#engine-source
1 messages · Page 18 of 1
do not forget to restart to start with fres system
some shit might still hang somewhere
did not work
most def it would load with fresh registry
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
aah man
already used those with sion
wait whats read only?
it is written in your console so find that bat and look at it's settings and give it admin rights
what where?
you see there is path to bat file that is used in build process and most likely it is missing proper rights to run
had same issue when downloaded source
that was a seperate issue that does not occur now for some reason
I regenerated project files
and after that I rebuilt the engine and everythinhg was working nomraly thnen it fucked itself when I woke up again
I reinstalled vs and UE4 again after that
and still no luck
select top level folder of unreal and uncheck read only
and check that bat files have admin rights, eg Administrator = Full control checked
I'm out of options on this
it comes like that from git i think
where do I check the bat files have admin rights
right click on them, select properties
start with the one that was mentioned in that error and compile
oh and same steps? ok
yup
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
hm.. unchecked read only took like 5 mins to do it and now its back again to read onlu
thats ok
everytime I hit apply and ok and then open up propertys again its set to read only
but onfurtunatly I still get the popup could not open visual studio
did you searched that message?
it says you need to run UE as admin
and in fact I'm running UE as admin
yes im also running UE as admin
try rightclik on project file and select ue verision
tried that and regenerating
hmm
in security tab you have checket full controll as well for unreal editor?
same as you did on VS
yeo
yep same there
than I'm out of options, I know I had same problem and solution was something dead simple
I just can't remember what I did
well it could be the read only thing maybe
exactly
because it keeps resetting itself to read only
apply what?
maybe it is issue with security inheritance as files were migrated from different computer so you do need to take ownership
unchecked read only
nothing was moved form another pc other than my os itself (not reccomended I know)
so maybe first wise thing to do would be to assign ownership of files to yourself (active logged user)
it was if you forked it 😄
so try to take ownership of engine folder first then try to start as admin
it is really somethign stupid
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
that is windows thingy, google it
nice to meet you mr. DenverCoder9
i do not use it often so do nt remmeber how to do it exactly
only do it when i fork new wersion
yep already have ownership of it
I'm out of answers by now, sorry 😐
ah well, thanks for the help awyhow
I may wipe my harddrive and just completly restart the game
nothing is working'
np, i was scratching my head as well when this happened
yah and whats extra frustrating is that it was working for a few hours
if I remember what I did I'll PM you
system maintenance is never bad thing to do
I clean my registry once a week
ewe
- temp files etc
thats a disaster waiitng to happen
I use CCleaner to do it for me and works well so far
you would be surprised how much shit is there that is not used or referenced by anything after while
would anything bad happen if I wiped this 1tb ssd?
I mean its almost full and that seems like it'd put a lot of strain on it
no idea what fortune you store there
shit
then backup and flush
flush? I was gonna bck it up anyhow but whats flush
at least you will start with clean table
thats one way to look at it
flush I mean whipe/format
who flushes these days
just let it pile up and pile up
ok last and final plan
and after this i surrender to the almighty pc gods
heres my game plan. delete everything with visual studio or unreal engin ein the title
redownload everything
between that you might want co clen registry as well 😉
uninstaling or deleting will leave traces
actually fuck it im gonna go by a ahrddrive to do a backup
and just skip straight to the surrendering bit
ok on second thought hdds around here are shit and I dont wnat to wait 5 days
so deleted everything remotely related to UE4 or VS
ok so I have reisntalled UE4 and VS
I have yet to run GenerateProjectFiles.Bat
because
I am using Vs2017 so does that mean I need to pass in -2017?
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?
try a Clean first
@acoustic folio in that case you just delete the obj file, the compiler will regenerate it the next time you try compiling
cleaning will remove everything
@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
For some reason it isnt compiling UE4Editor.exe
Any help would be appreciated, I've been trying to get this to work for a week now
This is what I get
What do you have in your build ouput ?
