#engine-source

1 messages · Page 20 of 1

junior phoenix
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I said periodically because I don't know how often I should. Is the release branch updated at the same time as the launcher version? I already do a lot of work with unreal via the launcher. I like the launcher because it automatically notifies me to update. When you say to test in a separate branch, do you mean creating your own branch of the engine rather than just cloning epic's version? I was under the impression that I should just pull from epic's release branch

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In case it isn't obvious, I'm a bit of a git noob

gloomy hamlet
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If you intend only to clone the release branch as is, what is your reason for wanting to use a source build at all?

junior phoenix
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As I understand it, dedicated servers can only be built using source

gloomy hamlet
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Okay. Yeah if that's your only purpose, then it's fine to just clone release. You can just pull updates whenever you have a need to.

junior phoenix
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Is the typical workflow to have a version of the engine for each project, or to have one version for multiple projects(like the launcher)?

gloomy hamlet
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I don't know what's typical, it would depend on studio. But I would say, just use one unless you have a specific need to modify the engine in a particular way for a certain projects.

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Having said that, it would be quite normal to have different projects tracking different release versions of the engine.

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For example, a project approaching release is not going to be using as recent an engine version as another in the prototyping stage.

junior phoenix
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Right, that makes sense

sick pivot
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Looking to consult with someone on very specific portion of the game engine - NetDriver + IOnlineSessionInterface. Namely - we are looking to pull off a host migration system in our game.... this looks to be pretty deep into the actual engine functionality with the NetDriver and a few other components..... which limits my exposure to said topic.

This is a paid consultation - please message me with any questions directly. I hate to advertise in this channel singularly - but i dont want/need the countless banter from individuals not even established/familiar with Game Engine coding/source.

hollow kernel
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Oops. Found it. Diff = Compare in git

elder falcon
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anyone tested vs 15.6 yet?

gloomy hamlet
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Installed today. No issues so far, but that's compiling project only. Not tried to build engine.

elder falcon
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just installed it aswell and rebuilt engine, all seems to work

hollow kernel
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When creating new material pins, how should I go about generating a new FGuid?

"MaterialShared.cpp"
Add(FGuid(0x0AC97EC3, 0xE3D047BA, 0xB610167D, 0xC4D919FF), TEXT...

Can I just slap in 4 random 4byte hexs so long as they aren't already being used?

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I couldn't find much info on how the existing ones were generated.

radiant hazel
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@hollow kernel they are GUID's

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They are generated like any other GUIDs

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I think Visual Studio even has a macro for "generate guid"

hollow kernel
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Sorry, I'm not familiar with how other GUIDs are generated.
Thanks! I'll look into the VS macro.

I take it it's not a good idea to make one manually? heh

radiant hazel
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No, don't make one manually

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It won't be a big deal, a GUID is almost like a random string of numbers, the chances of something breaking are astronomically low

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But

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There is a specific algorithm that ensures that there will pretty much be no collisions between GUIDs and decreases those chances even beyond just a random string

hollow kernel
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Got it. Thanks a lot for the info! I'll definitely go the VS macro route.

radiant hazel
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@hollow kernel a properly generated guid is guranteed to not collide in the future, nobody will come up with the same string etc

valid surge
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has anyone managed to build unreal tournament from source?
when i run setup.bat i get the following error

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looking at the files on the github the redist files are not even on there

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so i copied them in manually from my engine folder and then setup.bat runs and installs the prereq but it doesnt install any of the files i need in order to generate the project files to build the project

inner burrow
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anyone know how to fix this i downloaded a project off Redist but the project was made using a different version of unreal engine but it wont rebuild

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do i have to compile it using visual c++?

spice shadow
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yes

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that's what i would normally do if i get that error

small cobalt
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@inner burrow You would need the same engine version.

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If it is an Source Build, you need to rebuild it from its custom source as the message suggests

inner burrow
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what program do u use to rebuild off the custom source?

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the project needs to be a UE4 version 4.18 but im using 4.18.3

shrewd thorn
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4.18.x is guaranteed to be compatible with 4.18, and includes critical bug fixes, you always want to use the latest point release

grim halo
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I made an engine mod for 4.18 and merged it with release

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no I want to merge it with 4.19, but for some reason release has about 500 commits that 4.19 doesn't have ( my mod only added something like 10 )

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so I can't just merge it

gloomy hamlet
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Have you tried merging your modified 4.18 branch into 4.19 instead?

grim halo
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the problem is i merged by change directly in release, which corresponded to 4.18 at the time

clear nacelle
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ive never edited the source before so im not sure what needs to be done to apply changes to my project

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all i did was change the initialization value of InactivePlayerStateLifeSpan

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do i just need to rebuild this particular file or the entire engine?

gloomy hamlet
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You need a source engine installation. Then you just rebuild it and it will determine which files need recompiling.

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@grim halo You could use git cherry-pick to apply the commits you made previously onto the 4.19 branch.

clear nacelle
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cool thanks, just wanted to make sure i wouldnt have to wait 30+ minutes like the first build

gloomy hamlet
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You shouldn't. But sometimes you do anyway, UBT is hit and miss.

grim halo
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this is weird

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git cherry pick detects a lot of "both modified" files even though upstream didn't modify most of them

elder falcon
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pretty sure all files were updated for 4.19 since the copyright year changed

wet vector
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I never worked with UE4 Source Code , But i've looked into CryEngine 5 Source code (I am building it rn) ,

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And it is Modular

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With multiple projects set up for each seperate module

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Does UE4 Do the same ?

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(CE5 currently has 73 Projects )

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The reason i am asking is that , As far as i know / seen , It makes it faster to work with , You modify something , You only have to compile that (There are exceptions of course

elder falcon
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unreal is also split in many modules, ubt automatically takes care of only building what's necessary

wet vector
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Multiple Projects ?

elder falcon
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however there are so many cross-includes between modules that it rebuilds the whole engine very often

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all the modules are just added to one project, since ubt takes care of the building and the vs solution is just for you to look at the code

wet vector
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I've looked more into the way CE does it , There are lots of modules , They get built seperatly , You ONLY have to build a single project in case of non large modification , Other then that , You have to build The Project + CrySystem (Which takes care of connecting all the seperate projects together (Projects get built into DLLs)

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I which that EPIC would take a more modular approach

elder falcon
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unreal has them less nicely separated

wet vector
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It would really boost their productivity

elder falcon
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changing headers anywhere likely results in full rebuild unless it's some side module like paper2d

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changing a cpp file works as expected though

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it would actually not boost their productivity much

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their solution is to throw infinite processing power at it with incredibuild

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only we get the problems

stable hemlock
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hi all

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I'm currently in the process of getting UE4 to run on FreeBSD (as a fun project and to see how far I could get)

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but I've hit two main roadblocks it seems: Physx and FBX library

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of PhysX I know I should be able to get the source on Github, but I can't seem to get through the Nvidia process; I request access, but I never get an e-mail

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does anyone know what to do to get access?

wraith crystal
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is there a way to detect whether a computer has an integrated GPU?
the engine currently thinks Intel == integrated

from WindowsD3D11Device.cpp:

    // Simple heuristic but without profiling it's hard to do better
    const bool bIsIntegrated = bIsIntel;
signal leaf
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When using the engine from source for a dedicated server. When do you have to rebuild Development Server? Should you use Build or Rebuild when doing that?

signal leaf
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Also, does anyone know what this warning/error is for. Its showing up when running the dedicated server with -log flag:

[2018.03.11-22.38.00:824][366]LogScript: Warning: Accessed None trying to read property CallFunc_GetPlayerCameraManager_ReturnValue

obtuse axle
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Well, it tells you what occurred—you tried to access a value which was null from a "Get Player Camera Manager" node.

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There's not much more we can extrapolate from that one message, however

signal leaf
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Maybe this can help @obtuse axle
This is how I am making the text box over a players head turn towards the camera

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I am assuming the warning is hinting at a different or better way of doing this?

obtuse axle
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Did you mean to send a picture?

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Either way, this is probably more of a #blueprint question

signal leaf
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Oh ye

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@obtuse axle Thanks, I'll ask over there.

clear nacelle
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where could i go about implementing code in the source to always make the game start on the primary monitor?

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theres an engine bug that makes it always start on the left monitor and id like to make it stop doing that

obtuse axle
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The fix is implemented on promoted and staging-4.19, if you'd like to use those

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The fix is buried in a 700,000 line commit, however, so there's really not much way of knowing what the fix itself is :/

clear nacelle
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guess ill try to search for it

obtuse axle
clear nacelle
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how could i add that code to the engine if i find it? my game is entirely blueprint except for the code required to make a dedicated server work but im running on a source built 4.18

obtuse axle
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It says it has a target fix of 4.20, but the commit is merged into staging-4.19, so I think it should be in 4.19

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You would need to checkout the staging-4.19 or promoted branch then rebuild.

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The project being BP-only doesn't really have any significance

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Be aware, however, you wouldn't only be adding that code

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Like I said, there really isn't a way to cherry pick that fix only, as Epic squashes everything into massive commits

clear nacelle
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are there any built in c++ functions that can switch the display?

obtuse axle
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No idea.

sharp axle
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i'm guessing the swap chain setup chooses the monitor to use? I could be mistaken but seems like something the engine init would have to set (or just leave default so windows choose primary)

wraith crystal
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noob question here: I've just switched to a source build of UE4 4.18, but had formerly been using binary builds for my game. the game's been in constant development since 4.15, always on binary version of the engine. How do I now switch the game over to the source-built 4.18, so that VS starts that version of the engine up as opposed to the binary build?

