#engine-source

1 messages · Page 26 of 1

low dust
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downside is, regular compile takes like 3x time

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and since UBT is what it is, you occasionally get the full recompile for no good reason 😄

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(yeah, I'll stop ranting about this some day, maybe)

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in other words, I stop when UE4 stops this BS 😄

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I nowadays mainly port things made for older engine version to newer ones, I don't really make much new work on UE4

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but then again, non-unity would be better even for making new work.. so I dunno why I even mentioned that

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on non-unity, you can guarantee you got all includes and dependencies right

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wish for example that nvidia did that, as I constantly need to fix their includes

elder falcon
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has anyone managed to get includetool to do stuff yet

spiral mortar
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Include tool?

elder falcon
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it's supposed to automatically remove unnecessary includes and add ones you should have for iwyu, or something like this

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idk since it doesn't actually work

spiral mortar
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That's UE stuff?

elder falcon
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yeah

spiral mortar
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Interesting

elder falcon
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engine/source/programs/includetool

spiral mortar
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That's like a really complex task though

low dust
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is it VS plugin?

spiral mortar
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Really really

low dust
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or how does it work?

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I'd love to have such tool on VS side

spiral mortar
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I guess it uses some compiler symbols

elder falcon
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there is this

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but if you do what it says here it doesn't work

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just says no files

spiral mortar
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🤔

low dust
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looks interesting

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I'll probably test that later on

elder falcon
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post here how to make it work if you do :D

low dust
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I don't have include issues on this branch

spiral mortar
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Seems to be for one time use

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To migrate to IWYU

low dust
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but I bet my gameworks merge has ton

elder falcon
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there are sometimes commits like "fix includetool warning" on github

low dust
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as it's got tons of nvidia branches in it

elder falcon
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so they must still be using it constantly to validate stuff

low dust
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that merge only works in unity build

spiral mortar
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Interesting

low dust
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Since the program can take so long to run, it does have a facility for running in "sharded" mode. If you have several PCs all synced up to the same source tree, you can use the -Shard=N and -NumShards=M to configure a machine to only consider a portion of the input set.

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if even Epic thinks it takes a long time to run, I wonder how long it could actually take 😄

elder falcon
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Even then, it operates by brute force (which is fairly slow, on the order of taking several days to complete for large projects)

spiral mortar
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lol

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Several days on a farm

low dust
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oh, it's meant for UE4 projects, not the engine itself?

elder falcon
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both

spiral mortar
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Project = epic project

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UE being one

low dust
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but I dunno if I really want to keep my computer busy for days to fix some ue4 branch 😄

spiral mortar
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hehe

low dust
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if I had totally spare computer I could just let it process on the side

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could try that for individual files tho

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like, stock UE4 is supposed to be somewhat safe for IWYU

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I've only seen one new plugin not being prepared correctly but they fixed it pretty quickly later on

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so, I could basically script the include tool only run on files I've actually modified on the engine

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or have been modified by merge from source that may have IWYU issues

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that probably wouldn't take days

spiral mortar
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👌

low dust
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we are still talking about 500-1000 files here I think, at least based on the quick glance I took on the some gameworks tech merges

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but could be that majority of those files are not actually UE4 engine side

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but project etc docs

low dust
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heh, edited SceneView.h

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this triggered same full rebuild as well

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2858 things to build again

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I'll just move back to Unity build now that this thing compiles already

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as it's way faster to do full builds on it and this keeps triggering them

low dust
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btw, it's 2369 on unity build too

sand flare
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Hi, i am facing issue while compiling Unreal Source,
fatal error RC1015: cannot open include file 'windows.h'
I have windows 10 sdk also windows 8.1 sdk is installed.
Any idea why this error is coming?

low dust
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my guess would be, missing SDK 😄

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did you run setup?

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you'd think it would install missing SDKs

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@sand flare

sand flare
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yes I did

sand flare
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I have reinstalled Windows SDK but no help

runic dock
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@sand flare verify your project includes. maybe its missing an include to the sdk, or the folder is not the correct one

noble fable
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Hey guys, in gitdesktop how do you fix merge issues?]

low dust
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by not using github desktop

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(have you checked if it has option to set merge tool? )

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I've been using kdiff3 forever with git

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would also be curious if there's some more intelligent solution out there

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it can fix like 95% of the conflicts on it's own

stable hemlock
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r.Streaming.PoolSize=3000 what this value doing?

last frost
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That's the texture streaming pool size set to 3GB

lament prairie
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is there anyway to have a foliage system per tiled level you stream in? we have foliage modification in our game (chopping down trees), but when we have ten's of thousands of foliage instances over a large map 8x8km map, it takes a long time to edit any of these instances in game play due to all of the instances being contained inside the one foliage system. appreciate any advice

grizzled breach
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Can I modify and rebuild the engine that I downloaded from the Epic Launcher?

elder falcon
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no

grizzled breach
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An attempts to do so would yield in zero results basically?

elder falcon
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yes

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you need to clone the github version

grizzled breach
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ok

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I think I can get by by making a child class of the ActorCompnent Class, overriding a method, exposing that then reparenting my existing blueprint. Hopefully that doesn't break anything

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If they had just exposed CanAffectNavigation... for ActorComponents

sand flare
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Waiting for 'git status' command to complete
Terminating git child process due to timeout```
How can I turn off 'git status' every time I compile? Thanks .
lone scaffold
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I use to rename .git folder to get rid of it, lol

sand flare
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I can't do that because I am using it. but i don't want to fire 'git status' command for every module.

edgy hedge
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Hey if my UE4 project is on a SSD, should I make the source build also on the SSD? It's currently in the HDD

gloomy hamlet
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@sand flare bUseAdaptiveUnityBuild = false; in your target.cs file constructor.

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Not sure why you'd want to though. Seems like you'd either want it on, or want unity builds off entirely.

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@edgy hedge Yes, ideally. Most important is the engine intermediates folder though, so if you're short on ssd space you can use symlinks to have only that on ssd.

edgy hedge
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What is this vault cache? Taking up my SSD space:

Can I get rid of it? I'm going to move my UE4 build into my SSD @gloomy hamlet 😃 thank you

sterile kite
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those are your downloaded assets

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from the marketplace

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anyone here who has enabled the new audio engine in Unreal Engine 4.20 from source?

sterile kite
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Hello, folks!
I have recently enabled the new audio system in 4.20 built from source and once I enabled it, the following things happened:

  1. On development build, game crashes at startup.
  2. On shipping build, game crashes ONLY when a SPATIALIZED sound plays. For example, I have a background sound track, which of course isn't spatialized and I have footsteps sounds which are spatialized. The game will crash only when the player makes a step. It won't crash if the background audio plays. I only have the log from the development build and I also have a video:
    https://youtu.be/gxLpSIOC3Mg
heady flume
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you could try narrowing your issue down a bit futher. does this also happen in a brand new project?

sterile kite
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Yes

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@heady flume

heady flume
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@sterile kite that error log is from your main project though, right?

sterile kite
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yes

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and from all other projects with the new audio system enabled

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@heady flume

severe granite
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can anyone help me out, i seem to have a problem generating vis studio project files, all it generate is a cmakelists.txt file ?

heady flume
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@sterile kite unfortunately i can't test anything myself since i'm having issues running version 4.20

dusk rapids
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Has anyone here managed to get a list of all Blueprint assets inside a .pak file mounted at runtime in a packaged build?

Here's the basics of what I'm currently doing (some code omitted):

When the game starts I'm mounting a pak (a separate, stand-alone level for the game)

PakPlatformFile = new FPakPlatformFile();
PakPlatformFile->Mount(*PakFileName, 0, *PakMountPoint)

Then I'm updating the asset registry with the files at the new MountPoint

const FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
AssetRegistry.ScanPathsSynchronous({ PakMountPointRelative }, true);

The next step is to ask the AssetRegistry for the blueprint assets. I've tried several different ways to query the AssetRegistry with all kinds of filters, but none have returned any objects deriving from UBlueprint. The most inclusive way to check for the assets I'm looking for is with a non-filtered AssetRegistry.GetAllAssets() call.

TArray<FAssetData> AssetData;
AssetRegistry.GetAllAssets(AssetData);

This returns all the assets in the game, including blueprint actors packaged with the base game and all actors in the mounted .pak file except any blueprint actors from the pak.
What's going on here? Why does the AssetRegistry not find any Blueprints in mounted pak files?

I've also made sure it's not due to the specific pak file. Taking the pak file of the packaged base game and trying to mount that and list the files in there also shows the same behavior. All files except blueprints get listed. How does the engine treat the pak files differently when the engine / base game loads the paks, compared to how I load the paks? Any ideas? Help would be much appreciated.

gloomy hamlet
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@dusk rapids How exactly are you trying to find 'Blueprints'? The UBlueprints themselves don't exist when packaged. What you get is the generated class object (at same path, Blueprint asset name + "_C".

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Haven't worked with mounting pak files, but seems this might be part of your issue.

dusk rapids
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Well, not really. I've read about that, but both UBlueprint and UBlueprintGeneratedClass inherit from UObject. The AssetRegistry finds all UObject derived classes. I do get UBluprints from the AssetRegistry for the base game (also packed as .pak file), just not from the one I mount at runtime myself.