Does it print the output to a file?
if not I'm gonna need to build agian and that takes a few hours (not bad specs though so i dont know why)
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]
Kind of sounds like a missing SDK or something.
Repairing visual studio fixed the problem (Wish i had tried that 2 hours ago)
Building Project launcher from a source-built Rocket binary. Any idea why this is happening
the directory is where the engine is...
I'm using @low glacier 's custom binary tool. But I doubt that is the issue
packaging manually from here seems to work
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
but weirdly the crash that's triggered comes from ULevel::GetWorldSettings, which is called on a nullptr ulevel
ey all
Anybody knows how to deal with those errors after building the engine?
https://gyazo.com/b071c5cc1fc78eb34479558b0839a183
Thx ;-;
@mellow bridge the errors in that error list you should ignore
show a screenshot of the real errors in the log
the error list often shows errors that don't actually exist
where do i find that log? o.O (literally just installed vs yesterday, sorry)
The Output log shows you the raw feedback from VS
Error Log is almost useless when working with UE4 as Intellisense has ALOT of trouble with its Macro and API heavy useage
I see, alright thanks ;-; freaking brain fuking haha should have gone to school xd
so yeah heres the log: https://gyazo.com/fe93d6b0c76803d8cedc8458201d3d6b
Are you building an Source version of the Engine?
yep
I havent moved to the current release build so not sure whats going on.
Do you see all the Programs in the solution explorer?
there are a ton of them there so yeah i guess haha
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.
https://gyazo.com/8ee3da4c64356fc789f8dda59fb444b2 so first the programs and then the engine ?o.O
I would think that should not matter
what branch do you compile?
the error looks like some real error that you won't fix by changing the order you compile stuff
it looks like some issue introduced by merging some incompatible stuff
you're not trying to compile master?
I did not compile anything i think , just opened vs and started building solution xD
ah wait where do i check that? xd sorry im new ;-;
well you have to know what branch you downloaded or what you pulled from github?
oh you mean that eh latest release (4.18.1)
downloading 4.18 atm
also is this true? https://issues.unrealengine.com/issue/UE-51613
if you downloaded it today, its unlikely that you have 4.18.1 or 4.18
the 4.18 branch is 4.18.2
I downloaded 4.18.1 just a few days ago around there damn theres a new one already? need to get it :I
think i will still get the error on 4.18.2 too?
the 4.18 branch is 4.18.2 since 26 days now
if you downloaded it within the last 26 days, you have to have 4.18.2
date: 11/15
oh yes i guess
then I must be remembering from when i downloaded 18.1
i downloaded that first and then later went again cuz i forgot lol
okeh theeen 18.2 is rip
well, looks like exactly your issue 😄
getting the latest version and will run that ._, thx lots!
alright all went good with version 4.18.2 😄 thanks @bronze crest !
great!
@hollow timber Turns out there is a difference between VS 15 and VS 17 when compiling haha
Works perfectly fine when compiling with VS 17
Did you have vs2017 installed alongside 2015 when trying to build with 2015 ?
I think so
Okay I tried to install 2017 and had problems compiling with 2015 after, so I uninstalled 2017 😄
Ah
Yeah Cool Story 😄
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
@shrewd thorn there are answerhub posts about it, yeah
it's crashing in navmesh code?
Yeah, something broke with the way it does array indexing in optimized code. Which is a pretty common thing to do
@shrewd thorn why do you think it's about array indexing?
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
---------------------------```
trying to disable adroid anything
Ok so I just disabled any add on that's android.. Think 4.18.2 just made stuff enabled that I don't use
you saw all those PRs that were submitted by the same "person" in the last few days? 😄 https://github.com/EpicGames/UnrealEngine/pulls
"DSDambuster"
that's actually was the Crytek UK studio, until 2014
funny that crytek UK now uses unreal engine
They switched to UE because of their new boss Deep Silver xD
having UDN access would probably blow your mind
i've seen many developers from AAA studios submitting PRs
I've also seen many developers from AAA studios submitting PRs
just found it funny that a studio with a lot of cryengine experience switched to UE4
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
I tried re-running setup but it's stuck at "checking dependencies"
Any suggestions?