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UE4 already made me create a copy of the original project, but whenever I launch the source build it just terminates & has the binary version launch the game (after selecting it in the project browser)

rustic reef
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right-click your .uproject and switch engine versions there and make it point to your source build

celest parrot
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I moved my project folder into the root of my engine folder and VS detected it as a game. I tried to launch the project but encounter this problem:

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The shader cache file that I DO have is not for Windows, it is for a different platform

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How do I configure VS to look for the correct platform shader cache file?

elder falcon
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@obtuse axle staging-4.19 is where fixes from the 4.19 branch are prepared for merging to master, it does not go in 4.19

celest parrot
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Posted in #career-chat - looking for help with an engine source / VS problem. Will pay via PayPal for your help

wraith crystal
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@rustic reef thanks so much

rustic reef
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yw

elder falcon
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@celest parrot did you maybe try to launch the wrong config? you should be using development editor

hallow pulsar
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I'm trying to set up the HBAO+ branch from nvidia's github and I get this error when trying to generate the project files. I am using visual studio 2017

celest parrot
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from what I remember, you need VS 2013 AND a newer version @hallow pulsar

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Does anyone know if it's possible to link a project outside of the engine root (somewhere else in the drive) to my engine to then use the modules, plugins etc. included in the code?

hallow pulsar
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I can't find a download for visual studio 2013 😦

stable hemlock
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hi

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I'm still working on a FreeBSD port, which is going pretty well, with a few caveats

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one of them is that most applications (TestPAL, UnrealFrontend ...) work well, but when building UE4Editor I get a link error because there is no main method

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is there a difference between those applications and if so, where could I find it?

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thanks in advance

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never mind, Launch/Private/Linux/LaunchLinux.cpp which escaped my attention

hallow pulsar
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So is building with VS 2013 the only way to build the HBAO+ branch

valid surge
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anyone know how to fix this error

Error is "failed to open selected source code acessor Visual studios"

all of a sudden i am unable to create any new c++ projects. visual studio wont open and displays that error. i also cant open or edit any exisitng c++ class

is there some file path somewhere that tells the launcher where to find visual studio install ?? maybe this is set wrong

thanks

hollow kernel
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Edit: 4.18.3 Source
Sorry about this, but I did google around a bit in an attempt to fix it before coming here.
I'm getting these errors after making shader-related changes to the engine.

ERROR : UBT error : Failed to produce item: C:\Users\Hans\Downloads\UnrealEngine-shadingmodel_418\Engine\Binaries\Win64\BuildPatchTool-Win64-Development.exe

24>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "....\Build\BatchFiles\Build.bat BuildPatchTool Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
24>Done building project "BuildPatchTool.vcxproj" -- FAILED.

All users have full read/write rights on the entire engine folder.

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Getting the same error before and after the latest VS 2017 update.

hollow kernel
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code 5 in ShaderCacheTool.cpp, too.

hollow kernel
stable hemlock
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Can anyone help me with this? Trying to build my project files (new ue4 source, the "GenerateProjectFiles" batch file i need to execute

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C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\bin\Microsoft.CSharp.CurrentVersion.targets(
322,5): error MSB4019: The imported project "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0
\bin\Roslyn\Microsoft.CSharp.Core.targets" was not found. Confirm that the path in the <Import> declaration is correct,
 and that the file exists on disk. [W:\Unreal Engine\Versions\UE4.18\Engine\Source\Programs\UnrealBuildTool\UnrealBuild
Tool.csproj]
C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\bin\Microsoft.CSharp.CurrentVersion.targets(
322,5): error MSB4019: The imported project "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0
\bin\Roslyn\Microsoft.CSharp.Core.targets" was not found. Confirm that the path in the <Import> declaration is correct,
 and that the file exists on disk. [W:\Unreal Engine\Versions\UE4.18\Engine\Source\Programs\UnrealBuildTool\UnrealBuild
Tool.csproj]

GenerateProjectFiles ERROR: UnrealBuildTool failed to compile.

Press any key to continue . . .```
elder falcon
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which packages did you install for vs 2017?

stable hemlock
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Game development for c++

elder falcon
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to build the engine you should have

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c++ game dev

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c++ desktop dev

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.net desktop dev

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windows 8.1 sdk

stable hemlock
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i have the windows 10 SDK

elder falcon
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it needs both the 10 and 8.1 sdks, but the 8.1 one is not included by default with those other packages so you need to manually check it

stable hemlock
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so i need to add ".NET desktop development" & "Desktop dev with C++"

elder falcon
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win 8.1 sdk can be found in individual components near the bottom

stable hemlock
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i saw that

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i checked it aswell

elder falcon
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theoretically it should work after you install those

stable hemlock
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alright

elder falcon
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you also have to run setup.bat before generateprojectfiles.bat

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which downloads 4-5gb of stuff

stable hemlock
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i did that already

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Following that ^

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I use git bash and did a git clone of the repo,

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Already had vstudio installed from yesterday

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and then i did setup, then went to run projectfiles & got that error

elder falcon
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I don't think they ever tell you what packages are required

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I figured out this combination by adding stuff until it worked, since then everyone seems to be able to build with it

stable hemlock
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Why can't they just give a straight up list of components needed

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"Android development? Add blah blah blah"

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"Windows only? Game dev, .net, c++ and blah"

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ayy, it didnt throw an error

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Thanks @elder falcon

uncut pier
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Does lowering the time where Garbage Collection purges, lower performance or increase performance?

gray glade
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Sort of a trick question?

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You shouldn't be changing it if you don't know why you'd change it.

shrewd thorn
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Generally there's no need to change the frequency, but you can schedule one after particular events, like loading or unloading a bunch of assets

uncut pier
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In blueprint whats the Function for forcing a purge?

gray glade
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I don't think there is one.

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Ostensibly, you could run the console command though via BP, I think?

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Gross, but feasible at least.

uncut pier
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DestroyActor ran around 80 times at any given moment. Then purging those references. Is this a common occurrence in video game development. Im building a game here and I have no concept of how an engine is being bottlenecked or anything other than just testing it over and over again. I don't have anyone's brain to pick other than this discord and obviously google but google is only going to help if I know the correct questions to ask.

gray glade
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Kind of confusing message, not sure what's rhetorical or not.

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If you're not seeing performance issues then... you're okay?

uncut pier
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Yes but I dont want to build code only to find out much later than it wont work because of performance

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OK i got the question. Is Destroying an Actor intensive or could it be intensive in any way

gray glade
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You shouldn't be worried about the cost of destroying an actor, no.

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You should be worried if you make a 1000 objects in a frame and destroy 1000 objects too.

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And you'll know, because you'll hitch.

uncut pier
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Thank you. A value to my troubles lol thats all i need is values

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Now that 1000 is an exaggeration im assuming

gray glade
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As for not knowing if the path you're going down is going to end up bad... unfortunately here's not a lot you can do about that. Either you know, or you don't, from experience.

uncut pier
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Since it depends on whats in the actor

gray glade
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1000 is an arbitrary number I chose, but yeah. Point is, creating a lot of objects in one frame could cause a hitch.

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And you'll know. You'll feel it.

uncut pier
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Should I be building a game based on frames or time?

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Or does that depend on the game

gray glade
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It's not a bad idea to have a target framerate and setup a memory budget, but you may not really need to stress over that early on.

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Memory budget meaning keep track of how much memory is being used for what and track what your memory footprint looks like overtime to see if you're bursting at the seams and need to optimize something.

uncut pier
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Ya right now I just have code. My Friend is doing all the Art based work. We have a gold idea just I dont know enough about C++ and the actual engine itself. Hopes and Dreams right lol

gray glade
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I wouldn't stress about it too much then.

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You've got bigger obstacles than ending up with something that's difficult to cleanly optimize.

uncut pier
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Such as?

gray glade
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Not knowing enough C++, working on your first game, not having funding, not knowing UE4 very well.

uncut pier
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I have funding, Blueprint only project with help from a friend on the C++ side. First game is all trial and error. But the engine itself is hard cause i dont know anyone on the inside

gray glade
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Kind of like a first boyfriend/girlfriend, it's a learning experience but don't seriously think that it's going to last beyond that.

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If it does, great, but don't set your self up for disappointment and failure by overestimating your ability at something new and extremely complicated.

uncut pier
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No such thing as Disappointment or Failure

gray glade
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Where's Dustin Clingman when I need him?

strange urchin
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Hello guys, i have a big problem in the engine :/
i try to found an answer but i found nothing in the engine

in this code from LightGridCommon.ush i've got this :

FLocalLightData GetLocalLightData(uint GridIndex, uint EyeIndex)
{
FLocalLightData Result;

if (EyeIndex == 0)
{
uint LocalLightIndex = CulledLightDataGrid[GridIndex];
uint LocalLightBaseIndex = LocalLightIndex * LOCAL_LIGHT_DATA_STRIDE;
Result.LightPositionAndInvRadius = asfloat(ForwardLocalLightBuffer[LocalLightBaseIndex + 0]);
Result.LightColorAndFalloffExponent = asfloat(ForwardLocalLightBuffer[LocalLightBaseIndex + 1]);
Result.LightDirection = asfloat(ForwardLocalLightBuffer[LocalLightBaseIndex + 2].xyz);
Result.ShadowMask = ForwardLocalLightBuffer[LocalLightBaseIndex + 2].w;
Result.SpotAngles = asfloat(ForwardLocalLightBuffer[LocalLightBaseIndex + 3].xyz);
Result.SourceRadiusPacked = ForwardLocalLightBuffer[LocalLightBaseIndex + 3].w;
Result.LightTangentAndSoftSourceRadius = asfloat(ForwardLocalLightBuffer[LocalLightBaseIndex + 4]);
}

...

return Result;
}

Where asfloat(ForwardLocalLightBuffer[LocalLightBaseIndex + 0]); get the value in the .cpp or .h ?
Link with BasePassRendering.h i guess
thank you very much !

gray glade
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@strange urchin Use ``` to create code blocks, like:

this
is
a
code
block```
strange urchin
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Oh ok sorry :S

uncut pier
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Who is Dustin Clingman? I dont get the reference

gray glade
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Dustin Clingman's an industry figure. Was a course director at Full Sail University, got the nickname "dream crusher", had a lecture that was basically about convincing you that your ideas are shit, your chances of making anything are shit, you're practically guaranteed to fail - but do it anyways, because you need to.

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By building experience and breaking yourself of naive, unwarranted optimism, you'll make better informed decisions, more pragmatically, and you're more likely to succeed.