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I've seen 1 or 2 questions on the answerhub about this same thing, but unfortunately there are no answers to be found online. Apparently nobody has figured out how to find blueprints in .pak files.

craggy whale
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RHI means render hardware interface, HAL means what?

brisk silo
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@craggy whale Hardware Abstraction Layer i think

craggy whale
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@brisk silo sounds about right

hollow bone
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Can someone help me with this? Im trying to import a dragon model FBX and this pops up

gray glade
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That doesn't seem like an issue with the engine's source code. Also, the error say, in no uncertain terms, exactly what's wrong. @hollow bone

hollow bone
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Okay. Maybe it could just be the model then.

wraith crystal
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LowLevelFatalError [File:Unknown] [Line: 1152] FMallocBinned2 Attempt to realloc an unrecognized block 0000016A80D80000 canary == 0x6b != 0xe3 wth is a canary? :)

gray glade
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Not being facetious, the link actually explains why it says that

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TL;DR: Actual canaries were used as an early warning system in coal mines. If that bird starts freaking out or dies, you should be worried.

wraith crystal
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a sense of impending doom... that's funny

brisk silo
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@gray glade also becouse the canary is singing near constantly. so if you stop hearing the canarary, you notice it

untold marlin
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Error C4668 '_WIN32_WINNT_WIN10_TH2' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' (C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\um\winioctl.h)
Hello guys, i've upgraded my 4.19 project to 4.20, i had a couple of errors that i solved like the noexcept error. But the above error i'm unable to solve.
found these links but they didn't help out
https://answers.unrealengine.com/questions/811727/including-windowsh-in-420-causes-win32-winnt-win10.html?sort=oldest
https://answers.unrealengine.com/questions/813258/updated-to-420-now-i-cant-build-error-c4668.html
can anyone help me with this please?

sterile kite
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hey

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anyone here who can gimme some quick help\

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i need to get the latest stable release version of 4.20

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now I know the the branch called release does that

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but when 4.21.1 comes out

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I will f*ck up

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so how do I do it

elder falcon
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make your own branch off 4.20.2-release

subtle sorrel
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Does anyone know if epic games has their own subsystem to access your friends list, and join lobbies through the epic games launcher?

whole cloud
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Can anyone help with this error when generating project files for VS2017 with UE 4.20.2 source? I have NuGet installed and it's still coming up with this error regardless:

peak cargo
low dust
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@whole cloud you don't need -2017 tag on 4.20

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it defaults to it

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they changed that on 4.20 specifically, if you want VS2015 solution on 4.20, you need to use -2015

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but if you don't put anything, it'll do VS2017

whole cloud
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It does the same thing with or without the flag, but yeah. I ended up simply commenting out the line in GenerateProjectFiles.bat where it returns an error if NuGet isn't found

lofty ore
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Hello everybody, can I ask in which situation I should set the bCompareNumber to true when using IsEqual function to compare to FNames?

peak cargo
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If anyone is interested, I did manage to solve my own post, and I will post my solution as soon as i can

harsh osprey
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does anyone have a sonic 2d flipbook engine

twin nymph
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Hello, i'm trying to build UE4 4.20.2 from source
it requires the Nuget package for visual studio, I did install it using visual studio installer it still doesn't work
UE4 requires the NuGet Package Manager to be installed to use "C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\MSBuild\15.0\Bin\MSBuild.exe". Please run the Visual Studio Installer and add it from the individual components list (in the 'Code Tools' category).
I did that, but it still doesn't work

twin nymph
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@wraith crystal much thanks, checking these

steep raptor
elder falcon
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porting what? you linked to a random commit

steep raptor
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It's a toon shader system

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should've specified that I guess

dusky zinc
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good I need that version. I have a project i've been using the older one on

twin nymph
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@wraith crystal so much thanks to you! it worked btw, i edited something in GenerateProjectFiles.bat ( inside the build folder ) so as to disable the search for "nuget package manager"

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and it worked just the same

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but of course epic still needed to add a useless dysfunctional "nuget package manager" dependency

wraith crystal
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np

rustic reef
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it was a bit of a bitch but once you figure out what they've renamed things, it is similar enough to understand where to plug it in

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i did diffs between 4.19 and 4.20, you can grab them in Epic's git repo (or you can grab it from Epic's P4 if you have access)

steep raptor
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@rustic reef what do you mean by "i did diffs between 4.19 and 4.20, you can grab them in Epic's git repo (or you can grab it from Epic's P4 if you have access)"

rustic reef
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the toon shading model commit lists all the files the author modified

steep raptor
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yeah

rustic reef
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you get a list of these files, and then get them from both 4.19 and 4.20, and then diff them to see what changed, so you know where to place all the custom changes that enables the toon shading model

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some file names changed completely

steep raptor
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ohhhh

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alright

rustic reef
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so you can do searches to find the code that matches with the new files

undone oxide
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Did anyone built UE 4.20.2 from the sources in XCode?

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I've got the error:
ISO C++11 does not allow conversion from string literal to 'char *'
for UE4Editor-PythonScriptPlugin.dylib

Is there a way to fix it, maybe some setup for XCode? Or can I disable the plugin?

plush flare
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I am having issues with garbage cleanup and nativization. Seems every time the garbage cleanup runs the game crashs. I have it set to clean up at 120 seconds and it crashs on the dot everytime

gray glade
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Got no context for your question, but those two folders aren't identical.

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They've got different folder counts and the actual number of bytes they take up are different.

dense wharf
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Got this issue with Frontend where even though I've selected the option to skip cooked content that hasnt changed, it keeps recooking it all anyway. Any idea why?

native dome
stable hemlock
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I have put Bullet Physics as a Third Party on UE4 and used it successfully in my game code.
Now I am trying to build the engine while using some Bullet Physics code under it. I've tried adding it on the Engine.Build.cs in many different ways:

versed rapids
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shared lib vs dynamic?

stable hemlock
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@versed rapids So, since I added Bullet as a Third Party, and could use its functions in my game, and I basically indicated the path for the Include files and .lib files, no dll needed, I am assuming it's dynamic.
Now what I was trying to do was using code on the actual UE4 source...

stable hemlock
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Hello everyone, we've got problems with importing rigs/animations to UE4. Someone here that has experience with that?
With 1 characters the bones are missing, but this is strange because we took the bones from Mixamo.
And the bow of the archer his string is not attached to the bow. But in Unity it works just fine 😫
Someone here that can help?

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I mean we are stuck with this for a long time and we can't go further with our gladiator game 😦

wraith crystal
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can the engine be forced to crash when out of ram instead of eating up virtual memory on Windows?

swift ivy
wraith crystal
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here's an example why: recently I've misplaced a drawdebug statement and accidentally ended up calling it a couple million times a second, and a side-effect of it was that the machine started paging like crazy, completely locking up the computer

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and I'd rather it just fail w/ out of memory and boot me back into VS than force me to make a hard reset

swift ivy
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Hmm, no quick and easy way to accomplish that, that I know of

wraith crystal
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yeah the only thing that comes to mind is to disable virtual memory completely

ember knot
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Anyone know anything about the line when you hover over a static mesh in the content browser that says “sections with collision: #”? I am wanting to raytrace against the geometry of multiple meshes and some are coming in with a 0 value and some with a 1. The raytrace does not collide with the ones that have a value of zero in this display.

radiant hazel
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@ember knot yeah, what about it?

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You need to have collision meshes to trace rays against objects, since raytracing is done by PhysX, it's not something UE4 handles

ember knot
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I am importing fbx’s and sometimes it is set to zero. I am tracing against complex.

radiant hazel
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It might be a bug then, you might need to have a simple collision mesh to use a complex one

ember knot
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Generate collision set to off on import

radiant hazel
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Go to static mesh editor, collision menu in the menu bar, give it a simple box collision or something

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See if that fixes it

ember knot
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Hmm. I imported 100’s of autogen’d meshes and none of them have a collision mesh. Seems like around 25% have that value at 1. I can try that for one of them but with the amount of meshes I am hoping to keep it a one click import

radiant hazel
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Hmm

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Well, you can embed a simple UCX in them if they are autogenerated, etc

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It's hard to say without knowing exactly what is being done there 😄

ember knot
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I’ll get back to you tomorrow when I’m able to do some more testing. I could if that fixes the problem! The meshes auto autogen’d with 4 LODs and and texture. They are all approximately the same size and tri count for each LOD

radiant hazel
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Sure, just highlight me

limber jacinth
limber jacinth
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4>Total build time: 1747.95 seconds (Parallel executor: 1683.49 seconds) hoping for quicker

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29mins :/

ember knot
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@radiant hazel tried adding a box collision, also tried setting collision complexity to use complex as simple. Still no collision with my raytrace against complex

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Figuring out what causes sections with collision to change will help

ember knot
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Imported the exact same mesh into a different project and it has collision. Guess it’s a bug, but I’m not sure what caused it. The fbx importer likes to be sketchy I’ve noticed.

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Some interesting notes on the project where it messed up: reimporting the mesh does not fix it, I had to delete the mesh and then import it.

ember knot
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After digging through the details, bEnableCollision is set to true on LOD0 if bRemoveDegenerates is set... very obscure

elder falcon
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maybe you could use delegates for this?

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'overriding' a bp native event for specific instances is not supported, or meant to be supported, since that is handled per uclass

hearty sand
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@long wave Isn't that just the Green Buttons that Widgets etc. feature to create a BP implementation of a function, such as a button click?

long wave
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@elder falcon yeah that's pretty much what I want to avoid, creating new classes for each variation of a module. Seems it can't be done though.

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@hearty sand That's for Delegates, I wanted that for functions with return values

undone oxide
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Hey guys! did anyone here successfully built UE 4.20.* on macOS ? I got an error with the python plugin...

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ISO C++11 does not allow conversion from string literal to 'char *'

versed rapids
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I had no problem building on macos but 4.20 should not be using c++11 but c++14

undone oxide
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@versed rapids is there any setup for xcode need to make prior to build? I just run "Setup.command" script, then Generate files, then opened the xcworkspace file and press build

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@versed rapids can you please check – do you have a python installed and which version is it? python -V in Terminal

versed rapids
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2.7.10

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you need to compiler shadercompilerworker first

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then ue4

undone oxide
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@versed rapids thank you, but still not working – the same error...

versed rapids
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did you update your os to the last version but did not change xcode? or did you update xcode between the setup command and generateprojectfiles?

devout epoch
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I've built the engine from source. How do I have a pre-existing project use the built version of the engine instead of the one from Epic Launcher?

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Nevermind, right clicking the UProject and selecting "Switch Unreal Version" lets me pick the version I compiled.

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That's a nice feature Epic made.

elder falcon
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it's actually very not nice in practice

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because the custom engine gets a different id for each team member building it

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so your uproject file is constantly modified

undone oxide
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@versed rapids no for sure

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something is wrong specifically with the python plugin, but I have no idea why...

versed rapids
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I'm not using the python plugin tho that might be the reason

undone oxide
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@versed rapids me neither, how can I disable it for the build?

versed rapids
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what is your osx version?

edgy hedge
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Getting \Engine\Intermediate\Build\Win64\UE4Editor\Inc\UMG\UniformGridPanel.generated.h(11): error C2144: syntax error: 'UWidget' should be preceded by ';' errors on my Source Build
Do I have to rebuild source?

undone oxide
versed rapids
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do you have any external plugin for your game?

cinder spear
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Is there anyone who used build graph in 4.20.3?

undone oxide
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@versed rapids I'm just trying to compile the clean UE4.20.3 sources, no changes from my side

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@versed rapids what I do is just clone the repository, run ./Setup.command && ./GenerateProjectFiles.command, open the xcworkspace and run Build

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Anyway, it's built succesfully if I just remove all the python plugin folder from the sources... Still fills not right, since it should compile by default

undone oxide
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Hey, does anyone know how to locate a specific fix/change in the UE4 sources? A lot of fixes are complex merge from the Epic's internal repository, so it's hard to look just for the commit messages...

versed rapids
undone oxide
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@versed rapids yeah... okay... that's so helpful (no, it's not)

versed rapids
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well it is. That's all the commits made to the engine in the Release branch

swift ivy
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@undone oxide I think you're looking for the dev-* branches on the github, which contain specific changes opposed to branch merges.

undone oxide
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@swift ivy no, not really... I mean, it's still a manual digging into the commits messages...

