it will complain about shit load of missing plugins...

#

but if I right click on project, click build

#

it will properly build all needed binaries

#

....

#

more over If I pull changes and won't remove Intermedia folder before compilation

#

there is like 100% chance something will fuck up and cause linking errors

#

I didn't have such issues in the past

safe rover
#

@thick storm Im not sure, but looks like you're using .sln file generated for different engine. Did you try to regenerate Visual Studio project files?

thick storm
#

well regeerting file never helped

#

and it shouldn't

#

because solution files are not used in build process

grim halo
#

anyone tried to compile the editor on VS 2017?

#

I get an obscure error that doesn't seem to exist on the internet

spiral mortar
#

@grim halo Which is?

grim halo
#

warning MSB3245: Could not resolve this reference. Could not locate the assembly "Microsoft.VisualStudio.Shell.Interop.15.3.DesignTime, Version=15.3.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.
warning MSB3283: Cannot find wrapper assembly for type library "Microsoft.VisualStudio.CommandBars". Verify that (1) the COM component is registered correctly and (2) your target platform is the same as the bitness of the COM component. For example, if the COM component is 32-bit, your target platform must not be 64-bit.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

#

I'd like to RTFM but frankly I don't even know where to begin

#

I made a solution compatible with vs 2017 by running GenerateProjectFiles.bat -2017

spiral mortar
#

Is your VS up to date?

grim halo
#

does it update with windows update?

spiral mortar
#

No

#

You should have a Visual Studio Installer program

grim halo
#

tell you later after the update

grim halo
#

the first one is gone, now there's only

warning MSB3283: Cannot find wrapper assembly for type library "Microsoft.VisualStudio.CommandBars". Verify that (1) the COM component is registered correctly and (2) your target platform is the same as the bitness of the COM component. For example, if the COM component is 32-bit, your target platform must not be 64-bit.

#

which is weird cause it's just a warning

spiral mortar
#

Then it's not an error 😉

#

Can you copy the full output window?

grim halo
spiral mortar
#

You've regenerated the solution?

grim halo
#

what is that?

spiral mortar
#

GenerateProjectFiles.bat

#

Rerun it

grim halo
#

ofc

gloomy hamlet
#

@grim halo What's giving that error is the Unreal Visual Studio extension, not the editor/engine. I guess you built the entire solution, which includes heaps of stuff you probably don't need.

#

The VS extension you can grab from the binary release if you need it anyway.

grim halo
#

can anyone point me at where the renderer code is?

#

Not talking about the shaders, talking about where calls to D3D/OGL/vulkan are made

#

nvm found it in Source/Developer/StandaloneRenderer

#

....which is weird because I'm not seeing a vulkan rendeerer

grim halo
#

still getting hundreds of errors

#

so many files are missing or have trivial mistakes ( like missing semicolons ), I suspect mostly because those files are generated each build and are not geing generated correctly

spiral mortar
#

Why are you building from source btw?

grim halo
#

cause I'm interested in studying the internal structure

#

mostly

spiral mortar
#

You can do that with the binary release 🤔

grim halo
#

for example, I'm getting

syntax error: missing ';' before ''template<'' UnrealFrontend unrealengine\engine\source\runtime\core\public\GenericPlatform\GenericPlatform.h

#

not really though, how do I refactor the code and test it without being able to build it?

spiral mortar
#

So you don't want to study it, you want to modify it 😉

grim halo
#

same thing

#

software's no book

#

can't understand it without tinkering

spiral mortar
#

Yep you can

grim halo
#

ok then I can't because I'm slow

#

The point is, the software is not able to build in VS 2017 and even basic documentation on how to build it is lacking

#

yes, I know there's a wiki page, and it's embarassing

spiral mortar
#

Refactoring the engine is really hard

#
  • Huge compile time each time you do that
grim halo
#

that's why it's divided up in loadable dlls

#

so if I change the renderer I only need recompile that

spiral mortar
#

That's the theory

#

In practice modules depends on each other

#

So if you're not lucky, it will rebuild other modules too 😐

grim halo
#

i̶f̶ ̶I̶'̶m̶ ̶n̶o̶t̶ ̶l̶u̶c̶k̶y̶ if i change the interface

spiral mortar
#

Yeah ofc thought refactoring meant that

#

Good luck anyway

#

Source build is a pain

grim halo
#

I found this definition of it online "…is a disciplined technique for restructuring an existing body of code, altering its internal structure without changing its external behavior." but it might be wrong, honestly I'm not sure

#

this is obviously a huge bug

#

is there any place to talk about the bug with the devs better than here? I suppose github

spiral mortar
#

this is obviously a huge bug What exacly?

grim halo
#

sorry I didn't want to spam this channel with it

#

but since someone is asking..