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If you're all sunshine and rainbows, you don't have the sense to make the hard calls, cut the necessary corners, commit where you need to and abandon where you mustn't.

uncut pier
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Ya but we are talking about building a video game. Understanding people and Programming where we have all the information we could ever want. Why would I need to fail in order to succeed. I simply just look to other failures and learn from their mistakes.

gray glade
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That's just not how it works.

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You say we're talking about "building a videogame" like that's somehow simple or less serious than... something else?

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You can learn from other's mistakes, sure, but only to an extent. You don't learn how to paint or how to do a martial art by just watching someone - you have to do it yourself too.

uncut pier
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Sure it is. Driving for instance. You cant learn how to feel how a car handles on a computer.

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Exactly....You are proving my point

gray glade
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... no? I'm not? My point was you can't be good at painting or martial arts because you watched someone else do it, you have to do it yourself.

uncut pier
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Video game code does exactly what I tell it to.

gray glade
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And?

uncut pier
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Video game development is NOTHING like painting or martial arts

gray glade
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You're mistaken. You don't understand how you're mistaken because... you don't have the experience that would give you the insight to understand that.

uncut pier
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Thats fine. Ill go with it. Thanks for answering my questions.

gray glade
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Like any sufficiently complex and abstract skill and field of knowledge, there is a lot that you have to "feel" and intuit in ways that can't easily be put on paper or communicated to others.

torpid moth
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Hello I have a problem. I changed the texture streaming pool on one of my levels to 2500, when I saved and restarted engine I coudnt get into the level. Everytime engine crashes

gray glade
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If it was as simple as "I know C++, therefore I'm a good engineer", then you'd have my job in no-time. There wouldn't be lead/senior engineers versus associate/junior engineers.

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@torpid moth You should always check your logs after a crash for additional information.

uncut pier
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OK you want to continue this. Your saying that I cant learn how to code from watching someone correct?

gray glade
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Sort of. I'm saying that observation is not a substitute for actual experience.

uncut pier
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What about someone with a Photographic or even Eidetic memory?

gray glade
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Either of those affects memory recall. That only impacts whether you can remember something you observed.

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But you don't observe a thought process or a physical sensation.

uncut pier
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The physical sensation of computer programming?

gray glade
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I was speaking broadly, about observation versus experience - obviously, it's less relevant with programming.

uncut pier
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Well this is a discussion on Programming

gray glade
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Actually, it's a discussion in #engine-source, which was never the right channel anyways.

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And it's about game dev, not just programming.

uncut pier
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exactly i tried to end the conversation

gray glade
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🤷 I'm not obligated to stop talking about a subject in a publically accessible Discord channel just because you didn't want to continue it - the discussion wasn't about anything specific to you or me at that point.

uncut pier
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Thats fine. I dont mind personally.

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If you want to continue i would be more than welcome to PM you about it privatly

torpid tundra
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Nah, I want to hear what Sion has to say.

gray glade
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I'd rather bring it to #ue4-general at this point, 'cause again, it's not really about anyone specifically, I'm just talking about the process of learning how to be a better game developer.

torpid tundra
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People pay for advice this good.

gray glade
stable hemlock
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Anyone know why my recently built UE4 from source gets stuck at Initializing.... 45%

gray glade
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Run with -log, should at least help you see what it's doing.

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Worst case scenario, you actually attach the debugger, break, switch to the main thread, and see what's going on in the callstack.

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Possibly resuming and breaking again multiple times to see if it's going anywhere.

stable hemlock
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How would i launch a .uproject with -log

gray glade
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You don't launch a .uproject, you launch the editor, passing the .uproject file as the first argument.

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You'd just be passing -log as well

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If you're launching from VS, you should install UnrealVS, located in Engine/Extras

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It will allow you to easily specify startup arguments when launching from VS.

stable hemlock
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[2018.03.14-00.25.58:313][  0]LogMeshMerging: No automatic mesh merging module available
[2018.03.14-00.25.58:313][  0]LogMeshMerging: No distributed automatic mesh merging module available
[2018.03.14-00.25.58:340][  0]LogStaticMesh: Building static mesh MatineeCam_SM...
[2018.03.14-00.25.58:474][  0]LogStaticMesh: Built static mesh [0.62s] /Engine/EditorMeshes/MatineeCam_SM.MatineeCam_SM
[2018.03.14-00.25.58:662][  0]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
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That's what the editor is stuck at

gray glade
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It's compiling shaders then.

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Just might be a while if it hasn't done them before.

hollow kernel
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Sorry to cut in > Anyone know why I might be getting this?
...VCTargets\Microsoft.MakeFile.Targets(49,5): error MSB3073...
"UnrealCEFSubProcess.vcxproj" -- FAILED.

I've been able to build 4.18 default source, so I take it everything in VS is set up correctly.
Can't get it to build after making changes to shader-related files

stable hemlock
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@gray glade Hey, left for dinner & came back to UE4 being loaded. Thanks

hollow kernel
#

Got past the above error by moving the entire Engine folder to the same folder as default launcher engine versions.

Still getting this though:

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MSB3075 - BuildPatchTool Win64 Development -waitmutex" exited with code 5. 'verify you have sufficient rights to run this command'

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(This is after making solutions open with VS with admin privs.)

hollow kernel
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Me failing to enter in a case for the new pin property in Material.cpp's CompilePropertyEx function was the source of my problems. Sorry, didn't know it was a requirement.

stable hemlock
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@royal glacier Yeah we should

royal glacier
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Just came back from the break

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fixing the last conflicts here (I hope it'll work out)

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and started the build

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I've got a meeting for the next hour or so, maybe less, will ping you when back and report if everything went smoothly

stable hemlock
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Wow you fixed the shader conflicts quickly

low dust
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@royal glacier merging vxgi and vrworks is a) hardest combo as they both mess a lot with ue4 renderers internals b) pointless as you cant afford to run vxgi nor hbao+ on vr

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Also, vxgi only runs in deferred, so you still get AA issue on VR

stable hemlock
royal glacier
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I dunno I just dumb merged the branches ¯_(ツ)_/¯

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we already run in deferred by default, and for testing purposes FXAA is enough

#

as for the performance issue we are NOT publishing anything, every demo we do is for internal use

low dust
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Ah they used most powerful gpu on market

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So you target 1080ti only?

royal glacier
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we're aiming for SLI or Titan V grade GPUs

low dust
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Also, while realtime gi is cool, those comparison images on the article were total BS :D

royal glacier
#

right now we're using a single 1080 non TI, but we are looking into an upgrade soon (not until we get to know if NVidia will announce anything at the GTC

low dust
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Ah, so it's not a game sold to players?

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Yeah I guess then you could do it

royal glacier
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we're a building construction and engineering company, our players are multi million clients 😬

low dust
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So, you used kdiff3 to solve the merge conflicts?

royal glacier
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used the VS conflict solver

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went pretty smoothly

low dust
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Ah, well, gl then :)

royal glacier
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9 conflicts, mostly a bunch of missing stuff from a branch to another

low dust
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9??

royal glacier
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yeah 😐

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surprised me aswell

low dust
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Wonder if VS conflict solver is more efficient :D

royal glacier
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I surely did something wrong somewhere, or they cleaned up a lot of stuff

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yeah that too 😂

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oh well once its compiled we'll get an answer I guess

low dust
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I got like hundreds of conflicts when I tried to merge it to my gameworks branch

royal glacier
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🙈

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VS solver is shiet then

low dust
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But it could have clashed with volumetric lighting as well now that I think about it

royal glacier
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ah that's another branch right ?

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I only merged VXGI and VRWorks for starters

stable hemlock
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Most the conflicts are pretty easy.
It's super fucking tedious though

low dust
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Yeah, I have 4.18.3 branch where I've merged nvidias blast, flex, flow, hbao+, volumetric lighting and vxgi

royal glacier
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oh wait was it you who made that merged branch on the forums ?

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I remember seeing a thread about a multi Nvidia branch

low dust
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Had hairworks there too but there were issue with packaged builds so I took it out

royal glacier
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Uh WindyStrife made it, is that you ? 🤔

low dust
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Well I'm one of many who have posted there, I only merged and manually upgraded few (flex, flow) there

royal glacier
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aye

stable hemlock
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Do you have the source of your merge up

low dust
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I'm 0lento on forums too

royal glacier
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local merge only :[

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I basically got the repo from Nvidia Physx

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got both branches locally

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and merged them

low dust
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I always use my own forked ue4 repo as base

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Add others forks and original epic one as remotes, fetch and them merge them on my own fork

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My UE4 git folder is like 100GB due to that when engine is built

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.git alone is like 25GB

royal glacier
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yeah versionning takes so much space 😄

low dust
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But I dont push all my branches back to public github

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Like, I have ones with newer PhysX but I cant share some of the files due to eula on regular nvidia repo

royal glacier
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yeah

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woops

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got an error

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oshit

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nvm

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got a fuckload of errors

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all related to VXGI though

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meeting time brb

stable hemlock
#

Just built VXGI alone.
First time building from source.
Way easier than I thought it'd be

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Will try to merge vrworks and vxgi tomorrow.
A lot of shader conflicts, but all seem easy to choose between

stable hemlock
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Nvm I'm busy tomorrow.
HMU if you get it working @royal glacier

royal glacier
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@stable hemlock I'm C++ illiterate so I'll prbably just pass on VXGI + VRworks for now. Plus I'm tied to Unreal studio and UE4.19 sooo 😦

stable hemlock
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👍

twin nymph
#

Hello, I've been building UE 4.18 from source, but there were a lot of dependencies to download

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would it be feasible to build UE 4.19 using the downloaded dependency folder of 4.18 ?

elder falcon
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no

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but if you update to 4.19 in place it will be able to reuse all the dependencies that didn't change

elder falcon
#

is there a better way to update to 4.19 than creating a new branch off release and cherry picking the changes that are still relevant?

twin nymph
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@elder falcon I need a 19gb folder to compile UE4, this cannot go on ....

