#engine-source
1 messages Β· Page 30 of 1
click my link
above
It won't be the only problem though
Found myself with 10 errors
on vs
working thx
hey guys, what are the best ways to increase compile time
i don't know why, but shit takes like 30 minutes at minimum to build my project, which is definitely not big, because i'm building with engine source
even if i don't clean or rebuild, it still attempts to build and it takes SOOOOO long, even on my good rig with like an i7-7820x, GTX 1080TI, 32GB of ram, blah blah blah
you mean decrease I hope π
unless you get paid for time spent compiling
put everything on a SSD
that will help but I don't think it will be enough if it's rebuilding the source everytime
is there a way to exclude the source from build if i built it once?
like just the engine code?
okay so if you build it shouldn't show the UE4 engine modules at all right?
so long as the engine code is the same
that is my expectation, yes
okay thanks
Looks like it doesnβt build on 2019
Will give it some more time tomorrow.
10 compilation errors all on Niagara
they said vs 2019 projects support but it still builds with 2017
it's a pita needing both though I hoped I could drop 2017 π
just needs some extra (bool) things
no, that will still get warnings
you refactor it this way
bool Foo = not_real_bool_bar
turns into
bool bNotBar = (not_real_bool_bar != 0)
bool Foo = bNotBar
no forced conversion and the compiler is extremely happy
I just did bool Foo = (bool)not_real_bool_bar and it worked fine
I guess it ends up with the same code?
!! ftw
we should check the resulting code to be sure π
thanks for the bat file and compile issue suggestions!
So has anyone been able to successfully compile 4.22 from scratch? I saw the above conversation but I'm at a loss as to what to do. I merged the GenerateProjectFiles.bat fix linked above into my codebase but I'm getting a large amount of 'Implicit conversion from T to bool' errors.
I managed to compile it in VS2017 successfully, but when I try to do so in VS2019 it fails.
you'll have to fix the bool errors
just slap a (bool) in front of the things that aren't bools
Just tried to do that, didn't work.
Not sure if this is the right place to ask this, but I am looking for the NVidia Turf Effects branch in the NVidia UE4 GitHub. Almost everything I have found on the topic is dated 2014-2015. Where can this be found so that I might be able to use Turf Effects in UE4?
@candid ice I don't think that tech is publicly shared anywhere
@past steeple Did you find the solution to that error?
Nope, unfortunately not.
I'm not sure if it's an isolated thing or happening to everyone, but I haven't heard or seen anyone talk about it except here.
I've checked UE4 Answers and the forums.
Someone above mentioned that you could go into the offending files and manually cast them to bool but I'm not sure which of the files need to be changed and how. I'd rather not toy with the internal guts of the engine if I'm not absolutely sure what I'm doing π
Yep, that's what I'm doing.
Apparently the reason VS2017 works and VS2019 doesn't is because VS2017 doesn't actually emit the C4800 error that we're getting. https://docs.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warning-level-3-c4800?view=vs-2019
It also has a potential solution in it. I'm in the process of re-downloading VS2019 to see.
I have a patch you can apply to the codebase to make it work
but I don't know if I can share it
give Unreal Engine's license
What does the patch do exactly? Just modify the files? If so, you could just say which files were modified and how. I'm okay to do it manually so long as I'm not just blindly modifying stuff. π
well that is not hard
just double click on the visual studio errors
and fix them
they are really easy (as per previous comments)
Right, I did that before but it didn't work for me. Hence why I was confused and thought maybe I did it incorrectly.
I'm just going to re-download VS2019 and give it another shot. I'd really like to work with it now that there's support.
for example one error happens here
-
bool bSucceeded = CompileShader_VectorVM(Input, Output, FString(FPlatformProcess::ShaderDir()), 0, CompilationOutput, GNiagaraSkipVectorVMBackendOptimizations);
in Engine\Plugins\FX\Niagara\Source\NiagaraEditor\Private\NiagaraCompiler.cpp
the error comes from the fac that GNiagaraSkipVectorVMBackendOptimizations is not a bool
a way to fix it is prepend that line (just before the switch) with
bool bGNiagaraSkipVectorVMBackendOptimizations = (GNiagaraSkipVectorVMBackendOptimizations != 0)
and change the line with the error to bool bSucceeded = CompileShader_VectorVM(Input, Output, FString(FPlatformProcess::ShaderDir()), 0, CompilationOutput, bGNiagaraSkipVectorVMBackendOptimizations);
apply this patterns to all the implicit casting errors
On another topic, I have now a project on vs2019 based on ue4 built from source
why does it want to rebuild ue4 everytime
I want to compile?