@hollow zealot Install this https://www.microsoft.com/en-us/download/details.aspx?id=30653
probably not
Any other ideas?
Not really, just wait and someone else might help. I've no idea what's causing it
Alright.
Anyone able to help?
@hollow zealot do you have visual studio with all the c# stuff installed?
so did you tick the c# stuff during installation?
I believe so
1 sec
Thats everything there
I have 4.5.2 retargeting
I have .net 4.5.2
hm, yeah
should I uninstall VS
and try reinstalling
it wont let me update mym .net it says a better version is installed
Stupid it wont even let me run a "Repair" or something
VS won't let you repair?
I meant when I run the .net installer
it says installer locked due to better install detected
I said it would be better if it gave me a repair option during that
instead of saying I can't install it
Ah, misunderstood, but I would try a VS repair
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
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?
Had to wipe my PC and am reinstalling everything so not sure if I should grab the latest VS or not
@cedar storm sure its related to migrated projects only?
@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 😃
@cedar storm well you know about this issue though, you commented there: https://answers.unrealengine.com/questions/734254/visual-studio-1551-and-ue-4181-engine-build.html
and thats not related to anything migrated, ue4 compiled with VS 15.5.1 does crash in navmesh code
due to some compiler bug
if you had some projects working thats just due to that you don't use any navmesh at all in those projects 😄
@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
you tagged yourself 😄
so essentially eoinobrain? 😛
why that one more "n"?
Oh I see what you did too- my first name is Eoin
ah!
Anyway I’m gonna go actually wake up before I reveal I have the IQ of a rock
Hopefully Epic have picked up on this issue
I'm fine with talking to rocks
They are good listeners
and seems epic hasn't commented on it at all yet
someone needs to mention mieszko in there
though he also won't be able to fix it
its really microsoft that needs to fix it
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
Though not sure how active they are in Answerhub nowadays
the issue is that the guy marked his answer as the correct answer
so epic doesnt see it
Ah yeah so they assume it’s ok
Cool thanks, hopefully he changes it!
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.
@versed rapids you should probably tag whoever you were talking to, I have no idea what you talk about 😄
you were talking about VS crashiung while compiling
and yeah I should probably tag but I hate to tag people and bother them for something that is not really important :p
@versed rapids hm I were talking about that? when? not the last few days
and thats not related to anything migrated, ue4 compiled with VS 15.5.1 does crash in navmesh code
@versed rapids that stuff is not about vs crashing while compiling, and also not related to any vs 2015 stuff
it's about a compiler bug in the newest MSVC that makes ue4 crash
but the new msvc is shipped with vs 2017, no?
no, the new one that shipped with the 15.5 update
Hey guys. Anyone here good with packaging experience?
Reading error messages in case something goes wrong etc
@versed rapids microsoft is not updating MSVC in every VS update, but in 15.5 they did and in 15.3 they did too
they added a lot of new compiler optimizations and c++17 features
@John Alcatraz#2916 seen by Epic + future fix confirmed 😃
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
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
and unreal engine has to concept of an Option type that I'm used to in functional languages
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?
I suppose I can just take the time and write it and see what happens
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
does c++ even support 10e2 notation?
but yes, 100.0 and 100 aren't the same type.
100.0 is floating point, and as a floating point exact comparisons are not advised
not sure if 10e2 notation is directly supported or have to be parsed
@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
@shrewd thorn And the system handles nested structs fine I persume?
and ignores JSON fields that don't have a corresponding field in the Struct
also, @shrewd thorn is this still the case if, say, the field is present but null, not just missing?