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@elder falcon but thanks for the infos

elder falcon
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sure it can, my unreal folder is 64GB

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needs big ssd :D

twin nymph
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@elder falcon but how do you even update it without internet connection 😮

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sure

elder falcon
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you need an internet connection to update it

twin nymph
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and for me it's a problem

elder falcon
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how else are you going to pull the changes from git?

twin nymph
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because I have a computer that is never connected to the net

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so I use a portable hd to transfer a new UE4 build from time to time

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until now where it's becoming ridiculously huge

elder falcon
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why is it not connected to the net

twin nymph
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because i don't want anyone spying my games

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i know it may sound silly, no problems with that

elder falcon
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all of those files are intermediates though

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the engine itself is only like 8GB

twin nymph
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sure, 8gb is fine

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but it needs to download the huge dependency folder

elder falcon
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right now my unreal folder is 10GB with nothing built

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since I'm moving over changes to 4.19

twin nymph
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@elder falcon did you download all the deps ? 10gb sounds okay-ish

elder falcon
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yeah

twin nymph
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(facepalm) that is great, nevermind then

elder falcon
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which was kind of a mistake since it's slowing down my git client on every commit

twin nymph
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you mean you're commiting the deps ? 😮

elder falcon
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nah, but it seems to be slightly slower with this many ignored files

twin nymph
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oh right, the client has to check every file

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cannot you limit the client to some folders ?

elder falcon
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dunno actually

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they've massively sped it up for the next version but it's not released yet

twin nymph
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okies

elder falcon
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doesn't help that they changed so much in the engine that every single change is hitting conflicts :v

twin nymph
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you mean you can get the latest ue4 source updates directly ?

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or are you using git only for your game ?

elder falcon
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yeah, that's the whole point of the engine being available as a git repo

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(you're kind of shooting yourself in the foot with that offline pc setup)

twin nymph
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thanks for the opinion, i'll try to use a better method

elder falcon
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4.19 build took 18 minutes :v

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keeps getting slower with every version..

twin nymph
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yes but you can get instant code updates which can help a lot in case of engine bugs

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and 18minutes isn't too good indeed, but it makes time for a little walk/moment to try new code

elder falcon
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I'm already using a crazy i7 7820X and it still takes forever :D

elder falcon
midnight river
twin nymph
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yes it's the downside of UE4, it's totally worth it, but that's a lot of compiling, had no idea about what is an SOA either

elder falcon
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appearantly they did massive refactoring on vertex buffers so now I first have to figure out how to get my project to compile again :D

silent thicket
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Pillows no ones trying to spy on your game buddy

elder falcon
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^

wraith crystal
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I'm having problems making a UE4 source build into a binary build via this "UE4 Binary Build Helper" tool (I know I suck for trying to use it - anyways).

here's the error:

ExceptionUtils.PrintExceptionInfo: ERROR: Command failed (Result:1): C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\bin\MSBuild.exe E:\Work\UE_Release\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj /property:Platform=AnyCPU /property:Configuration=Development

...

ExceptionUtils.PrintExceptionInfo: CommandFailedException: Command failed (Result:1): C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\bin\MSBuild.exe E:\Work\UE_Release\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj /property:Platform=AnyCPU

I'm running a build on "Host platform only", so it shouldn't even try & touch any iOS-related files I guess...

gray glade
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The hell is UE4 Binary Build Helper?

#

Seems like a redundant tool that's already present in the editor?

wraith crystal
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some tool with a gui

#

this is what it does:
Parsing command line: BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:SignExecutables=false -set:EnableSymStore=false -set:HostPlatformOnly=true

gray glade
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There are GUI tools for this in the editor though.

wraith crystal
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I'm trying to make a binary build of the source-built engine itself

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I'm not trying to package a game

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looking at InstalledEngineBuild.xml, I see this:

        <Node Name="Build Tools CS">
            <Do If="'$(HostPlatform)' == 'Win64'">
etc. etc. etc.
                <!-- TODO: Change these projects so that they can be compiled on non-windows platforms (currently use WinForms) -->
                <CsCompile Project="Engine/Source/Programs/UnrealControls/UnrealControls.csproj" Configuration="Development" Platform="AnyCPU" Tag="#Build Tools CS" TagReferences="#Build Tools CS"/>
                <CsCompile Project="Engine/Source/Programs/IOS/iPhonePackager/iPhonePackager.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS" TagReferences="#Build Tools CS"/>
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so I guess it wants to build this iPhonePackager whenever target platform is win64

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and I assume I should be commenting those out since I don't need an iPhone packager

gray glade
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Oh, weird... okay.

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So, you, mean like building the engine the same way its distributed in built form via the launcher?

wraith crystal
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yes - to have a single (nightly) build that's distributable to the entire team

gray glade
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Hold on, might have something for that

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Engine\Source\Programs\UnrealGameSync\Deployment.txt

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See the Zipped Editor Builds section

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Might do you some good, as it's something that Epic uses internally and is maintained.

#

If not the whole thing, then at least parts of that process/set of instructions could be of some use.

wraith crystal
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interesting

gray glade
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That is the mechanism Epic uses to build a redistributable binaries for developer use, put it on a network drive, and then allow UnrealGameSync to automatically download the binaries that match a given set of content-only changelists.

twin nymph
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@silent thicket @elder falcon 😊

gray glade
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In other words, it's how Epic lets non-engineers sync changelists without having to build everything locally.

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UGS itself is what does the filtering though and recognizes that it shouldn't enumerate changelists after a code-changing changelist unless the specified network location has pre-built binaries for it.

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The instructions here are just how it builds and packages up those binaries to put them on a network location. If you're not using UGS, you may have to tweak this somewhat, but at the very least you'll have to fill in the gaps that UGS otherwise fills in itself.

wraith crystal
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I think I'm going to have to strip some parts out

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but this looks promising

gray glade
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Would not be surprised, yeah. I don't think what you want is exactly the same as what UGS "BuildForUGS" does, but it sounds similar.

wraith crystal
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let's call it the cheapo indie version of what Epic has :P

gray glade
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Note that you do have access to UGS.

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So if you use Perforce, you can just build UGS and configure it.

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Otherwise, no, you'll have to roll your own solution or even edit UGS to support other source control/versioning systems.

wraith crystal
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hey thanks, this doesn't look too bad at all

gray glade
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👍

wraith crystal
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f*ck me... took an hour to build but it worked. ended up using the build helper tool and removing most of what's ios / iphone-related from InstalledEngineBuild.xml

stable hemlock
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Does anyone know if vrworks is better than the forward renderer?

low dust
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you are comparing two totally different things

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or are you telling forward renderer doesn't work with vr works?

stable hemlock
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@low dust Would both together give better performance then?>

royal glacier
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LMS or MultiRes + Instanced stereo + forward should be a nice combo

low dust
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you'd usually want to use forward even without perf benefits as it lets your do MSAA

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but some still stick with deferred as it gives you all unreals rendering feats

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forward is more limited on them

stable hemlock
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Anyone know what this is in 4.19?

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I'm trying to figure out how I can do this

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Sion, do youn know?

stable hemlock
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I thought Instanced stereo only worked in defferred. If I can get all my materials working in Forward that should be great!

hollow wadi
#

does anyone know if you can test against a specific objects distance field in a material?

celest parrot
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PM me if you know your way around C++ function libraries in BP using an engine compiled from source

hollow wadi
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how about i dont PM you and just say i know it here

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because like its a community and everyone benefits from the discussion

stable hemlock
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My default 4.18 engine takes 70 minutes to build on a 6700k at 4.5Ghz and an SSD.
What are some options that I might not be using?

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Or is that normal

stable hemlock
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Mine seems to use all 8. Sucks.
Might just have to get an i9

low dust
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octobuild sped things up a little for me

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I spent week+ trying to get the 4.18 builds faster, tried also fastbuild

elder falcon
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with i7 7820X and nvme ssd it takes 18 minutes

stable hemlock
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Yeah I wanna buy a 7980xe
But Idk if it'll show real world differences in ue4

stable hemlock
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the first time i built 4.19, i think it was something like 25 successes, 3 failures, but the log didn't show which projects failed

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so i rebuilt it again and then all were a success

#

however, now i can't build a ue4 project through frontend

#

there's this error that i don't exactly understand

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XGE is required... well the custom engine was built, so whatever this XGE is, it should be available

elder falcon
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xge is the incredibuild manager thing

stable hemlock
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huh. why is it trying to compile through XGE if i don't have it

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i suppose i could just explicitely turn it off

elder falcon
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good question

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it's supposed to detect if you don't have it and compile locally instead

stable hemlock
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hm.

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and i explicitly put bUseXGEController = false; into both client and server targets

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didn't help...

elder falcon
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this is about shader compiling though

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there's a config var somewhere to turn it on/off

stable hemlock
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found it

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but this is not normal... most people don't have incredibuild, why is it on by default?

#

how do i disable it on the per project basis? would simply copying ConsoleVariables.ini into Project/Config work?

#

setting this cvar in ConsoleVariables.ini fixes the problem, but i can't figure out how to set it on the per project basis

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it says ; Other way to set cvars: ; in engine ini files (e.g. BaseEngine.ini, DefaultEngine.ini) in the [SystemSettings] section ; from the in game console or in editor OutputLog ; Device Profiles ; Platform settings (editor UI)

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but putting [SystemSettings] r.XGEShaderCompile=0
into DefaultEngine.ini in project/config doesn't work

stable hemlock
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reproduced this problem on a blank TPP project and reported the bug...

ashen badger
#

Hey, Does anyone bake lighting with UE4Editor-Cmd.exe? I'm having loads of issues where my project take ages at this stage or crashes. It just doesn't appear to be as solid as baking the lighting in the Editor (UE4Editor-Cmd.exe C:\temp\Ext\testProject.uproject -run=resavepackages -buildlighting -ProjectOnly -allowcommandletrendering Quality=Production -buildtexturestreaming -Map=BaseLevel.umap) this is the command I am running does anyone see any problems here?

gray crystal
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alright, i give up
I got what is probably a simple problem, but i cannot figure out where to shoot the trouble.
a long time ago i rigged the console to print out a value on tick

by now i cannot remember where its coming from and i don't want it anymore
anyone know a way i can figure out where this is printing from?
i checked all of my blueprints (i think)

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oh, and i have multiple levels and its only happening on one level, so it doesn't seem to be from a common prefab/blueprint
it's almost impossible to use the console to for anything else because its printing 100.0 on tick
anyways, if you know the answer, please DM me, I'll probably be sleep by the time you reading this.

stable hemlock
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so my project corrupted, is it possible for me to retrieve the game from the .pak file of my built demo?

sharp axle
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@gray crystal I'd recommend putting a breakpoint in teh blueprint static library in C++ and see where it takes you

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somewhere it is doing the call to draw on screen with that text which you should be able to grab pretty quickly. I know the pain, random prints with no context except a float to string are horrible to find if you've forgotten them

gray crystal
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okay ill see if i can figure that out, thank you much

sharp axle
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checkout this guy

UKismetSystemLibrary::PrintString
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and this guy

UEngine::AddOnScreenDebugMessage

breakpoint in there should give you some nasty blueprint callstack but the function (or something) should give you the executor and either the function or the uber graph

whole zephyr
#

Does anyone know how to integrate Nvidia Hairworks with UE4 (Unreal 4.18)
(Note: Please don't provide me the general link for the hairworks, I want to integrate with 4.18 like I said above)

solar sequoia
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is there anyway to change output to jpg from highresshot?

gray glade
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... wot?