π
Did you build your UE4 from source using VS2019 or VS2017?
vs2019
I was having similar issues. I would build from source using VS2017 and then try to set the editor's default IDE to VS2019. And it would try to compile the entire engine again each time I tried to build/run the project .sln file.
Support for VS2019 seems to be pretty wonky right now.
Anyone checked the full scale of this change on 4.22? Any Custom Drawing Policies will need to be rewritten as FMeshPassProcessors in the new architecture, meaning that backwards compatibility for Drawing Policies was not possible with a change as big as this one.
mainly curious if there's some upgrade example anywhere
but I'm guessing it's the hard way once again
I think I'm facing this now with Nvidia Flow as I'm pretty sure it uses custom rendering for the fluids. I've upgraded Flow to 4.22 and it builds and runs now but there's no visible effect on flow's rendering. If I use flow's cascade mode where it uses the old particle system, that obviously renders as it's then using stock ue4 materials
@thorn girder I see you are facing the same thing now @ https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1602389-c-transition-guide-for-4-22?p=1602392#post1602392
did you have time to investigate it?
way over my head
as for build files, you just remove shadercore module from it, but obviously you need to do changes elsewhere for it
there's no new module to replace it (diffed engine files for this)
@thorn girder also, why do you have issues with proc gen meshes? you use some custom solution?
or you mean that built-in procedural mesh component breaks?
actually, I was just wondering about that on the way home... it might be the runtime mesh component breaking... need to check
if it's RMC, then it makes more sense
but you could probably just check the PMC changes for 4.22 and mirror them to RMC
as it's loosely based on it
mmm.... good idea
hmmm, I'll actually make a diff for that myself
because it could be nice isolated thing to examine to figure how this thing works now
this is the diff for the main cpp on it (from 4.21 to 4.22):
besides new PMC functionality, that's pretty much all relevant changes there for the 4.22
New PMC functionality?
there's CreateGridMeshWelded and CreateGridMeshSplit exposed now to blueprints
both are implemented in UKismetProceduralMeshLibrary
righto, never even heard of them
ue4.22 / vs2019
update: metahost.h error because there is no win 8.1 sdk in vs2019
I am trying to run this Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean -set:HostPlatformOnly=true -set:WithDDC=false -set:WithFullDebugInfo=true
to build an installed build of ue4
but I get a metric ton of errors like this
Project file contains ToolsVersion="16.0". This toolset may be unknown or missing, in which case you may be able to resolve this by installing the appropriate version of MSBuild, or the build may have been forced to a particular ToolsVersion for policy reasons. Treating the project as if it had ToolsVersion="4.0". For more information, please see http://go.microsoft.com/fwlink/?LinkId=291333.
any help?
for anyone else running into error C4800 in VS2019, try this fix https://forums.unrealengine.com/development-discussion/engine-source-github/1602477-c4800-implicit-conversion-from-t-to-bool-compile-error-when-using-vs2019?p=1602678#post1602678
I recently forked and cloned the latest release branch that updates the engine to 4.22 and I'm noticing that there are several errors when attempting to build the
Ohey, it's my thread. Thanks @final quarry forgot to check it π I'll give it a shot.
Alrighty, that fixed the build issues. But whenever I go to create a new C++ project, it wants to recompile the entire engine again. I'm just going to go back to VS2017 until this stuff can get sorted out.
yeah vs2019 is new and so is the intergration
i never rush to upgrade, vs2017 is just fine
I had issues with 2017 upgrading so this time, I'm gonna wait it out for a while. it's not like we need it
Nope, it's just nice to have the latest and greatest π I can wait.
this is what ended up fixing the full-rebuild issue for me https://forums.unrealengine.com/development-discussion/engine-source-github/1602477-c4800-implicit-conversion-from-t-to-bool-compile-error-when-using-vs2019?p=1603198#post1603198
I recently forked and cloned the latest release branch that updates the engine to 4.22 and I'm noticing that there are several errors when attempting to build the
Are people actually able to run 4.22 stable?