#

it looks like GenericPlatform.h is supposed to be an automatically generated header file that maps engine names for types ( like int64 ) to the per-platform respective types

#

well, except for the template part of the file ( the part that is always there ), it's completely empty

spiral mortar
#

Not a UE bug I guess

#

More probably install issues

grim halo
#

not a UE bug yes

#

some other script in the package probably

spiral mortar
#

VS 2017 Community?

grim halo
#

yes

spiral mortar
#

You tried to reclone?

grim halo
#

not really, not yet

#

it takes a few hours and I've only tried less drastic measures up to now

spiral mortar
#

it takes a few hours 😐

grim halo
#

no?

spiral mortar
#

Bad connection?

grim halo
#

60 mbps

#

but github only allows me 20 mbps for some reason

#

is it bad where you're from? cause it's one of the best connections my country has LOL

spiral mortar
#

I'm kinda lucky right now (1 Gbps)

#

60mbs is good

#

You might want to download the repo as zip on github

#

Got 5-10 MB/s last time I did that

grim halo
#

does it have the history though?

spiral mortar
#

No 😐

grim halo
#

ok now it created an executable at least

#

it's a good thing when it uses 100% of a hexacore cpu cause at least you know it's not just spinlocking on one core 😂

spiral mortar
#

😉

grim halo
#

it only worked because I compiled master

#

release still gives all the errors

spiral mortar
#

4.18.3 release?

grim halo
#

yes

spiral mortar
#

😐

grim halo
#

trying cleanly from 4.18.3 zip's now

sick pivot
stable hemlock
#

Help me pls

#

I installed a server but when I activate the steam I get this error

sick pivot
#

@stable hemlock - are you on a SOURCE build of UE4 - or launcher?

stable hemlock
#

@sick pivot
I do not fully understand

#

but it works in the editor, it gives packaged error, but the server is not running this time

sleek sand
#

I created an own animation node based on this:
https://wiki.unrealengine.com/Animation_Nodes,_Code_for_How_to_Create_Your_Own

but I have to modify my editor module containing the AnimGraph Node to runtime module, otherwise it does not work outside of the editor

the FAnimNode part is in my game, any idea what can this be? I don't want to make my editor module runtime, this should not work like this 😮 also the file which is only in the editor module has only code for the visual part, so... it seems to be pretty unreasonable

surreal latch
#

anim nodes are not editor-only, it's perfectly fine to use them in-game. could you be more specific about what you're doing that isn't working?

sleek sand
#

very basic anim node (child of FAnimNode_SkeletalControlBase) overriding InitializeBoneReferences, IsValidToEvaluate, EvaluateSkeletalControl_AnyThread and GatherDebugData function

in noneditor build the character is in reference pose if the node is used in the active anim state

#

(unless the module with the UMyAnimGraphNode_ is changed to be runtime too)

hearty sand
#

Does anyone know where Epic loads the default Content/Pak/ stuff for mods?

#

Cause I would like to do the same but with a different folder.

#

Currently scanning the engine for the Content/Pak path, but haven't found much yet.

hidden hedge
#

void FPakPlatformFile::GetPakFolders(const TCHAR* CmdLine, TArray<FString>& OutPakFolders)

#

maybe

hearty sand
#

Managed to do it with FCoreDelegates::OnMountPak.Execture(PakFileName, Order, Visitor);

charred apex
#

Hi !

#

Anyone here managed to get the Nvidia gpu profiler to work with unreal on console platform ? Xbox/Ps4 ...

rain ocean
#

Evening. How fsmiliar are you guys with the "cant open descriptor file" -error on a release?

Basically I am helping testing a game, but getting that error whenever I try launch the game with UE4 launcher

#

Initially I thought the reason would be connected to UE4 prerequisites or VS2015

#

However I obstalled prerequisites, downgraded vs2017 to vs2015 and reinstalled the release on the root of c:

#

I still got the errror. Then I tried just creating a new project in ue4 and was able to playtest the fps-project-skeleton

#

Which worked fine, so I doubt its about the prerequisites anymore

summer pelican
#

@sleek sanda are you still having this issue with the Anim Nodes?