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I'm not even sure what do I want. Would be great to have an access to the Epic's internal repo as well as to their task tracker...

swift ivy
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Yea I'm not sure either...

versed rapids
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what are you looking to fix?

undone oxide
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the fix for the UWidgetComponent positioning when it's in the screen space. It was broken in 4.20 and now it's fixed in 4.21.0-Preview1

versed rapids
undone oxide
stable hemlock
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I have added Bullet Physics as a Third Party on UE4 and used it successfully in my game code.
Now I am trying to build the engine while using some Bullet Physics code under it.
I have my Bullet.Build.cs, and currently I can include Bullet headers and write code on ue4 source. Intellisense recognizes it.
However, once I try to build the engine, it gives me errors on those lines where I put Bullet code inside UE4, all "unresolved external symbol" of the functions used.
I tried to add Bullet through AddEngineThirdPartyPrivateStaticDependencies and PublicDependencyModuleNames, but had no luck.
Any ideas how to fix this?

gusty bridge
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Is there a way to get mesh data from a generated navmesh? If so, what part of the navigation system holds that data and how do I use it?
I've been trying to hunt down the 'P' binding to determine how the navmesh renders but cant find that anywhere either.
Ive found the source in the engine for NavigationSystem/NavMesh and what function is called when the bounds are changed, but thats about it.

hearty sand
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Can I somehow check what code a specific "UE-XXXX" bug-fix changed?

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Cause the fix is in 4.20.3 and I have the same crash in 4.19.
And I'm not sure if I do something wrong or if the bug only just got fixed

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Issues page for that seems to be private or at least missing

placid furnace
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Is there anything in the engine that could make a spawned actor be set "hidden in game" where there is no code on the actor to control it being hidden?

low dust
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@hearty sand sometimes the fix commit is linked in the issue tracker

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ah

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if you don't have issue tracker, then you need to do little detective work

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but basically your odds to find individual commit that fixed the exact thing only is close to zero due to the mass commits

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usually the thing you need is bundled with 300 other commits

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dev branches haven't helped on that on anything I've needed

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I do hope that will change in the future

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but most of these huge commits are from branches that are not in the dev streams

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anyway

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how I do this is that I track down a file that handles something on the said system, it helps a lot if you can guess the location well

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then check it's git history using github and 4.20.3 in this case and compare to 4.19 commit history (if the dates and notes are not making it clear)

#

it's usually pretty easy to find the commit that fixed these but if it's a huge commit, it's not always easy to isolate the change itself

#

at worst, you need to track down all specific c++ and h that might be influenced by the change and do manual diffs between the engine versions you have there and figure out what is the required changes needed for the older engine to include the parts that did the fix

hearty sand
#

Yeah that's a bit too much work for this

#

All I need is "Does this bug exist in 4.19 too."

#

There should be a UE4 Dev who can look into the Bug Reports

#

.>

low dust
#

I for example ported 4.20 contact modification changes into 4.19 this route but then again, I had done contact mods myself since 4.15 so I knew pretty well what to look for

#

ah

hearty sand
#

@hot hinge May I annoy you for a second? Is it possible to get information on a bug that was fixed in 4.20.3?

#

Cause the Issue page isn't helping and I don't want to ping Nick as he isn't really the community person :D

low dust
#

last time I tried nagging Amanda I got totally ignored 😃

#

I guess she's more busy nowadays

#

I wanted to know how Epic planned users to use those said contact modifications after they listed it on 4.20.0 release notes. From where I look at it, it's not a feature that you can use with binary engine versions at all

#

I've modified their version to wrap physx functions for it but even if one did those on project side, it's still missing one crucial bit

#

I tried to get hold of some Unreal physics coder to get the real answer to it but after doing bunch of enquiries, I just gave up and made my own setup as I'm 99% sure the thing on 4.20 doesn't work as is

hot hinge
#

What’s the bug?

low dust
#

@hearty sand ^

hearty sand
#

@hot hinge UE-64239

#

It's part of the 4.20.3 hotfix. I would like to know since which version it exists, cause I encounter it in 4.19

low dust
#

Fixed! UE-64239 [CrashReport] UE4Editor_SlateCore!FHittestGrid::FindFocusableWidget<<lambda_3a8b364273a2882da220e6e492096c17>,<lambda_d0075a811a928600995d1b2de6795365>,<lambda_105424556dbaeebf7f5bf9bed3e2f737> >() [hittestgrid.cpp:397]

#

yeah, that's informative changelog 😄

hot hinge
#

You mean which version the bug originated in?

hearty sand
#

Yeah

low dust
#

btw, they've changed hittestgrid.cpp between 4.19 and 4.20 but the fix itself isn't done in this file

#

oh wait, it is

#

that's different issue number tho?

#

UE-60696, not that issue tracker shows anything with it either

#

hmmm

#
Added some better const saftey while in there.```
#

that doesn't sound like proper fix 😄

#

well, they could have put the actual fix on other files tho

#

and without callstack, tracing the related files is like trying to find a needle in haystack

hot hinge
#

The bug only lists it as affecting 4.20 - that must have been when it was reported.

#

Though, 60696 (which you list above) is listed as a clone of 64239

#

and has a target of 4.21, but also only mentions affecting 4.20

brisk silo
#

i dislike that C++ doesnt default to const

#

its so nice to have everything be const by default unless you put something

spiral mortar
#

🤔

hearty sand
#

@hot hinge Thanks a lot. So I basically know as much as before haha.

hot hinge
#

Sorry it wasn't more enlightening :/

hearty sand
#

Not your fault. :D It's the same crash message, so I just assume it's been there for longer.

stable hemlock
#

source finished building, only took 4 hours :)

elder falcon
#

anyone know what is GeometryCollection?

#

it's a plugin that was added in 4.20, and massively changed in 4.21, and it seems to do stuff with geometry (duh) but I can't figure out what it is actually for

stable plume
#

I keep getting this error. I am trying to build a development server on win64. Any ideas on a fix. Thanks

small cobalt
#

@stable plume Look at the Output Tab instead of the Error tab. It is way more descriptive of the issue and would probably even tell you how to fix it.

stable plume
#

@small cobalt ahh okay thanks

stable hemlock
#

Is it worth me moving from engine source 4.18 to 4.20? Are there any real significant changes that would benefit me on an overall general basis be it around networking?

stable plume
#

Okay so this is the output log

elder falcon
#

why would I ever call that and not want it to actually do the thing I asked it to do - regardless of what owns the body setup?

stable plume
#

(sorry for quality, I had to get a screenshot instantly as it closes instantly just about managed

stable hemlock
#

@stable plume Where have stored the current project within your harddrive or other secondary storage. I noticed from the screen shot that one of the errors is related to file path of the map. Ue4 doesn't like extremely long file paths to get to a specific destination. As for the other errors did you migrate assets from another project to this current project?

stable plume
#

@stable hemlock So its my package name?

#

Well directory

stable hemlock
#

@stable plume Well it could be the package name. I was suggesting that it could be an issue with the file path to where the project is stored. Did you ever move the project or any assets, plugins, etc to a different directory. As it could have caused it to drop certain .dll which in turn would create errors. Have you tried rebuilding vs files? I am only suggesting possible problems it could be as I haven't had experience with an errors like that.

wraith crystal
#

has anyone had any luck compiling UE4 with the Intel c++ compiler?

stable plume
#

@stable hemlock I will have a look in a moment at the package name, I don't think its long, but I could be wrong. And the plugins are in my project not in the engine. Would that cause it? I'm rebuilding it now

stable plume
#

Okay building the game in Development Editor
========== Build: 2 succeeded, 0 failed, 2 up-to-date, 0 skipped ==========

#

Now for server

#

========== Build: 2 succeeded, 0 failed, 2 up-to-date, 0 skipped ==========

#

now it works -.-

#

oh nope still the same errors

stable hemlock
#

@stable plume Could you post the entire output log through pastebin or something

stable plume
#

the cmd closes almost instantly

#

its the same as the image i posted

lament rune
#

quick tip tho @untold bone when the engine source is placed on an ssd compile times are much quicker

#

they are actually not that pricey today, got mine 500 as an upgrade from 120gb at 80€

unborn badge
#

Heyas. I'm getting a packaged fail error after disabling / renabling the advanced sessions plugins (in project folder) and steam subsystem plugin (engine). The editor log notes exit code 5, and the log referenced there references d:/build/++ue4, which doesn't exist. I had previously installed ue4 source, which gave me headaches trying to open projects, and have since removed it. Not sure why the editor, which is 4.20.3 (launched from launcher and not source) is trying to access it if that's what it's doing.

<><PrintExceptionInfo>b__4_1: at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in D:\Build++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 725

#

Any tips? thanks.

#

there is literally noD:\Build++UE4 fodler.

#

i copied project and deleted saved and intermediate, building successfully. thanks to anyone who read!

bright olive
#

anyone know where in the source Sequencer takes control of setting the camera view? I'd like to do some different stuff for VR vs. 2D

somber harness
#

hey guys, I was wondering.,..when I type something in the console while playing, like viewmode lit or something, it basically shows that command in the console after it runs...is there any way to tell UE to NOT output console commands when used? We built an adaptive scalability system which changes a lot of scalability settings every few moments to keep maximum FPS vs visual quality...but its polluting our logs and making it hard to find other stuff we're looking for.

#

thanks for any advice 😃

leaden nova
#

anyone know how to fix the intellisense bug with VS2017 ? i tried adding to the include list but did not really help

strong crater
#

Clean and Rebuil solution works occassionally

leaden nova
#

ah, maybe clean ... ill try that

strong crater
#

Did you rightclick your *.uproject and regenerated the project files?

leaden nova
#

not lately

#

i'll try that next

strong crater
leaden nova
#

oh, that last one seems interesting .. have the whole project + engine building right now

#

thanks @strong crater

leaden nova
#

I have created a plugin that used to work properly, i try to build my project and it wont make a generated.h file .. is there a way to get it generated ?