Keep getting fatal error crashes randomly:
"[2019.04.04-18.57.56:657][221]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000c8" and "[2019.04.04-18.32.38:640][580]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000004c"
Press the little level-viewer in bottom right corner causes the crash..
guys 4.22 doesn't seems to be production ready yet is it ?
it seems a bit early to make the change ?
just asking
A good practice is to wait for the next engine version to be released
ie wait for the last patch
yup also 4.22 doesn't seems to want to install android dependencies for some reason
even tho I got android NDK installed via ndivia codeworks
always install new unreal version the day it is released β
live++ made me jump on the thing like it was free bagels
You can have it in earlier versions
*with standalone license
*with 11.90β¬ a month
and editor customization and all these things but yeah Phy & Zeblote, gonna wait a little while indeed
the plugin with standalone license actually works better 
rly
if you try using the official version on the engine module it crashes
lol
I made a bug report for it
got a reply that they didn't reach the crash because another bug happened first and stopped it from even trying to hot reload 
omg π
Where and how am I supposed to add this definitions?
only on Target.cs or ServerTarget.cs?
and do I need to add them as GlobalDefinitions?
Anyone having an idea where I can get "UProjectInfo.AllProjectFiles" from in 4.22?
Both seem to be not existing anymore in the build.cs context
I somewhat found where AllProjectFiles comes from, but no idea how to access it.
Obviously also nothing in the Release Notes of 4.22
Hm, could be that this is only available in a source build?
for anyone with a pure VS2019 toolset, to run BuildCookRun tasks you will need to update UEBuildWindows in the UBT to search for the VS2019 installation, similar to the change you need to make in GetMsBuildPath.bat
hey guys, anyone know where the code for shadow rendering exists ?
does it have a separate shader for that ?
Anyone know how one would expose templates to blueprints, similarly to how a TMap and TSet are exposed
TMap and TSet are custom property types
there is an insane amount of boilerplate code to make that work
it's probably easier to forget the idea of doing that
I think Iβm in the right room for this. Iβm trying to build 4.21 from source but when I setup.bat I get an error stating a file path is to long. Sorry I canβt post a screen of the error Iβm on my phone and at work. I followed a tut that went to 4.18 and it worked once before with vs2017 now I canβt even get all the dependencies downloaded. What could I be doing wrong. I had the source in a folder on my desktop and tried with it at the root of my c drive and both places now fail.
Not sure if this is the appropriate chat, But I'm working on a Multiplayer Game that uses level streaming and occasionally (for unknown reasons) I am experiences crashes in our shipping builds. When analyzing the crash dump file, this is the callstack.
would anyone know how to tackle an issue such as this one?
did anyone start getting github notifications?
[GitHub] Subscribed to sethdark/UnrealEngine notifications
like thsese
started getting them today
@paper adder Yeah I've seen that happen too. Maybe someone has some knowledge about debugging that?
yea i got one today to
anyone got a good process for maintaining a custom version of the engine that stays in sync with upstream major releases? how are you structuring version control and handling upgrades?
if you check out those repos you get 404 errors too lol
I upgraded to 4.22 and now some of my grass meshes in the landscape grass tool aren't appearing. Is this a bug?
it is a known bug, https://answers.unrealengine.com/questions/887341/view.html
Error on project launch: "Assertion failed: RootAnimNodeProperty == nullptr [File:C:\UnrealEngine-4.22.0-release\Engine\Source\Runtime\Engine\Private\Animation\AnimBlueprintGeneratedClass.cpp] [Line: 272] "
Anyone know what might be the reason?
@stable hemlock only if your not logged into github and you have assigned your account to epic games to allow github access
@stable hemlock bad anim file
Any way to fix it or just revert and redo?
@hearty sand IEnumerable<FileReference> projectfiles = UnrealBuildTool.NativeProjects.EnumerateProjectFiles();
Thank you very much. This has been answered already though hehe
In #ue4-general so you can't know.