@cedar storm great!
why theheck its throwing incedibuild errors for winx64 build? Can someone help me
Any have some super stalling problems in 4.18.2? editor
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.
ah ha... well found potential reason... my game editor will only freeze if epic games launcher is running in background
well uninstall and reinstall of launcher seems to fixed it- thanks guys lol
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) ?
you can always grab bleeding edge but it is on your own risk
branch is out only after official news are posted
but nobody prevents you from forking it if you feel like it
maybe it is only stagging branch, check commit messages
it's is staging yea
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
there are descriptions of main branches on github, you might want to reread it
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
If there hasn't been an announcement, the 4.19 branch isn't ready for preview yet. I wouldn't recommend using it
Where can I make a suggestion/request for Editor Preferences?
Thanks bro
For those looking into modifying the rendering side of the engine, I wrote up a nice overview of it here https://medium.com/@lordned/unreal-engine-4-rendering-overview-part-1-c47f2da65346
alright so im debugging the reason UE4 wont open visual studio
its finding the instance of it it
and it trys to open it
but then this one line fails one moment and I will hastebin it
the if statement always returns false, I put the values of each FString at the top of the hastebin
but this is obviousy not intended behaviour im not sure what to do
I've posted a bit more detailed answerhub bug report https://answers.unrealengine.com/questions/733727/vs-not-opening-from-ue4-or-hot-reloading.html
oh thank you Mizuki I KNEW I WASN'T CRAZY
I've been talking about this for a month and people saying im fucking crazy
its patched in 4.19
@void hull look we found the issue! 😃
lmfao my Usage says im over 3tb's in the past month for donwloading UE4 and Vs so many times
how can I get 4.19 from github @timid hollow
18? dont you mean 19?
yes
select branch and than either download or better use git and clone the branch
it says in the comments that the fix was broken again , is it for sure working in 4.19?
which branch do I need @timid hollow do I need the promoted branch? or...
thanks! @timid hollow
since you are building it anyways you could also simple apply the fix to your current version
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
plus I don't know the exact code changed
thanks again bud!
does removing those lines break something else tho? @timid hollow or do they serve no purpose?
nvm that line isnt there to gebin with on this release
but still the same issue remains with 4.19
I need to find the line of code I need to remove becasue it is not here
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
oh thank god things are working now
What you trying to do
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
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
just to anyone wondering my temp fix only works if you have 1 VS instance open, and it wont work unless vs is open
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)
is there a logical reason why the engine would peform better compiled rather than installed from the launcher?
you might not have seen this ... but you know what it is
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?
@quasi surge sounds like a dependency is missing
you ran Setup.bat and GenerateProjectFiles.bat
what was modified ?
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.
@quaint adder compiled is up to date
DDC is derived data cache? right ? idk , have you tried switching targets?
from release to say debug?
I'm running that command using the RunUAT.bat
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
no idea what these options do
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?
Wouldn't everyone have to build the engine if I just zipped it up?
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
I'll give it a shot, thanks
gl
Why does the editor, when rebuilt with debugging enabled, have to also rebuild the shaders when running?
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
so your saying the usl shader files are c/c++ wrapped?
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
Oh, ok.
Should I install Visual Studio 2017 or will Visual Studio 2015 work fine with the current master/promoted branch?
https://answers.unrealengine.com/questions/740489/osx-linker-error-while-packaging-mtlcapturemanager.html
Need help here! Have been working for hours to solve this OSX linker error
@crisp pulsar either will work fine
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.
You need to pass -2017 argument to GenerateProjectFiles.bat (or whatever it’s name is)
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?
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
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]"?
you shouldn't need to debug the generated.h files
they aren't debuggable? doesnt it all go through the same compiler?
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?
@grim halo The source is available, but you must register with Epic Game for access
No I already have downloaded and compiled the source
just wondering what a good place to start reading it from is
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 😃
@low dust doesnt %LocalAppData%\UnrealHeaderTool\Saved\Logs\UnrealHeaderTool.log contain the error?
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
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 ?
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
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.
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
Does building by source work on a computer that only has vs 2017? having issues
yes
@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)
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 😄
that was a year ago
yes
I haven't been using much since that
now getting back to it
and instantly annoyed that they still haven't fixed this 😄
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
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
it'll be "oh it's kind of low priority and stuff"
Epic could never work like this themselves
of course
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
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
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
@low dust finally got it all compiled, launching now!