#

oops .. im in wrong channel .. should i delete from here and put in cpp ?

cobalt anvil
signal cove
#

@cobalt anvil seams to me that you are packageing stripping editor only content while referencing that samw content? I'm guessing purely on what your warnings tell xD

livid imp
#

@low dust Hi, did you find a fix for the UE-60339 issue ?

low dust
#

@livid imp the crash?

livid imp
#

yup

low dust
#

I just removed the check 😄

#

it was new on 4.20

livid imp
#

ok lol remove the problem

low dust
#

I'm guessing they added the check for trying to solve some other issue

#

but didnt take into account that people may have used the engine differently

livid imp
#

yup thanks a lot 😄

low dust
#

still marked as unresolved

livid imp
#

yeah sadly

low dust
#

I haven't heard any complaints of my GameWorks merge users for this

#

well, there was one user claiming HairWorks crashed on him but he wasn't really clear on what caused it + I nor anyone else couldn't repro it with his steps

#

I don't think his issue was related to that issue at all

livid imp
#

ok 😄

wraith crystal
#

Has anyone managed to get profile guided optimizations (PGO) to work with 4.20 and VS 2017? If so, what compiler / linker flags did you have to set? VS keeps throwing up for me.

trail hull
#

already asked in #cpp, but suppose asking it here wont hurt either

hidden hedge
#

that is not a build error so ignore it, it's an intellisense error

#

set the error list to build only too

proper vine
#

I've gotten to the point of just deleting the experimental alembic plugin

#

that plugin is fucking huge due to its third party shit

#

removing it, it actually has a noticeable impact on how fast you can scan through every source file

spiral mortar
#

lol

weary star
#

Do I have to rebuild the engine for each config, like "Development Editor", "DebugGame Editor", etc.?

elder falcon
#

debuggame and development editor share an engine build

weary star
#

Thanks, it rebuilt when i tried to compile a shipping build.

hollow beacon
#

Pls help me my editor is stuck at exact 73% in the splash screen and i cant open it in any way!! a little more information for the editor: it crashed with the error code 0x590 which means: ERROR_INVALID_EDIT_HEIGHT

1424 (0x590)

Height must be less than 256. https://cdn.discordapp.com/attachments/221796616653373441/504350752177913902/Desktop_Screenshot_2018.10.23_-_19.49.05.83.png
fallow plover
#

does anyone know of any thing relating to the use of TPM (trusted platform modules) random number generators to feed the random stream in unreal? Maybe my google-fu is off tonight, but I'm really not finding much on the topic

radiant hazel
#

@fallow plover iirc on windows you will need to run your UE4 app under system authority (LocalService or NetworkServce) to be able to access and interact with a TPM

#

There's this whole API/interface for talking to TPM's

fallow plover
#

windows embedded if everything works out alright, still in the development stage 😉

radiant hazel
#

This is the general starting point

fallow plover
#

probably 10 based, from what I'm seeing, just a simple call to std::random_device might be all I need

radiant hazel
#

I've never did anything with TPM's so I can't be much of help, sorry

fallow plover
#

oh just what I was looking for ❤ thanks

radiant hazel
#

This is the low level talking to TPM's interface, supported in win2008 and up iirc

#

So I guess win7 and up

#

I'm not sure if this requires system authority or if you can do some of the TPM commands under user

fallow plover
#

doesn't matter for my context

#

game is running on a closed/controlled system, arcade style so to speak

radiant hazel
#

Do you work on those video slots machines? 😄

fallow plover
#

heh

#

😛

#

indeed

radiant hazel
#

Yeah, that's like, the only possible scenario where going that far with random numbers is a good idea

fallow plover
#

need to secure funding for the fun projects 😉

#

and I'm lucky enough to live somewhere where its all legal

radiant hazel
#

I hate those machines on surface, but I have a lot of respect and interest about their engineering

#

I hate branded slot machines 😄

#

But I can appreciate the interesting game logic and other stuff that goes into making them

fallow plover
#

yeah, it's not as glorious as it sounds

#

I've found that a lot of the mechanics are very generic-ally applied between games

#

and the mechanics really aren't that deep to begin with

radiant hazel
#

Me and spouse have fun picking out blackjack tables where in-house rules are slightly skewed against the house in some regards

fallow plover
#

relative to a major pc release game that is ofc

radiant hazel
#

Because those in-house rules aren't often vetted all the way through and they come and go all the time

#

So you can sometimes find tables with rules which either make it completely worthless to play or make it much more attractive than a generic table

fallow plover
#

oh yeah, the sidebets can really screw over the house if they dont analyze it first

radiant hazel
#

Yep

#

Most of the time they are so bullshit they aren't even worth doing

#

There was one side bet which had 5 tiers, 1st tier was basically no net gain. The probability to reach tier beyond 1 was basically zero

#

Well

fallow plover
#

but yeah, I wasn't really too concerned with the randomness that my game is already generating with the native ue4 rng, but this tpm was 16 bucks extra per unit, so if it gives it that extra boost of randomness, I'm all for it

radiant hazel
#

Probability that you'll reach it, considering how much investment it takes to make a bet that opens it up

#

@fallow plover ya, TPM's should have some sort of a quantum RNG source probably

#

I dunno, just making a guess

#

There are RNG's based on thermal noise (slow), but there are ones based on quantum tunneling and electron noise and other fun things

#

I know that one of the good ones is in a TPM, just not which one 😄

fallow plover
#

afaik its a combination of some phyical sources, and then a one way processor, or something like that

#

I dont think they are at quantum level stuff quite yet

radiant hazel
#

Yeah

#

Oh no, quantum RNG's are super easy to do 😄

fallow plover
#

at least not tpm 2.0

radiant hazel
#

It's called a quantum tunneling diode

#

There's not that much "quantum" about it

#

It's just an electric diode that is very sensitive and can generate very high quality noise under some conditions

fallow plover
#

that might make the machine more prone to external manipulation

#

assuming you know what noise to generate to produce positive results

#

although, from what I've read about tpm, it can be trusted not to be interfered with in that manner

radiant hazel
#

Yeah

sick pivot
#

hey all - having a problem with my computer not showing steam overlay - but the same project other peoples works fine... i recently reimaged my machine to Windows10 and it used to work fine on Win7... not sure what i did differently.....

I was reading this article - and am wondering if this line looks correct before i go into a 2 hour compile lol. https://docs.unrealengine.com/en-us/Programming/Online/Steam

OnlineSubsystemSteamPrivate.h

//#define STEAM_SDK_ROOT_PATH TEXT("Binaries/ThirdParty/Steamworks")
#define STEAM_SDK_VER TEXT("Steam[v139]")
#

not sure if this article is even relevant anymore - as there is no .pch file....

somber harness
#

Does anyone have any good resources on performance optimization & profiling?

livid imp
stable plume
#

Can anyone help me with this. I'm trying to run a server and I get this error. It's really starting to annoy me as I can't find a fix.

somber harness
#

thanks @livid imp

hollow zealot
#

Anyone happen to know what I can do to resolve this issue?

#

I have VS 2017 and was running UE4 fine until yesterday when I removed 4.19.2

#

but I don't use 4.19.2

#

and I run niagara stuff in my project

#

yet my project is saying it was built using wrong engine and is asking me to rebuild

#

but vs 2017 no longer works for some reason

#

Any suggestions?

livid imp
#

@hollow zealot, hmm try to create or launch a simple project with 4.20 to change Editor preferences and change the Source Code IDE to VS 2017

hollow zealot
#

Installing vs 2017 game Dev tools fixed it ^^

#

Sorry I forgot to post the solution here last night

dense wharf
#

Can anyone help me with this error? I can no longer load my map anymore, a map I spent hundreds of hours on...

#

looks like it has something to do with foliage

south ravine
#

Hi Guys! I got a guick question, no idea where to ask this.

Unreal Engine 4 "Input" in the Project settings

When i make an Axis Mapping for "Turn" We choose "Mouse X" for the mouse. But i just dont understand why X ?
If i look in the world of unreal engine, Z is going upwards, and i thought we would rotate around the Z axis for turning.

I hope somebody can clarify this for me 😃 im a beginner

elder falcon
#

huh? those are unrelated coordinate systems

#

mouse x/y is moving your mouse horizontally/vertically and has nothing to do with anything in the world

south ravine
#

@elder falcon I got the answer in a different chat 😃 I didn't know Mouse worked in 2d and not 3d ^^ Thanks for telling me none the less

proven grove
#

some of the k2 stuff has _ in it

#

but aside from that _ is pretty uncommon in 95% of the engine

#

also a couple of private namespaces have _ in them

regal bay
#

94%, not 95%. Or 11683/12373 to be precise.

radiant hazel
#

94.4% even!

weary star
#

I do wish UE would've used lowercase variable names

regal bay
#

I do wish UE wouldn't used uppercase macro names

elder falcon
#

I like the uppercase names for some reason

#

non-unreal code looks weird now

proven grove
#

i started writing C++ with unreal

#

it seems to have permenantly affected my personal style guide

#

i do everything except the class prefixes and b on booleans

#

it seems to also have permentaly made me worry about code readability after seeing some of the horrors inside of unreal

#

and code docs

#

or lack thereof

midnight river
#

i also skipped b myself

proven grove
#

they certainly follow the trial by fire approach for new coders

midnight river
#

but overall EverythingIWriteIsLikeThis

proven grove
#

yup

#

its all like that

#

but the code is faster than unreals

midnight river
#

i think this is more #lounge topic tho 😄

proven grove
#

really tho, the iterator unreal uses for arrays is so damn slow

#

they dont only ompare the index, they check that the arrays contents are the same as well

#

so every loop of the for loop, they loop over the entire damn array

midnight river
#

is that enabled even in shipping ?

proven grove
#

oh yes

midnight river
#

👀

#

i never looked

proven grove
#

theres all kinds of things like that

#

my iterator just checks index

#

because no sane person would ever even try to compare different arrays iterators

#

my entire iterator model is differnet from unreals tho

#

the begin and end functions are their own seperate thing

#

so instead of cpp for(auto& I : Array) { //... }you do cpp for(auto& I : Array.Iterate()) { //... }

#

it allows me to make it a bit more modular

#

so i can put the iterator related things into the iterator class instead of the array class

midnight river
#

i looked at the source of TIndexedContainerIterator and there is no extra loop there blobThink