If so the trick is you separate into two modules, a runtime module and an editor module. the node itself is runtime however their is editor only code for describing how the node will look in the Anim Graph. So you put the editor bit in the editor module and have your .build.cs reference the runtime module but make sure your runtime module does not reference the editor module.

sleek sand
#

that is what I am doing

#

and yep I still have the problem

summer pelican
#

Can you post the error log you get from it?

#

Oh wait, I misread, so it builds fine but the node never evaluates?

sleek sand
#

yes

summer pelican
#

How very odd, can you build it in debug game and attach a debugger to see what's happening in the animation update?

sleek sand
#

I did not manage to get any error out of it yet, but actually I did not have time to investigate any further

I just made my module runtime so I could record what I had to, I will look into this again soon

yep, debug build + attached debugger will be my next try

summer pelican
#

It sounds like something isn't linked properly, but I would have expected it to throw an error rather than silently fail

sleek sand
#

what makes this weird is the fact that there is nothing in the editor module which seems to be runtime related

#

hmm maybe I need to link something, and the editor module links it, but the runtime module does not?

#

maybe a missing dependency? animgraph is added to the runtime module as well

summer pelican
#

What's your build.cs look like? and your .uplugin file (assuming it's a plugin, otherwise your .uproject)?

#

There's a pretty basic AnimNode in a plugin you can look at in Engine/Plugins/Experimental/LiveLink as reference, there's some extra stuff in that plugin to make livelink work which means there's more in the .build.cs you don't need but should still be a good start

#

Animgraph should not be in the runtime module, that is editor only

#

"Core", "CoreUObject", "Engine" should be all you need in Runtime + any runtime modules you need for your specific use case

sleek sand
#
"Modules": [
        {
            "Name": "SOrb",
            "Type": "Runtime",
            "LoadingPhase": "Default",
            "AdditionalDependencies": [
                "Engine",
                "CoreUObject",
                "AIModule",
                "JsonUtilities",
                "UMG",
                "AnimGraph"
            ]
        },
        {
            "Name": "SOrbEditor",
            "Type": "Editor",
            "LoadingPhase": "PostEngineInit",
            "AdditionalDependencies": [
                "AnimGraph"
            ]
        }
    ],
#

game uproject file

summer pelican
#

Yeah remove AnimGraph from your SOrb and have SOrbEditor rely on SOrb

sleek sand
#

removing AnimGraph did not change a thing, I tried that already

#

and the editor module has the base game as dependency in its build.cs file

#

anyway I have to run now, I'll check on the example you mentioned later, thanks for your help

summer pelican
#

No worries, I'd still be explicit and have SOrbEditor have SOrb as a dependency

#

And good luck

potent spoke
#

Does anyone know when UE4 is going to stop supporting 2015? I know you're supposed to use 2017 with 4.15 or later, but I'm just interested as to when support for 2015 will actually stop

#

I'm using 2017, a collegue of mine is still on 2015 though

sleek sand
#

that is where things go wrong 😄

#

in FComponentSpacePoseLink::EvaluateComponentSpace

sleek sand
#

LinkID is -1 (INDEX_NONE) in FPoseLinkBase::AttemptRelink if it is a non-editor build

sleek sand
#

there is a field iterator in UAnimBlueprintGeneratedClass::Link
that finds 3 FAnimNode_Base in editor builds, including my own
in non-editor build it finds only 2 and my node isn't there

#

@summer pelican

#

also I failed to find any error messages anywhere about the issue and I am not sure where should I look next

summer pelican
#

Interesting, sounds like something's funky in how your AnimNode is set up. Is this code shareable for me to have a look at?

sleek sand
#

sure, sec

#

the AnimGraphNode files are in the editor module

#

the AnimNode .h and .cpp is in the game module

summer pelican
#

Gimme a few mins, I'm building some stuff at the moment and then I'll give your code a go

sleek sand
#

thanks

summer pelican
#

Been chatting to @sleek sand about this in PMs so for those playing along at home, seems it's not an issue with Editor dependencies as it runs fine in packaged builds, it only occurs when you launch in Standalone from the Editor.

summer pelican
#

And solved! Editor modules need to be marked as "Developer" rather than "Editor" to run in Standalone

stone ermine
#

Hi guys, in my project (for iOS) I do not distinguish sounds from the sides, only the volume changes from distance. what could be the problem? In Ue4 or iOS platform?

gloomy hamlet
#

@summer pelican I had a customer bring this up recently regarding a plugin of mine that uses custom BP nodes. I found the same thing, but I assumed it was a nasty workaround. Today though I realized that most of the editor modules in built in engine plugins are actually marked Developer, not Editor. Is this due to some flaw in the module system? It doesn't seem correct.