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What would be the point of taking a high resolution shot and then immediately compressing it to hell?

solar sequoia
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commandline "highresshot" gives out png, its a bottleneck to our simulator in ue4

gray glade
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You could just convert the produced image yourself and compress it to your liking.

solar sequoia
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it seems as the engine is having a hard time taking the shot, it takes 2 pictures a minute

gray glade
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How would adding in additional processing by using a lossy compression on the raw data help optimize that?

solar sequoia
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maybe your right, but how can i write these screenshots faster?

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any idea?

gray glade
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I have no idea what your bottleneck is, I haven't profiled your code.

#

highresshot isn't exactly an API for games to use

solar sequoia
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well, its not exactly an game

#

its more become of a simulator

gray glade
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Same idea.

solar sequoia
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true

gray glade
#

It's not really an API at all, it's just a handy console command for taking higher resolution screenshots.

#

Obviously, having the engine capture one of these images, then run lossless PNG compression over it, and save it to disk just so you can (assumedly?) load that image up, decompress the PNG compression, and display it, is a pretty wasteful thing to do.

solar sequoia
#

what would be an better alternative?

gray glade
#

... not making a roundtrip through compression and hitting the disk?

#

It's hard to hit a bottleneck any worse than IO. Seriously.

#

If you want to hit a bottleneck, file IO is your trusted friend in royally destroying performance.

#

And obviously copying the pixel data from the buffer to memory, compressing it, uncompressing it, and copying it back to another buffer is utterly pointless.

#

You could always take a look at the source for how highresshot does what it does, and see what API it uses and leverage that, instead of highresshot itself.

solar sequoia
#

heres where i hit a stop, because my experience in c++ is not that high. Trying to look at the c++ in engine files, but right now its like greek to me

gray glade
#

You really should have an engineer involved. As you might imagine, you're not going to optimize a technical bottleneck without having someone with the relevant technical knowledge to diagnose the bottleneck and optimize for whatever the particular problem is.

solar sequoia
#

well, they are 8k pictures, at a lower res they would go much faster ofc

gray glade
#

If you don't need 8K res screenshots, then take lower res screenshots?

solar sequoia
#

we need them at 8k really

gray glade
#

Then we're back to getting an engineer.

#

There is nothing you can realistically do to make taking 8K worth of pixels, copying them to memory, compressing them, writing them to disk, reading them from disk, uncompressing them, and copying them back to the GPU not be a non-real-time operation.

solar sequoia
#

im pausing the gaming and rendering tough, that helped a bit

gray glade
#

You're still going to hitch dramatically.

solar sequoia
#

at the same time why is it reading it from the disk again?

#

aint i just doing copying them to memory, compressing and writing?

gray glade
#

I suggested you were using those screenshots in the game/project, you never responded otherwise, so I assumed you were.

#

Are you not loading these images up for display within the engine?

solar sequoia
#

no

#

only writing

gray glade
#

Fair enough.

#

If you're only writing them, then I'm not sure there's much you can do about that.

#

Not generally anyways. You really would need to have an engineer profile what exactly is taking so much time.

#

Besides actually getting better hardware to minimize the overhead of file IO to disk, I'm not sure there's much to be done.

#

Something like JPEG wouldn't do you any good, it's just a different and lossy compression compared to PNG. You'll write less to disk, ideally, which saves you some of that overhead, but you're loading more work on to the processor - it might be a net positive though. I don't think it'd be anything more than marginal though.

solar sequoia
#

using two nvidia geforce gtx 1080 ti

#

okay okay

gray glade
#

What's your framerate like outside of taking these 8K screenshots?

solar sequoia
#

in editor for example

#

?

gray glade
#

Preferably not, the editor itself will obviously have its own overhead.

solar sequoia
#

hold on let me check

#

around 30

#

20

gray glade
#

That's pretty bad. If the machine is struggling to render the scene in realtime at whatever resolution, rendering it at 4 times that resolution, compressing it, and writing it to disk is just not going to cut it.

solar sequoia
#

i thought so, let me profile the fps first then

gray glade
#

It does mean that you can probably optimize your project and try to increase your framerate in general.

solar sequoia
#

well, we did something stupid in the start and used the kite assets

gray glade
#

That is, at least, if the bottleneck in your framerate is GPU-related.

solar sequoia
#

which are a huge fps drop because of non optimized meshes

#

atleast we noticed that

#

we can change that tough

gray glade
#

If it's CPU related, then it probably won't make highresshot any faster, since that should ostensibly be a very GPU-bound operation.

solar sequoia
#

whats the easiest way to difference between if its the cpu or gpu

#

watching the performance hit in task manager?

#

or using the cpu profiling?

solar sequoia
#

im at that site now,

#

gonna try cpu profiling first then

#

ahh okay

#

thats a diifferent one

gray glade
#

The distinction you're making isn't clear to me, but this will give you both the time spent by the CPU as well as the GPU.

#

It will tell you what the CPU spent its time on and will give you limited information as to what the GPU spent time on.

solar sequoia
#

one problem i have is that the foliage is not visibile in editor but ingame, even tough i have gone advanced - foliage

#

cant find folaige actor in outliner either

#

had to reload the project

#

thanks man ill try the profilin stuff

stable hemlock
#

does anyone know the story behind these lines in LinuxToolchain.cs (issue isn't public)

            Result += " -Wl,-rpath=${ORIGIN}/../../../Engine/Binaries/ThirdParty/PhysX3/Linux/x86_64-unknown-linux-gnu";```
#

I'm having an issue on FreeBSD where the editor can't find the APEX Legacy module library, but the debug version works as expected
It looks like it's related to linking with --as-needed (filtering out libraries that aren't needed) and I'm sure this line will fix it somehow, but I don't like specifying rpaths lke that unless really needed

stable hemlock
#

in the meantime I can confirm that as soon as I removed --as-needed, the editor had no troubles finding the APEX Legacy module

still peak
#

What's the best way to update a source built version of Unreal?

stable hemlock
#

so im using git source with my custom shader model engine and i keep getting these everytime i open the project

gray glade
#

Should probably .gitignore some or all of those files.

#

Definitely just some.

#

DDC, Intermediate, and Saved should all be .gitignore'd

stable hemlock
#

@gray glade thank you but i got it sorted turns out its because i had a subfolder

lucid anchor
#

Do any of you guys have experience building the engine for google daydream development?

#

I'm having a few problems I can't sort out

#

aaaaaaand i figured it out.

#

nevermind

#

in all things, listen to epic. don't listen to google.

stable hemlock
#

What would be the best way to share code (cpp files) between two platforms? Right now I have a Linux and a FreeBSD platform, but in many cases both are using the same code. In its current state this means duplication, but I'd like to reduce that (and thus reduce maintenance of my FreeBSD fork) to the bare minimum

old aspen
#

Hye Guys, I have been having a problem with building ue4.19 release from github

#

Is 4.19 in dev?

#

what does merging release mean?

gloomy hamlet
#

Release branch should always be buildable. If you get errors then it's something to do with your environment.

old aspen
#

hm..

#

@gloomy hamlet what did i do wrong?

gloomy hamlet
#

I have no idea, you haven't given much info. 😉

#

Just pointing out that if you're using release branch, then you can be pretty sure there are no code problems on Epic's side.

old aspen
#

ok

#

but what is merging release mean? @gloomy hamlet

gloomy hamlet
#

Nothing important, it's just the description of the last change made to that branch.

low dust
#

@old aspen did you follow the 1,2,3 step instructions?

#

like you DID get the dependencies before generating project files?

#

and you have visual studio 2015/2017 with c++ build tools on your system

#

@old aspen well, according to your answerhub post you didn't get the depencies

stable hemlock
#
"Term Body","28.402 ms","99.9 %","0.000 ms","0.0 %","1.0",
#

anyone know what "Term Body" means or is?

#

It only occurs when updating instances on Instanced Static Mesh Components

#
 *    Clean up the physics engine info for this instance.
 */
void FBodyInstance::TermBody()
{
    SCOPE_CYCLE_COUNTER(STAT_TermBody);

#if WITH_PHYSX
    // Release sync actor
    TermBodyHelper(SceneIndexSync, RigidActorSync, this);
    // Release async actor
    TermBodyHelper(SceneIndexAsync, RigidActorAsync, this);

    // releasing BodyAggregate, it shouldn't contain RigidActor now, because it's released above
    if(BodyAggregate)
    {
        check(!BodyAggregate->getNbActors());
        BodyAggregate->release();
        BodyAggregate = NULL;
    }
#endif

    // @TODO UE4: Release spring body here

    CurrentSceneState = BodyInstanceSceneState::NotAdded;
    BodySetup = NULL;
    OwnerComponent = NULL;
    ExternalCollisionProfileBodySetup = nullptr;

    if (DOFConstraint)
    {
        DOFConstraint->TermConstraint();
        FConstraintInstance::Free(DOFConstraint);
            DOFConstraint = NULL;
    }
    
}```
#

Something to do with BodyInstance.h and Physics

#

is there a way to turn off physics on a component?