#

hm with ue you have CreateIterator and both begin and end are private

proven grove
#
    FORCEINLINE friend bool operator==(const TIndexedContainerIterator& Lhs, const TIndexedContainerIterator& Rhs) { return &Lhs.Container == &Rhs.Container && Lhs.Index == Rhs.Index; }
    FORCEINLINE friend bool operator!=(const TIndexedContainerIterator& Lhs, const TIndexedContainerIterator& Rhs) { return &Lhs.Container != &Rhs.Container || Lhs.Index != Rhs.Index; }```
midnight river
#

i found that

#

but i mised that Container is not a pointer

#

oO

proven grove
#
    FORCEINLINE friend bool operator==(const TIndexedContainerIterator& Lhs, const TIndexedContainerIterator& Rhs) { return &Lhs.Container == &Rhs.Container && Lhs.Index == Rhs.Index; }
    FORCEINLINE friend bool operator!=(const TIndexedContainerIterator& Lhs, const TIndexedContainerIterator& Rhs) { return &Lhs.Container != &Rhs.Container || Lhs.Index != Rhs.Index; }```
#

you see the &Lhs.Container == &Rhs.Container bit

#

that iterates over the entire array

midnight river
#

yeah

proven grove
#

double send reee

#

discord does that to me too much

midnight river
#

i assumed it's a pointer and was confused

proven grove
#

that would be too simple

#

so its highly innefficient

midnight river
#

it's crazy

proven grove
#

theres all kinds of things like that

elder falcon
#

these array checks are absolutely disabled in shipping

#

the range checks aswell

midnight river
#

TARRAY_RANGED_FOR_CHECKS

#

this is probably 0 in shipping ?

elder falcon
#

yeah

#

it would be like

#

actually retarded to have this on in shipping

proven grove
#

hang on it just returns a pointer to the first element without the ranged for checks

#

how the fuc

midnight river
#

one issue i can see is that CreateIterator returns TIterator directly, no macros

#

and TIndexedContainerIterator is not optimized in shipping

proven grove
#

another snippet is ```mm
#ifdef OBJC
/** Convert Objective-C NSString* to FString /
FORCEINLINE FString(const NSString
In)
{
if (In && [In length] > 0)
{
// Convert the NSString data into the native TCHAR format for UE4
// This returns a buffer of bytes, but they can be safely cast to a buffer of TCHARs
#if PLATFORM_TCHAR_IS_4_BYTES
const CFStringEncoding Encoding = kCFStringEncodingUTF32LE;
#else
const CFStringEncoding Encoding = kCFStringEncodingUTF16LE;
#endif

        CFRange Range = CFRangeMake(0, CFStringGetLength((__bridge CFStringRef)In));
        CFIndex BytesNeeded;
        if (CFStringGetBytes((__bridge CFStringRef)In, Range, Encoding, '?', false, NULL, 0, &BytesNeeded) > 0)
        {
            const size_t Length = BytesNeeded / sizeof(TCHAR);
            Data.AddUninitialized(Length + 1);
            CFStringGetBytes((__bridge CFStringRef)In, Range, Encoding, '?', false, (uint8*)Data.GetData(), Length * sizeof(TCHAR) + 1, NULL);
            Data[Length] = 0;
        }
    }
}

#endif```

#

thats doable in 2 lines

#

and i know it is, because i've done it myself in 2 lines

midnight river
#

so begin / end is optimized but CreateIterator is not, am i missing something ? @elder falcon

proven grove
#

you can convert an NSString to a char* in one function call

elder falcon
#

I'm not on my PC to check right now but I'm positive all these checks are gone in shipping

proven grove
#

also shit like FString wrapping a TArray<char> rather than a char* directly

elder falcon
#

why wouldn't it

proven grove
#
/** Determines case sensitivity options for string comparisons. */
namespace ESearchCase
{
    enum Type
    {
        /** Case sensitive. Upper/lower casing must match for strings to be considered equal. */
        CaseSensitive,

        /** Ignore case. Upper/lower casing does not matter when making a comparison. */
        IgnoreCase,
    };
};

/** Determines search direction for string operations. */
namespace ESearchDir
{
    enum Type
    {
        /** Search from the start, moving forward through the string. */
        FromStart,

        /** Search from the end, moving backward through the string. */
        FromEnd,
    };
}
```or this
elder falcon
#

you still need the length

proven grove
#

namespace instead of enum

#

strlen exists

midnight river
#

i have no idea, but i can't find any ifdefs around CreateIterator

elder falcon
#

strlen sucks

#

you realize that requires a loop

proven grove
#

and seeing as most strings in unreal are never edited, strlen wont get called that often

#

about 90% of the data each function uses is only ever used for readonly stuff

elder falcon
#

FText is insanely strange though

proven grove
#

/** Redeclared in KismetTextLibrary for meta-data extraction purposes, be sure to update there as well */
enum class ETextGender : uint8
{
    Masculine,
    Feminine,
    Neuter,
    // Add new enum types at the end only! They are serialized by index.
};```well you're right there
#

i sure do need to know what gender my text is

#
namespace EDateTimeStyle
{
    enum Type
    {
        Default,
        Short,
        Medium,
        Long,
        Full
        // Add new enum types at the end only! They are serialized by index.
    };
}```also right after
elder falcon
#

this is probably useful for some translation stuff

proven grove
#

code style conflict is real

small cobalt
#

@gray glade Would be able to explain all that.

proven grove
#

you could just do a uint64 constructor and let stuff cast

elder falcon
#

but it clearly says what it is

midnight river
#

conversion methods, numbers -> FText

proven grove
#

also NULL instead of nullptr

midnight river
#

it's not trivial with localizations

#

not cleaned up

#

but it works so it has no priority

proven grove
#

i appreciate the amount of docs FText has tho

#

this thing is better documented than most of the engine

#
public:
    friend class FTextCache;
    friend class FTextFormatter;
    friend class FTextFormatData;
    friend class FTextSnapshot;
    friend class FTextInspector;
    friend class FStringTableRegistry;
    friend class FArchive;
    friend class FArchiveFromStructuredArchive;
    friend class FJsonArchiveInputFormatter;
    friend class FJsonArchiveOutputFormatter;
    friend class UTextProperty;
    friend class FFormatArgumentValue;
    friend class FTextHistory_NamedFormat;
    friend class FTextHistory_ArgumentDataFormat;
    friend class FTextHistory_OrderedFormat;
    friend class FTextHistory_Transform;
    friend class FScopedTextIdentityPreserver;
};
```***screeches in code smell***
#

friend classes are always a code smell

#

you take pretty encapsulation and you yeet it into oblivion where todd howard devours it

midnight river
#

we can agree it's not perfect c++

proven grove
#

yup

#

just a shame its too big to ever recive a good code cleanup pass

elder falcon
#

FText really is amazingly strange when you explore how it retrieves the string

midnight river
#

i think i figured out TIndexedContainerIterator, 99% of the time you will do while( !It ) { } and that is just

FORCEINLINE explicit operator bool() const
{
        return Container.IsValidIndex(Index);
}

so pretty fast, just don't use operator==

swift lark
#

Is there a way to modify the PlayMontage node to include parameters for blend in and blend out times? I'd need to tie it to the playrate, so that my animations don't get cut off if the animation speed is too high. I'm not farmiliar enough I guess, as I don't really understand anything around the classes that I'd think are the right ones.

gray glade
#

What am I explaining?

livid imp
#

@swift lark instead of modifying it what about creating your own node ?

brisk silo
#

@proven grove you are so mistaken its not even funny

#

the reason for the namespace enum is that C enums are GLOBAL identifiers, wich means they have basically no type safety whatsoever

#

that code was written before enum-class was a thing, the namespace enum is basically a workaround

#

also, the "tarray" part is so strings get automatically deleted on scope out

#

unlike a char* where you will need to do a delete function yourself. much better to have a tarray, MUCH, MUCH better

#

and the gender and other funky stuff is all for the localization. a lot of lenguages have different genders, and it needs different words

#

strlen and other c string functions are ultimate cancer, and should be deleted from all pcs

#

they are wildly unsafe to use in every single case

#

plus a fucking pain to deal with

low dust
#

I could bet they either remove the check eventually or just keep postponing the issue target forever 😄

swift lark
#

@livid imp How would I go about that? Just broadly, so I know where to begin with

dusky gulch
#

don't know if this is the right place to ask, but is there a way to get the default VR hand into Maya?

#

the skeletal mesh

#

nevermind I think I got it

somber harness
#

Has anyone gotten the latest SteamworksSDK (v142) to work with ue 4.20? It keeps looking for 1.39 and wont load even if I put the 1.42 plugins in the 1.39 folder structure

craggy whale
#
    // NOTE: The reason we initialize to nullptr here is due to an issue with static initialization of variables with
    // constructors/destructors across DLL boundaries, where a function called from a statically constructed object
    // calls a function in another module (such as this function) that creates a static variable.  A crash can occur
    // because the static initialization of this DLL has not yet happened, and the CRT's list of static destructors
    // cannot be written to because it has not yet been initialized fully.    (@todo UE4 DLL)
    static FModuleManager* ModuleManager = nullptr;
#

any one help me? ModuleManager.cpp line 53

#

Why assign nullptr to the static pointer?

sleek sand
#

let's say I have a struct, FMyStruct. It contains an array full of instanced uobjects: TArray<UMyClassBase*> MyArray;

is there a way to display the properties inside any array element in MyArray without category, or with category force expanded without making details panel customization for UMyClassBase and all child classes?

#

by default one has to open the UObject, and then the category, to edit elements 😢

edgy hedge
#

How do you guys upgrade source builds to 4.21 for example? I have 4.20.

From my understanding, I just clone the 4.21 release from GitHub and then build engine all over again. Get rid of the old source build. Then rebuild my project.

Anyone got a shorter procedure?

low dust
#

@edgy hedge if you've already cloned the repo, just do git pull and checkout 4.21.0-release (and then build like normally, run setup then generateprojectfiles)

#

no need to clone again

#

if you have a fork, you need to do few extra steps (add Epic's repo as forks remote repo, fetch the epic's repo to get the changes and then checkout the release from it)

cerulean atlas
#

Has anyone ever had this error whilst building? This is a new one on me. I have tried adding streaming levels per something I found online, but didnt seem to help the cook succeed.

#

LogWindows: Error: Fatal error: [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Core\Public\Serialization/MemoryWriter.h] [Line: 42]
LogWindows: Error: FMemoryWriter does not support data larger than 2GB. Archive name: None.

livid imp
#

@cerulean atlas did you checked the compress lightmaps box inside World settings ?

shell kelp
#

is anyone familiar with IDetailCustomization or IDetailLayoutBuilder ? how should i use GetStructsBeingCustomized ? it return array of FStructOnScope , how to convert it to my customize struct?

brave fossil
#

Hello here!