#

I assumed doing this would break packaging a DevelopmentGame build due to the editor dependencies. I experimented today, and it doesn't. But seems that's because the reality does not match with the (minimal) documentation relating to this, which says Developer modules are loaded in development non-editor builds. It appears they are not, they're completely omitted if you attempt to package DevelopmentGame...

summer pelican
#

@gloomy hamlet The destinction it turns out is:

runtime: always loaded if the plugin is enabled
developer: loaded in any WITH_EDITOR build (both editor and -game)
editor: only loaded in interactive editor sessions, not loaded in -game or commandlets

So when you launch standalone it is just launching with -game, and so WITH_EDITOR is defined however there is no interactive editor session. AnimNodes still require their AnimGraphNode in Standalone so they must be in a Developer module and not an Editor module for that to work

#

Editor modules are for things which strictly rely on their being an interactive editor session, if this is not the case then Developer is likely the better module type

gloomy hamlet
#

@summer pelican Thanks for the clarification. That does make more sense, though it's a bit confusing. So it sounds like for any Developer module, WITH_EDITOR will always evaluate to true whenever that module's code is getting built? But the editor itself may not be present at runtime.

#

I guess it's confusing because it seems engine modules and non-engine modules are being treated differently in this case.

summer pelican
#

Yeah, it's definitely confusing, requiring an AnimGraphNode for -game is very odd but I'm sure there's a very good reason for it along the way

And yep, exactly. A Developer module gets all the WITH_EDITOR stuff but without the guarantee of their being an actual editor session running

gloomy hamlet
#

For example, an Editor module in a plugin won't be loaded in standalone. But a Developer module will, and it's okay for it to have a dependency on an engine Editor module, because those are loaded!

#

Yep I hit it with custom BP nodes, but I suspect it's the same reason - since standalone is non-cooked, the blueprint/anim-blueprint assets themselves are needed to execute the blueprint script, whereas in cooked builds they have been discarded and replaced only with the generated classes.

#

Anyway thanks, I think I see how this works now, and it means I really need to split up a bunch of my plugin Editor modules into 1 Editor + 1 Developer.

civic trout
#

Hopefully this is the right channel.
I've downloaded MaximeDup's UE4 source code and built the engine from it, but whenever I try to launch UE4Editor, I get this error.
Do I have to rebuild the whole solution or?

charred apex
#

hi ! Did you compile the shadercompilerworker program ?

#

build*

civic trout
#

Oh, I followed johnb4467's video on building the engine and he didn't even mention anything about that

charred apex
#

it might fix your problem, but not guaranteed

civic trout
#

I think I realised what my problem was. I generated the project files for VS2015 and am using VS2017

#

Engine seem to be working fine after rebuilding ShaderCompileWorker

#

thx for the help, jnat

charred apex
#

I had too much problems using 2017 now only 2015 is installed on my machine

#

yw, glad it worked

rain ocean
#

Has anyone of you encountered a problem like this? This view should be COMPLETELY detailed. Basically I am missing almost all of the textures as well as some entire buildings (will just funciton as invisible walls)

#

The map used as the main menu works fine.

#

Works fine on most other people testing said game

#

Upon reinstallation, the same bug started affecting Main menu (half of the textures and elements missing). The map shown in backgroudn also missing walls etc

#

Then the actual game had the same bug, but even worse (I was actually missing the mesh for the ground, resulting in everybody I siee just falling through the ground and TPing back up

gray glade
#

This sounds like it could just as easily be a #packaging issue.

rain ocean
#

Asked there too.

rain ocean
#

Issue seems to be with the installer not installing all required PAK files

low dust
#

hmmm

#

ported nvidias TXAA 3 from 4.16 into 4.18.3

#

when I compile it, I'm getting Warning C4668 'WITH_TXAA' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' on PostProcessTXAA.cpp

#

I had this before with some other gameworks stuff too but it kinda went away

#

WITH_TXAA is defined in TXAA.Build.cs

#

it has cpp Definitions.Add("WITH_TXAA=1");

#

and there's bunch of code that has that #if WITH_TXAA that doesn't throw that warning

#

this also makes the build fail due to unresolved external symbols as it doesn't include the contents of that one file now