#

Or just on an object in general

old aspen
#

why is this happening?

onyx maple
#

@old aspen , if there's no "nldef.h" in your "C:\Program Files (x86)\Windows Kits\8.1\Include\shared" folder, then you might need to download and install windows 8.1 sdk

old aspen
#

ohh ok

#

@onyx maple thanks ill do that and get to you

#

@onyx maple i have installed win 8.1 sdk

#

i checked in the vs installer

stable hemlock
#

I'm sorry about asking this again, but it would really help me make my FreeBSD port better and improve the odds of getting it into the official tree
Is there a way to share CPP code between multiple platforms? I'd like to use most of the Linux code for my port as well (inheriting classes, including source, whatever works and is maintainable), but I'm stuck finding a good solution

gray glade
#

@stable hemlock I'm not that familiar with FreeBSD, but it'd involve a refactor to try to make a common core Linux and FreeBSD platforms.

#

Unfortunately, the best reference point is probably the way UE4 handles Xbox and Windows - pretty sure there are common shared code between both, due to sharing the same APIs.

#

But, without a license for Xbox dev, you can't access that.

stable hemlock
#

@gray glade that's actually a good idea, if there are two platforms very close together it'll be those too
sadly I indeed don't have a license for Xbox dev
Linux & FreeBSD are quite closely related, and my FreeBSD port duplicated quite a lot of code (although also has quite a lot of subtle changes)

gray glade
#

Yeah, realistically it'll be an intrusive set of changes to tease apart the real common codebase in to not being platform-specific, but actually enabled only based on those two platforms.

#

As you said, some things will operate mostly the same but with slight changes, which means rewriting that code to maximize reusability but allow customization.

stable hemlock
#

Would you happen to know how Xbox & Windows do share code technically? I guess that's not a secret part since it's not related to Xbox development.
Does Xbox use the Windows/ platform subdirectories of each module or does it have its own one? And if the former, does it also have an extra directory (which is currently my take on doing this for FreeBSD) for Xbox-only code?

gray glade
#

I don't know, no. You could probably just look at how the Windows platform is handled, honestly.

#

Surely, you'll find stuff that's identified as being "MICROSOFT_PLATFORM" or some such.

#

Probably some custom macros with conditional compilation.

stable hemlock
#

couldn't find something like that, it seems there are two defines: PLATFORM_WINDOWS & PLATFORM_XBOXONE but no general one

#

for my port I did end up having a PLATFORM_LINUXLIKE (I hate the name, but couldn't come up with something better yet) to already share some code but I still need to prevent a completely different platform directory altogether

#

would you happen to know where in the code that translation is made? I suppose in the build tool, but up to now this hasn't been clear to me
Basically I'd like to know where UnrealTargetPlatform.FreeBSD gets translated into FreeBSD. It can't be a direct String translation since there's differentation between Win32 & Win64 too, which both go to the Windows/ directory.

edgy hedge
#

do the guys at Epic Games use Visual Assist?

edgy hedge
#

I'mma just download the zip...

mystic cave
#

yes

grim halo
#

is there a way to open an usf file as hsls in visual studio 2017?

#

so that i can get syntax highlighting and stuff

stable hemlock
#

Is here anyone who has an idea how to solve an issue with ShooterGame, which segfaults when using MallocJemalloc, not when using MallocDebug?
and on top if that, this only happens when playing over network, doesn't happen when playing only against bots
I'm completely stuck on my FreeBSD port here, everything seems to be working, all demo's work except for this single case 😦

#

so if there's someone out there who has an idea how to tackle this, please shout it out

#

Clang's address-sanitizer might help, but I haven't managed setting it up with UE4 yet, valgrind segfaults and I'm left with only a debugger it seems

hollow hawk
#

For ue4 4.19 would i have to rebuild the engine if I change engine code specifically for the playerstate class. I tried building but it doesn't seem to show changes in editor

elder falcon
#

if you want to change how engine classes work, you need to build the engine from source

#

why do you want to change the player state class though?

silent thicket
#

Visual Assist ftw, love that plugin

hidden hedge
#

@stable hemlock POSIX, UNIX-like? "linux-like" is a bit of a funny name if you're referring to a BSD port

#

though in regards to that, i wonder if the mac and linux platform-specific code shares anything

stable hemlock
#

@hidden hedge yeah, the reason I used linux-like was that I had to replace many if PLATFORM_LINUX lines and people might wonder where these went
And the issue with both POSIX and UNIX (or UNIX-like) is that there are many more POSIX and/or Unix-based platforms (like Mac, IOS but also Android and possibly others)
I'm not sure about Mac & Linux, but I do suspect that they share a pretty good deal; at the very least things related to BSD sockets (networking)

#

That other question, MallocJemalloc crashes when playing ShooterGame over network, doesn't crash with MallocDebug
Now apparently the same is true for MallocStomp, although I just realized that it might have to do with compiler optimizations

#

But if there are any pointers on how to debug malloc issues, please share because I'm running out of options 😦

stable hemlock
#

nah, still fine with MallocDebug and optimizations

#

so there's something wrong with my default (je)malloc implementation

#

Are there any known bugs with the jemalloc allocator?

stable hemlock
#

a quick'n dirty ansi malloc also works without issues, that's interesting

final quarry
#

Anyone know why this command-line for BuildGraph isn't working correctly? It keeps trying to build non-host platform targets and failing

SET UAT=call C:\Users\Administrator\Desktop\UE4\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat
SET SCRIPT="C:\Users\Administrator\Desktop\UE4\UnrealEngine\Engine\Build\InstalledEngineBuild.xml"
SET TARGET="Make Installed Build Win64"

%UAT% BuildGraph -script=%SCRIPT% -target=%TARGET% -Set:HostPlatformOnly=true -Set:WithWin32=false
#

specifically it gets to a point where it looks for IOSRuntimeSettings and fails, claiming its required by the target

austere bronze
#

do someone knows how to get the total VRam in the computer from somewhere ?

normal quiver
#

Amount?

whole mauve
#

not sure if this is the right channel... does UE4 have the concept of a spinlock, or some other thread lock that's super-cheap if it's not already locked?

#

I have a time critical thread (custom audio processing) that I need to briefly lock at init/cleanup time, and I don't want to pay the ongoing cost of a mutex during gameplay, during which it'll never be contested

elder falcon
#

FRWLock, used with FRWScopeLock maybe?

#

@whole mauve

whole mauve
#

@elder falcon that's exactly what I want

#

beautiful thank you so much

slow crescent
#

Anyone know how to tell UnrealBuildTool that an external library (using PublicSystemIncludePaths) has changed its headers?

#

According to the documentation such include paths are not checked when resolving header dependencies, which is what I want 99% of the time, but when they do in fact change I'd like to be able to signal this to UnrealBuildTool somehow. I get some really strange builds if I don't.

charred apex
#

heya, anyone here available to give me some advice ?

#

about making a installed build for my existing C++ project on unreal

#

I already can make an installed build of my from source engine, but i want to make an installed build of my game project as well

#

so I can distribute it to Artists

#

I miss the second step

#

(my project is on switch so I had to build from source)

hollow timber
#

Hello ! Does anyone know how to fill the field PreviewGameLanguage ? It's empty for me... Can't find a way to do it for now... And no infos on answerhub neither forums...

#

Okay found it, there was a problem with my ini file in DefaultGame.ini / [Internationalization] : the path to my localized folder was removed (weird). I Just removed this line and the culture display fine !

hollow timber
#

Yeah still the preview language for UMG is not working so there should be somewhere else to look...

#

Oh it works ! I just lost like 20% of all my translations by magic ><

#

thats why i didn't see it working on my main menu 😦

#

Thats why its marked experimental I guess

final quarry
#

@charred apex I'm in a similar situation, fixed BuildGraph not building my installed editor by tweaking the AppleARKit plugins whitelisted platforms field, but I'm confused as to how to target a game project not UE4Game cleanly

charred apex
#

@final quarry yup ... confusing... no clue yet 😦

stable hemlock
#

is UnrealPlatformGroup.Unix actually used in code other than the public UE4? Enterprise-code, anything else etc?
I'm thinking of repurposing it for my FreeBSD port and using the Unix/ directory to contain code that is common to Linux and the BSD family

#

and what's probably more important, if I were to make this change to move current Linux headers and code files into the Unix/ directory: could it actually make it through a pull request or would it be too big of a change to be admitted?

in short the idea is to have one group for the open source Unix-like families: Linux and the BSDs

thick storm
#

you should probabaly try talking about it with RCL

#

he handling most of *nix stuff in engine

#

in general big pull requests rarerly make it trough

stable hemlock
#

@thick storm I've sent RCL an e-mail about this. I think I can keep the size of the pull request acceptable if I split things up; it shouldn't be one of those all-or-nothing changes

last swallow
#

if i want to compile and be confident i am using a stable release, should i checkout the 4.19 branch or a release tag?

rain lake
#

someone explain this madness

#
{
    UPackage* Package = GetOutermost();

    if (!Package->HasAnyPackageFlags(PKG_PlayInEditor))
    {
        // Return Map:/path/to/map
        return FPrimaryAssetId(UAssetManager::MapType, Package->GetFName());
    }

    return FPrimaryAssetId();
}```
#

why does it return FPrimaryAssetId() if play in editor?

#

...