I am getting this error while trying to update my project from 4.18 to 4.19 or 4.20. I think it comes from the Windows SDK that the project should access from the included directories. No googling/testing for two days solved this...any idea?

error C4668: '_WIN32_WINNT_WIN10_RS1' is not defined as a preprocessor macro,

(I'm using VS.2017.15.8.9 but have close to zero understanding of cpp) 😰

Thank you

swift ivy
#

@brave fossil do you have the latest win sdk package? You can get it from the visual studio installer tool.

fair hemlock
#

Anyone else seeing this message on 4.21 when the editor tries to build custom shaders in plugins?

"Can't map virtual shader source path"

All these shader plugins have worked on previous versions. The path is correct for them. Unfortunately the list of Directory mappings seems to be fixed to the following..

Directory mappings are:
/Engine -> ../../../Engine/Shaders
/Plugin/DatasmithContent -> ../../../Engine/Plugins/Enterprise/DatasmithContent/Shaders
/Plugin/OculusVR -> ../../../Engine/Plugins/Runtime/Oculus/OculusVR/Shaders

granite dust
#

Plugin paths changed a bit in 4.21

fair hemlock
#

Ahh the loading phase has changed.

#

Changing it to Default from PostConfigInit seems to fix it.

#

odd

#

Hmm.. That gets the plugins past the loading phase but then yields this..

"Shader type was loaded after engine init, use ELoadingPhase::PostConfigInit on your module to cause it to load earlier."

brave fossil
#

@swift ivy Yes I do, I updated it today but nothing changed. :/

pastel bone
spiral mortar
#

lol, posted on discord, AH and SO 😄

#

@pastel bone When you need them?

#

They are used by a bunch of stuff, eg arrays to improve perf etc

#

I usually use ```cpp
template <>
struct TTypeTraits<FVoxelValue> : public TTypeTraitsBase<FVoxelValue>
{
enum { IsBytewiseComparable = true };
};

template<>
struct TStructOpsTypeTraits<FVoxelValue> : public TStructOpsTypeTraitsBase2<FVoxelValue>
{
enum
{
WithSerializer = true,
WithIdenticalViaEquality = true
};
};```

pastel bone
#

@spiral mortar Yes sorry, I was afraid not getting an answer. 😉 Thanks for your reply! I never used traits for my structs and stumbled across them yesterday in GameplayAbilitySystem. Since I didn't found the place(s) in the engine, where those trait classes are utilized, I got confused if it has disadvantages if I don't use them for my USTRUCTs where appropriate.Today, I did a meaningful search of WithIdenticalViaEquality -> UScriptStruct::HasIdentical() -> EStructFlags::STRUCT_IdenticalNative. This is used only in ::IdenticalHelper() which is intended for Blueprints. However, when searching for EStructFlags::STRUCT_NetSerializeNative, more places of usage (also in GAS) appear. Besides error messages (e.g. when the structs are used in blueprints), that flag is also used in FObjectReplicator and FRepLayout, where the setting is required for custom property replication. So when having a struct with a NetSerialize() implementation, a trait definition seems to be required.

#

While the description of TStructOpsTypeTraitsBase2 suggests, that these traits might be only important when the USTRUCTs are used within blueprints: type traits to cover the custom aspects of a script struct 😉

#

And thanks for the hint about TTypeTraitsBase. Didn't know about that, too.

#

PS: That trait code uses old techniques and e.g. has a custom implementation of std::is_same (C++11!). I often have the impression, that UE4 devs don't trust C++ standard implementations (e.g. TArray vs std::vector with custom allocators as just one example). Is there a reason why the engine devs don't trust even older standards like C++11? (e.g. is ue4 also intended to be used on embedded systems with very limited compilers?)

spiral mortar
#

@pastel bone eg. is ue4 also intended to be used on embedded systems with very limited compilers I think that's the idea yep

#
  • some of that code is quite old
spiral mortar
#

Yes, but the std lib might not be entirely there

fading dagger
#

I got a question regarding sequencer in UE4. Is there a way to use the sequencer in runtime and be able to pass sequences of recorded actors to it dynamically? For example if I want to record myself during run time and then make a clone of my self in real time to do something in the level is this possible or are we at the situation where we would have to literally capture inputs manually (key frames, etc)

hollow hinge
#

Anyone able to look at where Dbuffer decals define their specular value?

#

Theres a bug where all Dbuffer decals default their specular value to 1.0 and dont allow you to change it

#

So all decals look weird at some angles in some environments

#

pretty big issue

hearty sand
#

@spark panther PS4 is NDA stuff

#

UE4 has a special forum for this

#

Even if we have PS4 users here, they can't openly talk about it

#

You should also make sure that you aren't violating any NDA stuff with your posts.

spark panther
#

oops. ok thank you cedric. Already posted on those fórums though. Devnet included, and I still dont have an answer. But I appreciate the heads up

gray bay
#

@spark panther which post is it on the forums?

edgy hedge
#

How do I get substance working and packaged in a game made using the source build?

#

I'm not sure if I should be dropping the substance plugin into the Plugins folder

#

or enable it via the editor

#

or to download Allegorithmic's fork of the engine

#

and download that

edgy hedge
#

Anybody use substance plugin and packaged a game here?

edgy hedge
#

I wonder if this is going to help

PublicDependencyModuleNames.AddRange(new string[] { "SubstanceCore" });

cold finch
#

ok so i compiled my engine and all

#

but i wont recompile for a while

#

is there any way to make the source folder lighter

edgy hedge
#

delete .git

cold finch
#

i didn't delete anything and it takes up a whole lotta space on my ssd

#

any other folders that can be safely removed ?

spiral mortar
#

You could make a binary release @cold finch

#

Will take a few hours to compile but will be much lighter

cold finch
#

well i mostly wanna free up some space

#

but it's going to take very long on my pc

#

Intermediate has a fuckton of .pch and .objs

#

Intermediate can be deleted safely

#

14gb saved FeelsGladMan

edgy hedge
#

u need Intermediate or else you can't use the engine lol

hollow kernel
#

I built this engine version https://github.com/SaimonMa/UnrealEngine that has some custom toon shader models. Build completed with 0 fails.

Creating a project under that engine (after all shaders are compiled) the editor fps is less than 1. After all shaders are compiled, killing and relaunching the project all shaders get compiled all over again.

What might cause that?

edgy hedge
#

I fixed the issues i've been having with Substance plugin. I deleted all my previous Substance plugin installations. Then I got one fresh from the marketpalce and dragged it into my project (not my engine). I also added in SubstanceCore to public dependencies in build.cs and it works now. I didn't expect it to work but it works...

spark panther
#

Hello guys! We want to recompile shaders to generate new sdbs. However we dont want to recompile all shaders in unreal engine. Is there a way to tell unreal to only recompile the shaders that its using in the packaged build of the game?

dense kettle
#

Hello, I would like to build ue4 from source by command line on Windows.
I already do Setup.bat and GenerateProjectFiles.bat but don't know how to start Vs build

cerulean atlas
#

does anyone know where the ue4.sln file is located in windows 10?

granite dust
#

it doesn't exist until after you run "generateprojectfiles.bat"

cerulean atlas
#

oh okay where can i find the bat file?

granite dust
#

in the top directory

cerulean atlas
#

and thanks for responding!

granite dust
#

be sure to run setup.bat first

cerulean atlas
#

so users/local?

granite dust
#

where did you clone the repo?

cerulean atlas
#

i just installed from the epic launcher

granite dust
#

ahhh

#

you don't have the source code then

cerulean atlas
#

sigh ok. i am trying to figure out a way to fic the "swarm didn't kick off" bs

#

so i assume you cant do that without source?

granite dust
#

I can't help there 😕

#

I'm pure procedural meshes, no baking

hollow kernel
#

Anyone familiar with linking ue4 directories to a diff hdd?

#

I followed this (https://wiki.unrealengine.com/Installing_UE4_To_A_Different_Hard_Drive) thread on answer hub, and it all works fine for linked binary engines, but fsr my source build has 1 fps in the launcher and it keeps building all shaders every time I launch any project (be it an empty template or otherwise) under that engine.

So, I was wondering if linking the directories would cause the prob.

#

I've verified that the same source works on a different machine with all install dirs at default.

hollow kernel
#

Found the problem. It appears linking makes it so it doesn't know where to create the DDC folder. Specifying it in BaseEngine.ini fixed it.
tldr: Complete sheit fps may mean no DDC folder is specified.

elder falcon
#

anyone tested if we can build unreal with vs 15.9?

stable hemlock
#

what does PhysX3 folder in source/thirdparty , it's contain libs, but same folder PhysX contain same libs. where logic?

#

ue4.21

elder falcon
#

ya know, that's a good question

#

the PhysX3 folder is being used

#

I wonder if the old one is just a relict of some sort

stable hemlock
#

i will try rebuild engine without PhysX old folder

brisk silo
#

some Mat Collins guy going HAM refactoring the entire engine to use render passes

elder falcon
#

what's a render pass?

brisk silo
#

looks to be vulkan/dx12 style render passes

#

but given the nature of the code

#

this goes with the render graph too

#

im investigating the exact nature of it

elder falcon
#

huh he's still at it

#

thousands of changes

#

hopefully this doesn't mean every feature not used in fortnite doesn't work at all in 4.22

brisk silo
#

@elder falcon the features are almost untouched

#

they just migrated into the render pass api

#

so, instead of doing like

#

"SetRenderTarget(stuff)
//render code"

#

now it does

#

"BeginRenderPass(properties)
//render code
endrenderpass"

elder falcon
#

does this make it faster or something?

brisk silo
#

could make async compute much better

#

its also the "official" way of using DX12

#

and vulkan

#

i think its for integration with the render graph

fleet ember
#

can somebody help me with the process of getting source code for unreal 4.20.

#

ue4 4.20.3 and beyond broke my game and i cant seem to revert it

#

i can compile it. but im not sure how to get it

#

nevermind. i think i found it

granite dust
#

Word is the rendering refactor gets like a 20% perf boost

#

Something measurable anyway

#

And it unifies the pipelines a lot more

elder falcon
#

where did you read that number?