Is "4.21" in the branch list the latest version of it with the latest/last hotfix (4.21.2)?
no
the branches with just the version number are where they work on that version
Thank you for the explanation, @elder falcon . I never noticed the "Tags" tab...
thanks @spiral mortar . Much appreciated!
This is more of a github question, probably doesnt belong here.
But if it's ok...
I forked 4.21.0. Merged 4.21.1 into it. And now want to fetch and merge 4.21.2 into it.
Using github desktop, it looks like I can only select branches, not tags.
Looked around for fetching upstream repos by tag,
With gitbash I tried to run this, but it didnt fetch anything.
You made changes to the source?
yes. I implemented Simon Ma's toon shader models and Chosker's IBL changes into the 4.21.0 fork.
fetch is downloading from remote
You probably want merge instead
Or use another tool than github desktop π
I'll look into merging via gitbash.
Thank you!
smartgit is good for this
Was going to try meld. I'll look into smartgit first. Thanks!
@elder falcon Do you use the non-commercial version of Smartgit?
Is it OK for me to use the non-commercial version of smartgit if the "custom" fork that I'm merging changes to is on github?
I don't have control over who can access the fork. Epic does. I'm not using it commercially, but someone else could.
Smartgit is awesome. Maybe I'd better ask Syntevo...
of course it is, since you aren't using it commercially
otherwise it would be impossible to use the program for any open source work
β»otherwise it would be impossible to use the program for any open source work
Excellent point.
it's got a ton of useful things for unreal, like the diff view that automatically shows the full context of the file, nice conflict solver, ability to regex filter commits in the log view to hide all of epics robomerge mess, etc
and it's quite fast with the ridiculous repo size
thx for the extra tips.
sorry for not doing proper research. I noticed you listed smartgit as a preferred tool for managing source in the UE4 forums 2 years ago π
can't even launch a new blank project
Module.UMG.cpp.obj : fatal error LNK1318: Unexpected PDB error; OK (0) ''
thats the error im getting with the new 4.22 release build
try building it a second time
yeah i tried but same error over and over
cant open my project now, bummer
getting that stupid "try compiling from source" error
I've seen that error once on the first attempt at building 4.22 and never again, it magically disappeared
ill just go back to 4.21.2 for now and wait for the update. Ive encountered way too many issues with 4.22 this week
taht was the crap i was dealing with for 3 days
have to launch without opening a project first when building an installed build
rebuild engine -> launch without a project -> close it -> open a project
it's something to do with the changes to the modulepath caching
but i couldn't figure out what.
it doesn't find the project paths, so even after the modules / plugins in project are compiled, when you launch the path is empty.
Hey guys! Anyone familiar with the Unreal RHI stuff?
What's this error about? I understand there is something wrong with a buffer size, but have no idea from where it goes or how to fix...
Assertion failed: LayoutConstantBufferSize == Layout->ConstantBufferSize
https://pastebin.com/ZHiHe41W
UE4.21, macOS. Tried to use both Metal 2.0 and Metal 2.1, the same crash.
Happening when I launch a niagara particle system in the packaged game. Every time, but not just when it's started, the Niagara effect works a split second, then crashes...
What's the best way to build the engine nowadays?
Without building all the plugins boost etc
build your project target
Ohhhh
I've had this idea of doing a UE4 repo news report every week. Essentially either a 1-2 minute video or a concise written report on new and interesting things hitting the master branch. Does this sound interesting to anyone?
yes
@elder falcon What would your preferred medium be? Video? Blog? Podcast?
For technical stuff definitely a blog IMO
^
should probably cover the other branches too though
otherwise they merge one of them with 100 potentially interesting things at once
Sure, it would make sense to track the dev branches
Good feedback, I'll add it to my list.
are we agreeing that 4.22 is not yet ready for vs2019 and msvc 15?