Just curious, do I have to rebuild my project when I switch UE4 versions?
yeah, you need rebuild for custom engine
be sure to have backup of your project before you switch it to the custom engine
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
Huh, weird, tried launchg the flex demo and it crashed
It said it closed the editor with exit code 0
I had no issues with flex demos on my end
oh wait maybe it means that little launcher window
oh
if you pick a procect
it closes the project selector
which releases VS debugger too
Ah, cool stuff.
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
I'm a physics guy, so doing vehicle stuff
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?
we talked about it, not sure when
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
@low dust you got a minute?
oh boy
it sure would be cool if that line was already included in the GenerateProjectFiles batch
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?
seems like there's a null reference somewhere that you'd like to access
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?
fixed it... unchecked Limit GPU skinning to 2 bones influence
Hey has anyone ever seen this Error
ERROR: Win64 does not yet implement GetCookPlatform.
Hi, does anyone know if there are courses or documentation on ps4 and xbox one development with unreal engine?
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.
@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.
@gloomy hamlet I am using a source engine build. hmm, what configuration did you use (debug or debug editor) ?
Don't recall but for UBT it shouldn't really matter.
Does the debugger start, and the build goes ahead, just no breakpoint hits?
yeah it just starts doing the build and hits no breakpoints
How about if you start with F10 instead of F5?
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
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.
hmm interesting, does the UBT go through Build.cs files or is that some different program doing it?
Debugging UBT ain't much fun though. What is it you're trying to find out?
I'm trying to find out if a certain configuration flag is set
Yeah that's UBT.
Basically trying to verify something with our build but I can't say for sure if the variables are set correctly.
Which flag is it?
ahh nice! Thanks 😃
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.
ey guys x.x I switch my project from engine source to the normal one from the launcher... but now I can not open it anymore every time I try to open it I get this warning:https://gyazo.com/79c85b49d588575228cf8fc818a04234 I've already tried to rebuild it via VS :/ Could anyone help me pls?
nvm fixed it xd
does anyone know where the 'project launcher' packaging config fileas are located
doesn't seems to transfer with Config folder
could any of you lovely people help me out with an error creating a binary engine version ?
Attempt at renaming project. TestVRCpp is old project name, where is it from?
@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")
@gloomy hamlet Fuck yea! That seems to work! Thanks so much! 😃
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?
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
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
@glad holly you can publish your own source code of your game as much as you want, but not epics source code
Where can I find Unreal Lightmass in the engine source so I can rebuild it?
source/programs/unrealLightmass?
ty
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
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?
Win64+Linux in perfect penguin harmony
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
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```
@ashen badger -ProjectOnly argument might be what you're after
@ocean inlet that was exactly what I was looking for thanks
Sweet! Glad it worked
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)
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.
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?
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
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
any idea how can I get the namespace and key values from an FText?
or some data I can use to reconstruct it?
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
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
I guess it has to on the first run anyway
@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.
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
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.
This page describes the Installed Build process, including an overview of how to write Installed Build scripts.
@gloomy hamlet I'll look into that, thanks
@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
@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.
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
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
@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
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
@low dust I've made this guide a while ago. https://forums.unrealengine.com/development-discussion/engine-source-github/1397253-user-guide-building-standalone-unreal-engine-4-for-internal-distrubution-win64-linux
@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?
well regeerting file never helped
and it shouldn't
because solution files are not used in build process
anyone tried to compile the editor on VS 2017?
I get an obscure error that doesn't seem to exist on the internet
@grim halo Which is?
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
Is your VS up to date?
does it update with windows update?
tell you later after the update
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
this is really everything
You've regenerated the solution?
what is that?
ofc
@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.
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
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
Why are you building from source btw?
You can do that with the binary release 🤔
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?