#

or hear

granite dust
#

I had a conversation with someone that didn't involve exact numbers, but left me with that impression

elder falcon
#

20% improvement is a lot

granite dust
#

Yeah I know

#

Same amount you get going from directx to vulkan

low dust
#

@stable hemlock @elder falcon PhysX is the old one, I'm guessing someone forgot to get rid of the old entry for the dependency downloader

#

PhysX folder exists only after those dependencies get loaded, it's no in git itself

#

also on that 20%, I'd wait for actual user reports, I'm sure they can make such improvements on some synthetic tests but so far Epic's perf improment figures have never matched what I've seen on actual projects myself

bitter brook
#

Hello !
Can I ask a question about a custom gamework branch of UE4 ?
Because I have a problem with an integration of VXGI 2.0 to UE4 4.20.3

Actually I managed to compile the engine code with VXGI integrated but everytime I open a map, the editor crash with this error message :

#

Here I tried to open the CornellBox samples map

#

Here is the log trace if you need it maybe :

[2018.11.18-10.10.51:084][ 71]LogWindows: Error: === Critical error: === [2018.11.18-10.10.51:084][ 71]LogWindows: Error: [2018.11.18-10.10.51:084][ 71]LogWindows: Error: Fatal error: [File:C:\Users\Megaport\Documents\UE4_VXGI\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 826] [2018.11.18-10.10.51:085][ 71]LogWindows: Error: Rendering thread exception: [2018.11.18-10.10.51:085][ 71]LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Users\Megaport\Documents\UE4_VXGI\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611] [2018.11.18-10.10.51:085][ 71]LogWindows: Error: Array index out of bounds: 5 from an array of size 0 [2018.11.18-10.10.51:085][ 71]LogWindows: Error: [2018.11.18-10.10.51:085][ 71]LogWindows: Error: [2018.11.18-10.10.51:085][ 71]LogWindows: Error: [2018.11.18-10.10.51:085][ 71]LogWindows: Error: [2018.11.18-10.10.51:085][ 71]LogWindows: Error: [2018.11.18-10.10.51:085][ 71]LogWindows: Error: [2018.11.18-10.10.51:112][ 71]LogExit: Executing StaticShutdownAfterError [2018.11.18-10.10.51:289][ 71]LogWindows: FPlatformMisc::RequestExit(1)

hearty sand
#

Does someone know where the Editor calls the "Drop" function of its Viewport?

#

Okay they PlacementMode is handling that

#

I wonder if I can somehow find out on an actor if they got placed

#

Cause currently I'm dragging an Asset into the Scene, which spawns a "SpawnHelper".
That SpawnHelper should only effectively spawn multiple other actors if the user releases the asset.
If however the user drags the asset away from the scene again, it shouldn't spawn the actors

#

Guess I could hack it by listening to FEditorDelegates::OnNewActorsDropped.Broadcast(DroppedObjects, OutNewActors);

#

And if the Actor that I place is in that array, then I will execute the spawning function

#

Seems a bit wrong but well

brisk silo
#

@granite dust do you know more about it?

#

its going to be fuckin huge when its finished

#

perf boost, and a render pipeline that could be customized in plugins

elder falcon
#

is it going to be in 4.22 already?

granite dust
#

I've heard that it's still an open question if it'll make it to 4.22

#

And there are a bunch of VR features that stuck on hold until the refactor is done

#

Like multiview on vulkan

brisk silo
#

makes sense

zealous plank
#

Hey guys, maybe someone here can help me... I am unable to build UE4.18.2 from source, I completely reinstalled VS2017 with all necessary componenets (C++ Desktop, UE installer, ..), and downloaded the source code from github again, ran the setup.bat without issues, ran the GenerateProjectFiles.bat without issues, but I get tons of errors when trying to build UE4 in VS2017 after opening the .sln.

Full output log: https://pastebin.com/suKC0gd8

Full error log: https://pastebin.com/51Ycsbkr

Any help would be really appreciated!

elder falcon
#

did you install windows 8.1 sdk under individual components in vs installer? @zealous plank

zealous plank
#

Yes

elder falcon
#

🤔

zealous plank
#

It appears that there is something missing there, and the folder is nearly empty aswell, but I made sure to include it in the VS17 installation process

elder falcon
#

does C:\Program Files (x86)\Windows Kits\8.1\bin\x64\rc.exe exist?

zealous plank
#

No, there isnt even a bin folder

elder falcon
#

🤔 🤔

zealous plank
#

Reinstalling/verifying vs17 doesnt add anything, so im not sure how to get something there

elder falcon
#

maybe try installing the standalone windows 8.1 sdk?

#

I'm not sure why it would be missing

#

very strange

zealous plank
#

Where do i find the standalone version?

elder falcon
#

dunno, google probably

zealous plank
elder falcon
#

you should have .net desktop development checked

zealous plank
#

thats how the 8.1 folder looks like, and what components I installed with vs17

#

i do? thanks a lot, it never got mentioned when I looked up what to install

#

I will check it, and then report back if I still got issues

elder falcon
#

it's all very strange

#

no one really knows what dependencies we need

#

at some point I guessed cpp game dev, cpp desktop dev, .net desktop dev and it worked for me and everyone else I told that combination

zealous plank
#

yeah, i managed to get it to work before, then tried to install a plugin, and everything went up in flames and i cant open my game project anymore since compiling the engines now always fails, even with clean new install

#

the .sln files opens with vs15 by default, but I am using vs17 under the "other programs" option, right?

elder falcon
#

if you drop this in appdata/roaming/unreal engine/unrealbuildtool/buildconfiguration.xml it will never try using vs outdated for something again

<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
    <WindowsPlatform>
        <Compiler>VisualStudio2017</Compiler>
    </WindowsPlatform>
    <VCProjectFileGenerator>
        <Version>VisualStudio2017</Version>
    </VCProjectFileGenerator>
</Configuration>
zealous plank
#

thanks a lot!

#

unfortunately, I've got the same errors again: "EXEC : error : Failed to start local process for action: C:\Program Files (x86)\Windows Kits\8.1\bin\x64\rc.exe /nologo /D_WIN64 /l 0x409 /I "F:\UE_4.18_Source\UnrealEngine-4.18\Engine\Source""

elder falcon
#

rc.exe still missing?

zealous plank
#

yes

elder falcon
#

it's not going to magically work until you fix it missing

#

unfortunately I have no clue why it could be missing

zealous plank
#

yes, i didnt check it again, thought the different installer options would do the trick, sorry

elder falcon
#

never had this happen

zealous plank
#

Am I missing something obvious that should be installed with vs17?

elder falcon
#

I'm not seeing something obvious missing

#

wait

#

hmm

#

I have this windows 8.1 sdk off

#

and a different one on

#

🤔 🤔 🤔

zealous plank
#

I cant find ur option

#

is it at the last section of components?

elder falcon
#

it's somewhere in here if you scroll a long time

zealous plank
#

I disabled my option, and yours showed up, I checked it and will report back. Thanks a lot for your help!

zealous plank
#

Okay, I completely reinstalled windows and everything else, and I only get one error now when trying to compile the engine, somehow "FPixelStreamingPlugin"doesnt want to compile. Is there a way to disable it, since I wont use it anyways? Google searching "FPixelStreamingPlugin" only brings 2 results, both related with the UE-64290 bug on the tracker, so I am not sure what I am supposed to do. Any help would be greatly appreciated!

elder falcon
#

post the error message

zealous plank
#

From the output log:

2>d:\unrealengine-4.20\unrealengine-4.21\engine\plugins\experimental\pixelstreaming\source\pixelstreaming\private\PixelStreamingPlugin.h(17): error C2011: "FPixelStreamingPlugin": "class" Typneudefinition
2> d:\unrealengine-4.20\unrealengine-4.21\engine\plugins\experimental\pixelstreaming\source\pixelstreaming\private\PixelStreamingPlugin.h(17): note: Siehe Deklaration von "FPixelStreamingPlugin"
2>D:\UnrealEngine-4.20\UnrealEngine-4.21\Engine\Plugins\Experimental\PixelStreaming\Source\PixelStreaming\Private\ProxyConnection.cpp(18): error C2027: Verwendung des undefinierten Typs "FPixelStreamingPlugin"
2> d:\unrealengine-4.20\unrealengine-4.21\engine\plugins\experimental\pixelstreaming\source\pixelstreaming\private\PixelStreamingPlugin.h(17): note: Siehe Deklaration von "FPixelStreamingPlugin"
2>D:\UnrealEngine-4.20\UnrealEngine-4.21\Engine\Plugins\Experimental\PixelStreaming\Source\PixelStreaming\Private\ProxyConnection.cpp(502): error C2027: Verwendung des undefinierten Typs "FPixelStreamingPlugin"
2> d:\unrealengine-4.20\unrealengine-4.21\engine\plugins\experimental\pixelstreaming\source\pixelstreaming\private\PixelStreamingPlugin.h(17): note: Siehe Deklaration von "FPixelStreamingPlugin"

From the error messages:

C2011 "FPixelStreamingPlugin": "class" Typneudefinition UE4 d:\unrealengine-4.20\unrealengine-4.21\engine\plugins\experimental\pixelstreaming\source\pixelstreaming\private\PixelStreamingPlugin.h

C2027 Verwendung des undefinierten Typs "FPixelStreamingPlugin" UE4 D:\UnrealEngine-4.20\UnrealEngine-4.21\Engine\Plugins\Experimental\PixelStreaming\Source\PixelStreaming\Private\ProxyConnection.cpp 18

gray bay
#

missing include file

#

either it wasn't included, or the module wasn't added as a dependency

zealous plank
#

Im just using the github 4.21 source build, anything I can do about it? I will test if 4.20 works, since the PixelStreaming plugin isnt in there

zealous plank
#

4.20 worked, don't know why I had the issue with 4.21, but thanks a lot for your help guys 😃

elder falcon
#

seems weird that it would try to compile an experimental plugin by default

#

did someone set it to precompile on accident?

zealous plank
#

I don't know how I would do that, but I didnt play around with anything, just did the steps from the "compile ue4 from source" wiki guide

limber jacinth
#

how can i build a binary editor

#

for distribution to non programmers?

elder falcon
#

look up "installed build", there are guides

limber jacinth
#

yeah and i have tried following them

#

but can never get it to work

rustic reef
#

you just build the editor

#

and then make sure to submit the dlls to your source control

#

then the non-prog just get the whole depot and binaries and it will launch fine for them

#

there are certain things you dont want to submit like .module files.. .exe.config... etc

limber jacinth
#

one thing i dont like is running setup.bat adds a lot of extra crap i dont want to put on perforce

#

and trying to filter out what it added is a nightmare

#

would rather they run setup.bat once on there machine to grab them files

rustic reef
#

i dont think thats a good idea

limber jacinth
#

so i should just submit everything to perforce?

#

thats alot for a remote perforce server

small cobalt
#

Not really

static bone
#

is perforce like github?

small cobalt
#

Its a Source Control solution yes.

nocturne flume
#

Just goto the site and download the zip

#

I don't use github for desktop because it had issues for me

#

@static bone

static bone
#

ok Devils thanks

#

Nomad it turns out that github dosent allow the Google DNS to download stuff from it's server

nocturne flume
#

Wierd.