#

figured it out

#

the package name in PIE is different

elder falcon
#

why would anyone be calling that on a PIE world though? 🤔

strange urchin
#

Hey guys, did you know if it's possible to connect Mac client ot a Window server ?
He told me that the client version of the mac is different

#

Is it possible to avoid this : Client connecting with invalid version. LocalNetworkVersion: -222229966, RemoteNetworkVersion: 657890150

gloomy gulch
#

any idea how to build with clang5? I'm getting a lot of "specified path differs in case from file name on disk" coming from the engine sources. it worked well in 4.18 and clang 4.

stable hemlock
#

haven't had trouble building with clang 5 on BSD, I guess that's on an OS that doesn't care about case in file names?

gloomy gulch
#

yeah, I'm building on Windows

#

it looks like the engine builds, but when I try to compile BP project (first person template), I'm getting all these errors

#

and I'm already out of ideas how to fix it

#

4>c:/Unreal/UE-4.19/Engine/Intermediate/Build/Linux/B4D820EA/UnrealFrontend/Development/Core/SharedPCH.Core.h(39,10): error : non-portable path to file '"c\Unreal\UE-4.19\Engine\Source\Runtime\Core\Public\CoreSharedPCH.h"'; specified path differs in case from file name on disk [-Werror,-Wnonportable-include-path]
4>c:/Unreal/UE-4.19/Engine/Intermediate/Build/Linux/B4D820EA/UnrealFrontend/Development/CoreUObject/SharedPCH.CoreUObject.h(38,10): error : non-portable path to file '"c\Unreal\UE-4.19\Engine\Source\Runtime\CoreUObject\Public\CoreUObjectSharedPCH.h"'; specified path differs in case from file name on disk [-Werror,-Wnonportable-include-path]
4>#include "c:\Unreal\UE-4.19\Engine\Source\Runtime\CoreUObject\Public\CoreUObjectSharedPCH.h"
4> ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

gloomy gulch
#

can anyone help?

#

it looks like I can build the engine just fine, but not the project 😡 My project is a default FPS template (blueprint).

stable hemlock
#

@gloomy gulch you're cross-compiling for Linux it seems; it might help, but I'm more or less guessing since I've never cross-compiled, that it's in your LINUX_MULTIARCH_ROOT
try with slashes instead of backslashes, it might help

gloomy gulch
#

ok, trying...

#

the same set of errors

#

"specified path differs in case from file name on disk [-Werror,-Wnonportable-include-path]"

#

I checked, all file names have the same exact register

#

#include "c:\Unreal\UE-4.19\Engine\Source\Runtime\Engine\Private\EnginePrivatePCH.h"

#

the same exact path

#

this is where it complains that path is different, but I see it exactly the same........ any ideas?????

gloomy gulch
#

anyone?

stable hemlock
#

I suppose the Epic staff aren't really present until after the (Easter) weekend, they might have an idea

hollow agate
#

Anyone successfully integrated Amazon GameLift Server SDK into 4.19 ? I keep getting flumoxed by random errors with incredibly little info about them.

tiny oracle
#

Dont use latest engine ver for things its never 100% stable

gloomy gulch
#

any help?

full sleet
#

do you have source control? try wiping the intermediates

#

let me look again

#

what is line 39?

#

@strange urchin you can connect from any platform to any platform. like pc to xbox to linux to ps4. legally you may be denied...

#

but thats not the tech

#

it has to be the same build

hidden hedge
#

@hollow agate you need to post the errors

#

also gamelift is a pretty expensive solution for game servers

strange urchin
#

@full sleet thank you for the info. I finaly achieve it ! And indeed My Android Players can see the Mac and PC client ^^

next anvil
#

anyone know where unreal decides which display it wants to boot a packaged build up on to?

4.14 and prior always booted to the primary display correctly on windows machines but 4.18 just always boots to whatever "display 1" is instead of the primary display

full sleet
#

there's probably a function deep inside the engine that decides

#

you'll have to trace the main loop

hidden hedge
#

they fixed in 4.20, it's a bug in SWindow.cpp

next anvil
#

do you have a link to the fix at all?

hidden hedge
#

we merged it from perforce iirc, not sure the github merge

#
        DisplayMetrics.PrimaryDisplayWorkAreaRect :
        DisplayMetrics.GetMonitorWorkAreaFromPoint(WindowPosition);```
#

in SWindow::Construct

next anvil
#

how do you even find those fixes? 😛

hidden hedge
#

search PrimaryDisplayRect in SWindow::Construct

#

and i didn't do the merge

next anvil
#

no i meant through their git

hidden hedge
#

we use perforce not git

next anvil
#

ah

hidden hedge
#

issues site shows the github/perforce CL numbers

next anvil
#

got a link for the issues site?

hidden hedge
next anvil
#

ty

twin nymph
#

Hello, small problem compiling a project

#

I'm migrating a project from 4.16 to 4.19

#

and a file from the engine cannot compile

#

" cannot open include file JsonObjectWrapper.generated.h" : No such file or directory

#

i did include the "Json" module in the .cs files

#

and I compiled the engine from source, should I recompile the engine again ?

twin nymph
#

fixed btw

#

i just included different modules and changed some #includes

hollow timber
#

Hello ! I have different behaviors regarding inputs axis (mouse move mainly) between launch in editor and in packaged version... So the question is : are the inputs scaled by deltatime (or inversely scaled) somewhere ? I think it's due to difference in FPS ! In my code I multiply the axis by deltatime but maybe I don't need to ?

#

Hmmm nevermind I don't need to multiply by deltatime that sounds stupid in fact 😄

#

For my usage with the mouse

bleak fjord
#

hi everyone,have anyone an experience with mounting paks?

#

and loading asset from there?

frank moth
#

any reason the source code isn't available on github?

severe kestrel
#

Hey, I have a problem (Can I ask here?)

elder falcon
#

can you? 🤔

severe kestrel
#

well, I will ask

#

I created a Door, but I created the door in other level and when I place it in another level I can't interact with it. In the "original" level I can normaly interact but in the other level "the game one" I can't

#

how can I fix this?

elder falcon
#

that has nothing to do with the engine source

severe kestrel
#

yeah, I noticed just now

#

sorry

#

😅

uncut pier
#

For a flicker effect. What is less taxing:
A. Light Function
B. Tick the hidden in game at random intervals

hollow kernel
#

Are destructible mesh chunk transforms not exposed to BP by default in 4.19?

small cobalt
#

@hollow kernel There is alot of things you cant do with DMs once they are fractured.

#

At least not without implementing the features yourself.

#

For example runtime collision for DMs cannot be modified at all.

hollow kernel
#

Thanks for the info @small cobalt
Most of the related info I could find was pretty dated. You saved me a lot of time looking around for a more current state of DM things.

stable hemlock
#

Don't know what channel to put this in.
Has anyone gotten jenkins ci to build their ue4 project?
If I build in the editor it works instantly.
In jenkins, it takes forever and fails with an unknown cook error.

full sleet
#

I've used gocd, but post a log 😉

small cobalt
#

@stable hemlock I use Jenkins for Automation. It works perfectly. If you have an Unknown Cook error you most likely have an ERROR in your log somewhere. Search your log for the Error and then rectify it.

full sleet
#

Remember, ERRORS stop the build, warnings don't.

stable hemlock
#

@small cobalt @full sleet I don't have a single error in any of my logs

#

I just get Error: Cook failed. Then points me to the cook log.
In there, the only problem seems to be Warning: Incompatible or missing module: UE4Editor-<ProjectName>.dll
But I don't know how to fix that

small cobalt
#

You probably need to recompile.

stable hemlock
#

The dll files are created, they just have four random numbers at the end.

small cobalt
#

Thats an hotreload .dll

#

Dont use HR

#

Recompile from VS mate.

stable hemlock
#

I have the compiling done in Jenkins since it's off a github repo

#

Here's the script I found online. I have no idea what I'm doing. :(

"E:/Program Files/EpicGames/UE_4.19/Engine/Build/BatchFiles/RunUAT.bat" BuildCookRun -rocket -compile -compileeditor -installed -nop4 -project="%WORKSPACE%/Decay.uproject" -cook -stage -archive -archivedirectory="%WORKSPACE%/temp/Development/x64" -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -distribution -nodebuginfo -targetplatform=Win64 -build -utf8output
small cobalt
#

Delete the Binaries, Intermediate and Saved folders. Then run the script again

#

You need to recompile and get rid of those HR binaries

stable hemlock
#

Two scripts run before that one. Would they cause any issue?

#

@small cobalt Very weird. Deleted all three and getting the same error

#

It works completely fine if I build in the engine though

#

I don't know what's wrong

full sleet
#

@stable hemlock that's a wrong packaging setup

stable hemlock
#

I tried that too

full sleet
#

what was the command?

#

RunUAT BuildCookRun -project="full_project_path_and_project_name.uproject" -noP4 -platform=Win64 -clientconfig=Development -serverconfig=Development -cook -allmaps -build -stage -pak -archive -archivedirectory="Output Directory"

stable hemlock
#

"E:/Program Files/EpicGames/UE_4.19/Engine/Build/BatchFiles/RunUAT.bat" BuildCookRun -project="%WORKSPACE%/Decay.uproject" -noP4 -platform=Win64 -clientconfig=Development -serverconfig=Development -cook -allmaps -build -stage -pak -archive -archivedirectory="%WORKSPACE%/temp/Development/x64"

#

Trying it again

full sleet
#

-project="full_project_path_and_project_name.uproject" <- did you do this?

hollow scarab
#

@frank moth You need to associate your Github account with your epic games account. Log into epic games --> manage your profile --> Connected Accounts, scroll down --> Github

full sleet
#

nevermind that's just the basics

#

what happens when you go in visual studio and build a windowsnoeditor?

#

like without the editor

stable hemlock
#

With that script, I get the same error

#

I could try windowsnoeditor, but should I expect a different result?

#

The build succeeds. Cooking doesn't

final quarry
full sleet
#

there's two worlds?

radiant hazel
#

@final quarry are you trying to destroy actors manually somehow and not doing it entirely correctly?

#

It feels like in your case "this" is null

final quarry
#

I think it was caused by a timer not being clear'd in time, as it was a timer delegate calling the function

#

I moved clearing all active timers on the character to BeginDestroy rather than Destroyed

radiant hazel
#

Can you put them into endplay?