So you don't want to study it, you want to modify it 😉
Yep you can
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
that's why it's divided up in loadable dlls
so if I change the renderer I only need recompile that
That's the theory
In practice modules depends on each other
So if you're not lucky, it will rebuild other modules too 😐
i̶f̶ ̶I̶'̶m̶ ̶n̶o̶t̶ ̶l̶u̶c̶k̶y̶ if i change the interface
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
this is obviously a huge bug What exacly?
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
VS 2017 Community?
yes
You tried to reclone?
not really, not yet
it takes a few hours and I've only tried less drastic measures up to now
it takes a few hours 😐
no?
Bad connection?
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
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
does it have the history though?
No 😐
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 😂
😉
4.18.3 release?
yes
😐
trying cleanly from 4.18.3 zip's now
4.17.2 - I'm getting this error about UE4Editor-Lobby.dll not being on my machine, but it is clearly there in the engines directory.... is there anyway to clear this up? I dont see much on google searches other than disabling AV which i've done... still same error.
Help me pls
I installed a server but when I activate the steam I get this error
@stable hemlock - are you on a SOURCE build of UE4 - or launcher?
@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
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
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?
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)
so my situation is pretty much like this:
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/90841-custom-animation-node-not-working-in-standalone
but I am not that happy about making my editor module runtime because it has a lot of stuff in it
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.
void FPakPlatformFile::GetPakFolders(const TCHAR* CmdLine, TArray<FString>& OutPakFolders)
maybe
Managed to do it with FCoreDelegates::OnMountPak.Execture(PakFileName, Order, Visitor);
Hi !
Anyone here managed to get the Nvidia gpu profiler to work with unreal on console platform ? Xbox/Ps4 ...
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
@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.
Can you post the error log you get from it?
Oh wait, I misread, so it builds fine but the node never evaluates?
yes
How very odd, can you build it in debug game and attach a debugger to see what's happening in the animation update?
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
It sounds like something isn't linked properly, but I would have expected it to throw an error rather than silently fail
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
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
"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
Yeah remove AnimGraph from your SOrb and have SOrbEditor rely on SOrb
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
No worries, I'd still be explicit and have SOrbEditor have SOrb as a dependency
And good luck
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
LinkID is -1 (INDEX_NONE) in FPoseLinkBase::AttemptRelink if it is a non-editor build
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
Interesting, sounds like something's funky in how your AnimNode is set up. Is this code shareable for me to have a look at?
sure, sec
the AnimGraphNode files are in the editor module
the AnimNode .h and .cpp is in the game module
Gimme a few mins, I'm building some stuff at the moment and then I'll give your code a go
thanks
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.
And solved! Editor modules need to be marked as "Developer" rather than "Editor" to run in Standalone
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?
@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...
@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
@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.
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
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.
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?
Oh, I followed johnb4467's video on building the engine and he didn't even mention anything about that
it might fix your problem, but not guaranteed
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
I had too much problems using 2017 now only 2015 is installed on my machine
yw, glad it worked
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
No clue, but why #engine-source?
This sounds like it could just as easily be a #packaging issue.
Asked there too.
Issue seems to be with the installer not installing all required PAK files
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
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.
Yeeeeeep 😃
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?
@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
@low dust for now I just want to change 1 cpp and 2 header files which could fix my issue
yeah
so if I want to change something in a header file I should think everything through multiple times so my time is not wasted
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
maybe you should work on improving build system first ? 😄
is there any way to improve this?
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
.... and now I try to image what it feels like to improve UE4 engine on a daily basis.... oh boy
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
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 =/
Also, is starting with debugging taking waaaaay more time then without debugging?
that's normal
@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?
I think it's working fine here, not sure. 2>Total build time: 452.73 seconds (Local executor: 448.51 seconds)
@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.
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
So the file you linked is not in the TXAA module, it;
it's in the Renderer module.
oh
The definition in the build.cs is local to the module.
I'm not sure what the intention is there, I think you can probably define things globally from within the Target.cs file maybe?