#

Why you using Google DnD?

static bone
#

i changed my DNS Server and now it works

#

its faster

#

than my ISP's

nocturne flume
#

-_- damn phone autocorrext

static bone
#

😛

nocturne flume
#

Oh sure. It corrects the correct stuff and doesn't correct the damn shit I get wrong

static bone
#

lol

nocturne flume
#

Cool likebeer

#

Glad you fixed it

static bone
#

@nocturne flume doesnt fix it lol

nocturne flume
#

?

#

You downloaded it right?

#

I just got the 4.21 today from github using the download zip button and it's compiled fine

elder falcon
#

can anyone confirm that building 4.20 works with vs 15.9?

static spoke
#

Is there any particular reason as to why the 4.17 branch is not compiling most recently?

spiral mortar
#

4.17 👀

static spoke
#

Indeed, quite an old branch, reasoning was just to test a patch made for that particular version. The latest ones changed so much that reworking the patch for them fails the entire compilation process lol.

static bone
#

@nocturne flume yes from releases

coral fern
#

Does anyone know if ReadPixels should display the UMG widgets currently on screen? Its not showing for me.

static bone
#

can anyone upload ue4.21 zip and send it to me via mediafire, mega or anything pls

#

github doesnt work for me

elder falcon
#

works fine

#

you just need to follow the instructions properly

lost linden
#

Anyone know why an object wouldn't be saved to the Transaction buffer, even with RF_Transactional on the object?

dry nymph
#

Hey folks! Are there any resources on the binary file format of uasset files? I'm investigating the feasibility of creating tooling to generate uasset files out-of-engine

static bone
#

😦

dry nymph
#

@static bone Sending via zip would be a license violation, I believe

static bone
#

nvm i found it out

stable hemlock
#

idk how these errors appeared

humble kraken
#

Is anyone else getting a crash revolving around saving new levels?

#

"Illegal call to StaticFindObject() while serializing object data!"

#

Quite weird that an empty map would cause a crash

humble kraken
#

Fixed the crash, seems like when Epic Games moved over to an updated NavigationSystem, it doesn't update in DefaultEngine.ini

#

Remove the line

#

NavigationSystemClassName=/Script/Engine.NavigationSystem

#

in the following area

#

[/Script/Engine.Engine]

#

You'll gain back the ability to use navmesh as well as new maps won't crash

errant shale
#

Hye guys how does the Editor converts Texture Formats ?
Is it accessable in runtime ?

echo gyro
#

build engine from source now when packaging i get target needed to cook

#

please help

lost linden
#

So... I have this hyperlink that opens an asset. In examples it uses this line with the comment that it should be done to inform the debugger before/as we open the asset. InBlueprint->SetObjectBeingDebugged(Obj);
Now this stalls on the first use per session. Its only for maybe 2-3 seconds but noticable. Then it opens the asset, which prompts a loading dialog. So I added an FScopedTask to make sure there is a dialog when SetObjectBeingDebugged is stalling. However is there any reason it should be stalling first time? Perhaps it's waiting for the AssetManager to load the asset?

#

the function looks fairly inocuous tbh.

{
    // Unregister the old object
    if (UObject* OldObject = CurrentObjectBeingDebugged.Get())
    {
        if (OldObject == NewObject)
        {
            // Nothing changed
            return;
        }

        DebuggingWorldRegistrationHelper(OldObject, NULL);
    }

    // Note that we allow macro Blueprints to bypass this check
    if ((NewObject != NULL) && !GCompilingBlueprint && BlueprintType != BPTYPE_MacroLibrary)
    {
        // You can only debug instances of this!
        if (!ensureMsgf(
                NewObject->IsA(this->GeneratedClass), 
                TEXT("Type mismatch: Expected %s, Found %s"), 
                this->GeneratedClass ? *(this->GeneratedClass->GetName()) : TEXT("NULL"), 
                NewObject->GetClass() ? *(NewObject->GetClass()->GetName()) : TEXT("NULL")))
        {
            NewObject = NULL;
        }
    }

    // Update the current object being debugged
    CurrentObjectBeingDebugged = NewObject;

    // Register the new object
    if (NewObject != NULL)
    {
        DebuggingWorldRegistrationHelper(NewObject, NewObject);
    }
}```
elder falcon
#

how are you calling it and loading the asset?

lost linden
#

GEditor->EditObject(InBlueprint.Get());

#

that doesn't hang any more than normal and produces its own Dialog as usual too. Its just the line before it that takes extra time on first session run

elder falcon
#

is InBlueprint a soft object ptr or something?

#

this seems like it requires having already loaded the asset

#

I may be confusing things

lost linden
#

TWeakObjectPtr

#

basically from the AssetRegistry

elder falcon
#

but that means it's already been loaded by the time you get here

lost linden
#

yeah thats what I thought

#

or its just the reference of the class that is loaded and not the actual asset. Rather just the classpath/details buffered from my search of assets.

#

its known about thats for sure

elder falcon
#

well in the case of a blueprint, the class is the asset

lost linden
#

yeah

elder falcon
#

kind of I guess

#

both are in there

lost linden
#

maybe due to the way i've loaded it, the debugger has no record of it and needs to do something first. But its only ever once per session. It's not really an issue now I added a dialog, but I just wanna make sure im not doing anything wrong

elder falcon
#

this definitely requires an already loaded object to be useful

#

otherwise, what would you be passing it that is a valid UObject*

lost linden
#

yeah. its not loading a package class or anything. Its a fully fledged, made in editor blueprint

#

and it doesnt fail... so im going with it.

#

runs to the hills

lost linden
#

huh... suspicious.

elder falcon
#

also what are these about

#

why are they adding random licenses for things marketplace plugins use to the engine

#

(while not making the plugins default, so there really is no point?)

lost linden
#

license for free stuff so it can be resold?

elder falcon
#

they have a big folder with a collection of all the licenses for used 3rd party libraries

#

but for some reason they are also adding licenses used by marketplace plugins there

#

which makes no sense

lost linden
#

yeah you would think that would be put there when downloaded.

lost linden
#

here is something strange. I updated my VS2017 just now.. and for some reason Intellisense is squiggling all my Array.Num() lines like something is wrong.

#

array has no member Num...

#

sorry object

elder falcon
#

intellidense at it again

lost linden
#

TArray< TWeakObjectPtr< UObject > > Objects //this in particular

brisk silo
#

damn they are truly all in with render graph

#

check this otu

#

easy way to launch a compute shader as part of the render pipeline

#

no more weird bullshit and boilerplate for days for a compute shader, but just a shader class to implement, and call this

elder falcon
#

good

granite dust
#

Ohhhhh shiiiit

radiant hazel
#

That's funky, I love it

granite dust
#

Anyone know if the render graph refactor will be ready for 4.22?

thick storm
#

it might be (should be) ready for GDC 2019

#

at least to talk about it

#

idk about being production ready

valid vortex
#

They already covered programable render pipeline on gdc last year

#

Is there any more info/available source code on the render graph?

#

I'm in dire need for this feature lol

stable hemlock
#

Hello guys,
Would someone helps me ?
I have an issue,
I've been trying to add new Custom Data pins, like Custom Data 02

The code compiles and all.

But when it comes to the HLSLMaterialTranslator, the Value that is fed toward the shader is the value from the existing Custom Data (Custom Data 1).

#

FString GenerateFunctionCode(uint32 Index) const
{
check(Index < CompiledMP_MAX);
return TranslatedCodeChunkDefinitions[Index] + TEXT(" return ") + TranslatedCodeChunks[Index] + TEXT(";");
}

In TranslatedCodeChunks (the index is the right one), at the right index, I see the value from the other custom data pin ><.

stable hemlock
#

Found the issue, Thx anyway

brisk silo
#

@granite dust they are full steam ahead

#

and this is not an "optional" thing

#

or a feature

#

this is a straight up "hey, we rewrote all the internals"

#

so 4.22 might have the first version of the render graph, wich maybe its still not fully optimized, or might have some bugs

#

but its default on

granite dust
#

I'm guessing 4.22 will stay in previews for a few months then :-)

brisk silo
#

if they do render graph for 4.22

#

definitely

#

lol

#

i think thats why 4.21 is a "stabilization" releas

#

they might go wild on 4.22 with this stuff

granite dust
#

I've heard some crazy numbers about speedups that I don't fully believe

brisk silo
#

render graph would give us mostly upgraded memory

#

no real speed increases, just better memory usage

#

maybe some speed upgrade tho, but not something really high

#

unless they are also implementing proper rendergraph in vulkan/dx12 + async compute

#

in that case... oh god

granite dust
#

Reduced CPU time is easy to believe. But I've heard they get much better scheduling of the GPU, too

brisk silo
#

they were also working on better CPU side rendering command internals

#

but i havent seen sources for that

#

in the leaked roadmap

low dust
#

I'll crosspost little because it's relevant to the channel

#

updated my merged 4.21 GameWorks branch: https://github.com/0lento/UnrealEngine/tree/4.21-GameWorks. It now contains UE 4.21.0, Nvidia Blast, Flow, HairWorks, HBAO+, TXAA , VXGI2 and additional physx usage options (fixed timestepping for physics, physx contact modifications wrapped to ue4 format)

granite dust
#

holy wow! HBAO works on the forward renderer?!

low dust
#

on that branch, yes

#

but since UE 4.21, even stock UE4 SSAO works in forward

granite dust
#

whaaaat

low dust
#

you do lose normal texture map details from AO on forward tho

#

as there's no normal gbuffer to read them from

#

but AO from geometry works just fine

granite dust
#

I'm tempted to switch back from my baked vertex AO solution

#

I didn't see SSAO in the forward renderer mentioned anywhere in the patch notes

#

That was the last thing keeping me deferred on PC, too

low dust
#

it definitely works, I tested it

#

both ue4's SSAO and my GW branch one

tired otter
#

@brisk silo @granite dust you can watch the progress on github in the dev-rendering branch. Not sure if they'll merge that for 4.22 but I hope so. Would be great for adding custom render pass without modifying the engine code, which is what I'm trying to hack around.

low dust
#

you still miss the SSR on UE4's forward tho

granite dust
#

SSR is a bit too expensive in VR for most PCs

#

I keep it off by default

#

Some users turn it on for screenshots, though..

low dust
#

ah VR.. well SSAO artifacts may be disturbing on VR too

#

if you have baked solution that works, it's probably more pleasing to watch

#

and HBAO+ is too expensive on VR