#

Or this is a timer that has to run during editor?

final quarry
#

I think EndPlay is called during the Destroyed event which might already be too late

radiant hazel
#

EndPlay is called before actor starts being deinitialized

#

I'm not sure what's the exact timing, but I think it should be one of the first things to get calle

#

d

regal thistle
#

(ctrl+f refactor)

high epoch
#

Should there be a #shader-development channel separated from #engine-source?

low dust
#

I don't think shaders should go to engine-source at all

stable hemlock
#

Hey guys, I'm using jenkins to manage builds, so I'm building from command line.
Every time I build I get a compile error. Unknown compile error. Been debugging this for three days now. It gives no hits as to what's wrong. Even one a brand new project.

long junco
#

Does it work when you run it through the project launcher?

stable hemlock
#

Yes

long junco
#

Are you still stuck with the same error as yesterday?

stable hemlock
#

Same exact one

long junco
#

Is the editor closed when you run RunUAT.bat?

stable hemlock
#

No

long junco
#

Try it :)

stable hemlock
#

Will do

#

Same error. This is killing me

#

Fresh project no plugins

#

commands straight from the wiki

long junco
#

Can you try using the same command line the project launcher is using to build the project instead?

#

It should be one of the first lines in the log

stable hemlock
#

@long junco I got the command. Should I run it off of RunUAT like normal?

long junco
#

Yep

stable hemlock
#

Holy fuck nuggets that works. Still have to get my jenkins working, but a test in CMD works. Thanks @long junco!

long junco
#

No problem :) would have been surprised if that command didn't work, since you mentioned the project launcher worked... still wonder which parameter on your command line is causing the issue though

stable hemlock
#

Oops. Just ignore the archived directory too. Forgot to update that

long junco
#

Ah... you're missing some parameters in your previous one

stable hemlock
#

But using git and winrar instead of p4 and 7z. Don't know what I'm doing. Just improvised 😂

#

what

#

the

#

fuck

#

Same error in jenkins

long junco
#

Right, you don't have to compile the .sln yourself, UAT will take care of that, saves you a step of generating a project and compiling that

#

Is your workspace correct?

stable hemlock
#

🤦 I saved it with both commands

long junco
#

Ah, lol

stable hemlock
#

Thanks for the info on compiling

#

The timing is the only other issue

long junco
#

Timing?

stable hemlock
#

Just how long it takes

long junco
#

Jenkins has a timing plugin, can't recall the name though

#

Each line in the console will then display the time stamp

stable hemlock
#

I think I have ithttps://i.imgur.com/5oX3zS7.png

long junco
#

Yep

stable hemlock
#

Yay

#

Same error

#

Trying just copying and pasting into cmd

#

See if it works

#

Replaced %workspace% with exactly what it gives out

#

Ok that's weird

#

I get the error when I use the project it downloads from github. Don't get the issue in the project's actual location

#

Trying the same command again but on the actual project

#

Oh my god I think I know

#

The default gitignore for unreal engine doesn't whitelist the plugins folder

#

Or atleast blocks some files that keeps me from being able to compile off the github repo

long junco
#

Ah... so your plugins folder was missing?... That seems like a weird default to me...

stable hemlock
#

Some binaries in it probably are

#

Not the folder itself though

#

I would think it'd be able to compile these itself, but I had issues in the past with compiling the project itself

#

Some vdf and txt files were ignored. Hmmm

#

Oh nice. Same error

long junco
stable hemlock
#

Oh

#

Fuck I'm a dumbass

#

I need to close discord when I'm this tired

long junco
#

lol, what's the issue? :P

stable hemlock
#

Of course that's what github uses as default. It's from the github default repo

#

I meant to link ue4's source gitignore

#

Oh well

#

I changed my gitignore to literally only accept the project, source, config, and plugins.....and nothing changed it github. I'm tearing my face apart

#

Maybe it's a gitlfs setup issue

long junco
#

Forgot to push and remove the files you added before? or something like that? 😅

stable hemlock
#

I wonder if I even have space

#

Yeah

#

I'm dying

long junco
#

Oh well, shit happens :P

stable hemlock
#

I've probably put 80 hours into this issue

#

Still not even a new error

#

Well I just straight up copied files over myself instead of using git to see if that's the issue. Instead of crashing in 2 minutes it's been running for 5.
I'm getting close 🙏

long junco
#

Good

stable hemlock
#

HOLY FUCK IT COOKED.
Now I have to find what's not going to github

long junco
#

👍

stable hemlock
#

Ok wat

#

It's my binaries folder

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It's not making the binaries correctly

#

Here's the difference. The bottom one works. (Project) The top one doesn't. (Generated by the command line)

long junco
#

hmm

stable hemlock
#

I copied every folder over except binaries and it still doesn't work. Copied these files and everything packaged perfectly.

long junco
#

Can you remove -nocompileeditor from the commandline arguments?

stable hemlock
#

Yeah

#

Building

#

Same error

long junco
#

Did it generate the UE4Editor-Decay.dll?

stable hemlock
#

Ahh no. Same binaries

#

What RunUAT do you use? I have it linked to E:/Program Files/EpicGames/UE_4.19/Engine/Build/BatchFiles/RunUAT.bat

long junco
#

I use source build from GitHub myself

stable hemlock
#

Yeah I'll have to when I use VRWorks

long junco
#

Let me see if a simple project still works from the Epic Launcher installed version :/

stable hemlock
#

I renamed the binaries folder in my project. Trying the command on my project now

long junco
#

Can you also remove the -nocompile and change it to -compile, afaik that one is just for the UAT but lets just make sure

stable hemlock
#

Sure thing

#

Thanks again for the help

#

Yeah get the error in my project. That's it. I'll try compile

long junco
#

No problem, pretty bored today

stable hemlock
#

wait, how did I get those binaries in my project...building with visual studio?

long junco
#

Yeah, if you build Development Editor you get those binaries, but UAT should take care of that

#

(as long as the params contains -build)

stable hemlock
#

Hmm. I have an idea

#

Now idea what I'm doing, but I have a good feeling. Running another build

long junco
#

Hmm... just looked in BuildProjectCommand.Automation.cs and contains this condition: if (Params.HasEditorTargets && (!Params.SkipBuildEditor) && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Editor) == ProjectBuildTargets.Editor) so... doens't build the game editor code if it's an installed engine...

stable hemlock
#

I'll use one of NVidia's forked engine's soon. Trying this...and it looks good so far

long junco
#

Yeah add the build of the .sln before the RunUAT

stable hemlock
#

Ok..so I just generated the sln, now I'm forcing visual studio to build that for me

long junco
#

With target Developement Editor

stable hemlock
#

Then I'm building the game

#

We might have just said the same thing, but I'm not sure

long junco
#

Yeah

stable hemlock
#

Just started doing this three days ago

#

Aight cool

#

Oh nice same error

#

At least I have more binaries..... 😂

#

Hmm they're temp

long junco
#

What params are you passing to MSBuild?

stable hemlock
#

I think that's what it's called

#

They have numbers in the file names

long junco
#

AH

#

close the editor

stable hemlock
#

UE4Editor-Decay-5772

#

Ok

#

Wait it's been closed

#

Close all 4.19 editors?
Fuck it i'll try that too

long junco
#

Yes

stable hemlock
#

Ok building again

long junco
#

If there are numbers in the file name it thinks it had to hot reload

stable hemlock
#

Ahh that's why I got them in my project. I did a hot reload myself

#

I think

#

I did build and not rebuild

long junco
#

Don't rebuild, build is not the same as hot reload

stable hemlock
#

Ok hmm

#

On the bright side...I'm getting all these failures out of the way early 😂

#

Fuck yes thank you

#

Not temp dlls

long junco
#

Hot reload means recompile with the editor open, so you can test game code within the editor without closing it

stable hemlock
#

Lets see if it works now

#

Ahh ok

#

Thanks

#

I've worked in java for the past 7+ years. I haven't been able to wrap my head around C++ or anything like this yet lmfao

long junco
#

Lol, so far this has been pretty much Unreal specific though

stable hemlock
#

Yeah that too. I've been in unreal for 4 years*. But it's been all blueprint

#

Never packaged a project out of editor either until now

#

Lmfao that shows the 1 build I did yesterday and said Fuck It. Not Today 😂

long junco
#

No problem :D

stable hemlock
#

Oooook time to find out winrar's console commands 😂

long junco
#

Have fun :P no experience with those

#

Shouldn't be that difficult I presume

stable hemlock
#

Yes! It's all done. Auto builds on commit and the rar file is made available on jenkins

#

Damn. Thought that would take an hour to setup. Spent 50 on it. 😂

long junco
#

Good to know it works :)

drifting flower
#

hey all, I keep getting errors trying to build installed version of the 4.19 engine

#

from the release branch

#

and i keep getting this error from RUNUAT

#

im calling the UAT from this command

#

"%~dp0Engine/Build/BatchFiles/RunUAT.bat" BuildGraph -target="Make Installed Build Win64" -script="%~dp0Engine/Build/InstalledEngineBuild.xml" -clean -set:HostPlatformOnly=true

#

in a bat file

#

it seems to be related to XGE, but even if i disable that, it still gives that error

#

i am using the version of the InstalledEngineBuild.xml that the engine came with as well

#

has anyone got this to work with VS 2017?

high epoch
#

@ebon junglento I was talking about a channel dedicated to discuss .usf and .ush shader files in the engine source code. In #graphics and #visual-fx people mainly interact with the material editor, they aren’t really graphics programming channels.

hollow kernel
#

I'm looking for a cheaper alternative to VAX

elder falcon
#

don't, it's worth it

#

working with unreal without va -> might aswell die

slender kestrel
#

Hi guys how can we change FOV of VR Camera in Engine Source Code
Checked out the source control code
void FSteamVRHMD::GetFieldOfView(float& OutHFOVInDegrees, float& OutVFOVInDegrees) const
{
OutHFOVInDegrees = 0.0f;
OutVFOVInDegrees = 0.0f;
}

hidden hedge
#

you're potentially breaking your NDA with sony talking about psvr stuff here, you're best off using UDN for that kind of stuff

crystal valve
#

:/ ok, thanks for your advice.

low dust
#

@high epoch to be fair, there's only few people here who have ever opened usf files to modify them in the first place

#

I agree that dedicated channel might be cool but I doubt there would be enough users for it

#

but if you want to propose some #graphics-programming channel, better do it in #server-feedback, people responsible for the channels don't necessarily monitor this space

hollow kernel
#

Sorry, I should be directing this question to wholetomato customer support, but the response here is likely quicker...

When you buy a personal VAX license, does it just get bound to an account via email address? Couldnt find much info on it.