#

of course I could just fix it by taking away the whole if

#

but would rather solve this the right way

stable hemlock
#

Hi there. I just started working with the source code so I can fix some things. Building the engine took very long and I wonder if I have to wait so long again if I change lines of code.

small cobalt
#

Yeeeeeep 😃

stable hemlock
#

wow.... doesn't that takes ages and ages when you want to test if stuff works? Like when you just changed one single line or variable?

low dust
#

@stable hemlock yes

#

simple tasks that should take day or two will take two weeks with ue4

#

unless you got brand new cpu that will compile UE4 in 15 minutes

#

it takes 1+ h for me

#

but, header changes are worst

#

if you just change the actual cpp, it's usually pretty snappy, you mainly wait for it to link the binaries in that case

stable hemlock
#

@low dust for now I just want to change 1 cpp and 2 header files which could fix my issue

low dust
#

yeah

stable hemlock
#

so if I want to change something in a header file I should think everything through multiple times so my time is not wasted

low dust
#

sometimes even cpp change make it painful

#

like, I actually did it just now

#

changed only cpp

#

and it took 10-15 minutes to compile

thorn path
#

maybe you should work on improving build system first ? 😄

stable hemlock
#

is there any way to improve this?

low dust
#

not really if you want to stick with UE4

#

it's really painful

#

always been

#

well, you can get faster CPU, or use incredibuild if you have like tons of computers you can use in the network

stable hemlock
#

.... and now I try to image what it feels like to improve UE4 engine on a daily basis.... oh boy

low dust
#

people at epic have incredibuild

#

that's probably the core reason why it's so crappy

#

as they can workaround the issue

#

I mean, the build system

#

they said build times improved in more modular setup on 4.15

#

but all I've seen is just longer compile times after each release

#

it's actually gone way worse recently

#

in 4.2 days, I could compile the engine from scratch in 17 minutes

#

now it takes 1h 5 min on 4.18

#

on my 3570k

#

which is now actually overclocked

#

it wasn't on 4.2 days

stable hemlock
#

I'm also waiting for more than an hour... 4.18.3... and I don't see any progression bar... just "2>Module.LPVRuntime.cpp (0:00.42 at +1:19:32)".... and the next module... and the next one =/

#

i7-7700 on this system.... still takes ages

#

my only "progression bar" is the green filled area in the task-symbol =/

stable hemlock
#

Also, is starting with debugging taking waaaaay more time then without debugging?

green flax
#

that's normal

stable hemlock
#

@green flax maybe, but so I know that I try not to hit with debugging xD time is valuable

#

And also.... if I have a project using plugins from the marketplace.... how do I get them into my modified ue4 source build? Just copy paste the "Marketplace"-folder into my engine's plugin folder or do I need to change something else?

#

Or as it seems I need some binaries for the plugins as well

#

so... dropping them into the plugin folder and then rebuild ue4?

static spoke
#

I think it's working fine here, not sure. 2>Total build time: 452.73 seconds (Local executor: 448.51 seconds)

gloomy hamlet
#

@low dust Those warnings are I think okay to ignore - it's basically saying if you use #if rather than #ifdef, as Epic say they do, then you should really explicitly define something to 0 to disable it, rather than not defining it at all. And in some cases, Epic or 3rd party plugins fail to do so, like in your case.

#

I suspect whatever is preventing the compile is a separate, though maybe related issues.

low dust
#

actually it does what it tells

#

it really stripped all code out

#

so I couldn't compile the thing as other parts of the code relied on that if

#

not happy about it 😄

#

I'd stil love to know how to fix that properly

#

as the very same #if WITH_TXAA works on every other cpp there

#

@gloomy hamlet ^

#

of course, one could put that define into project file itself, but this doesn't really work on github as people who pull that will generate the solution with the batch file

gloomy hamlet
#

So the file you linked is not in the TXAA module, it;

#

it's in the Renderer module.

low dust
#

oh

gloomy hamlet
#

The definition in the build.cs is local to the module.

low dust
#

they've changed that?

#

it definitely did compile on 4.16 like that

gloomy hamlet
#

I'm not sure what the intention is there, I think you can probably define things globally from within the Target.cs file maybe?

low dust
#

nvidia puts those into their tech in their branches

#

I guess the idea is that you can build without them if you remove the define from relevant Build.cs

#

as now they integrate a lot into engine side

#

there's no other easy way to disable the related code