I cannot run "GenerateProjectfiles.bat" of my engine build because UBT fails to compile
Good Job Epic
Did you run setup.bat?
yeah
tion'. [C:\Program Files\Epic Games\UE_Custom\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
Conflicting Declaration of "Action"
Modes\GenerateProjectFilesMode.cs(32,41): error CS0103: Der Name 'nameof' ist im aktuellen Kontext nicht vorhanden. [C:
\Program Files\Epic Games\UE_Custom\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
the name "nameof" does not exist in the current context
Modes\JsonExportMode.cs(26,29): error CS0136: Eine lokale Variable mit dem Namen 'TargetDescriptor' kann in diesem Bere
ich nicht deklariert werden, weil dadurch 'TargetDescriptor' eine andere Bedeutung erhalten wΓΌrde, was bereits im Berei
ch 'ΓΌbergeordnet oder aktuell' in anderer Bedeutung verwendet wird. [C:\Program Files\Epic Games\UE_Custom\Engine\Sourc
e\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
local variable "TargetDescriptor" already exists
@versed rapids yes, the latest source code release is not compatible with VS2019
But I found two pages to sovle the compling errors manuly.
+UNREAL ENGINE 4.22 WITH VISUAL STUDIO 2019
+GenerateProjectFiles.bat with VS 2019
This is a short guide on getting the freshly released UE 4.22 source build, launcher build and any existing projects to compile & work with VS2019. If you have a launcher build i.e. not buildingβ¦
@cosmic marsh you can read the second post to solve your problem
@stable hemlock Thank you, but I already tried that :/
Oh, sorry I forgot that there was some wrong with compiling the WebRTCProxy module. But this module is not necessary for Editor.
oh wait, I have misclicked. Gonna cherry pick that fix now
@stable hemlock might not be necessary but it stills try to compile and lock us out of a finished build
when you try to rebuild the engine it has some issues with DotNetUtilities.dll
@versed rapids Yes, you are right. DotNet 4.6.2 is also important. Since I have installed that, I just fixed the GetMSBuildPath.bat as the post says and everything went ok except the WebRTCProxy module.
Put this to source root directory and run fix.
Extract this to your engine source root directory and run fix.bat
It will copy and override the wrong GetMSBuildPath.bat
This works well for me at least.
yo, can I easily remove some plugins from the build process?
I think you can't. One thing you can do is to choose the right compling configuration you want.
The editor is not the same as the Game project
Hi guys, I am new here so please don't be very severe to me..) I think this room is ok for my question, it's related to engine source code and especially RHI.
The question is, that I need to use ENQUEUE_UNIQUE_RENDER_COMMAND macro, and in order for it to be available I need to import the header file which this macro belongs to. So I tried to include RenderingThread.h and RenderCore.h But both of them on build give me a lot of errors for example:
a lot of tuts are telling me to compile with config Development_Game, but I only see Development and Development_Editor? Has the naming convention been changed or am I missing something
@dusky zinc Probably it's the same as Development Client.
possibly, then what is development [Empty]
@naive notch does it matter that I'm not using a source engine to do this?
@dusky zinc You opened just your Engine solution in Visual Studio IDE?
nope, its just a project. However I am trying to compile a plugin. Tut told me i need to compile for all targets I want to support so If I want to support development game I need to build it in VS first
@naive notch
Sorry, probably I just not understand your problem well, I just woke up(
Is there anyone relatively free to help me with my question? Please...(
@naive notch have you added the RenderCore module in your build.cs
@stable hemlock Thanks for your response, yes I added it. It does not solve the problem
it would be nice if i could actually locate one.
After PRessing "yes" nothing happens
@cosmic marsh you can run your complied editor before trying to open a project
@naive notch Can you provide a minimal version of your plugin which can reproduce that error?
@stable hemlock You can just open the standart WebBrowserWidget plugin provided by the Epic Games, located in Engine\Plugins\Runtime\WebBrowserWidget\Source\WebBrowserWidget
And try include the module + header needed for this https://api.unrealengine.com/INT/API/Runtime/RenderCore/EnqueueUniqueRenderCommand/1/index.html macro
ENQUEUE_UNIQUE_RENDER_COMMAND
P.S. Thanks a lot for trying to help me!
Do I need to rebuild the whole engine everytime I change a line of code in the Engine? oo
because its doing that for me
Nope
How do i go F A S T ?
@cosmic marsh cloned using git?
The first time you modify a file lots of stuff might get rebuilt
Especially if it's in Core
But next times should be fast
And ofc if you modify a header included a lot well rip
i changed a usf file...
Ah lol
No engine compile then?
Just shaders
btw no need for a source engine to change shaders
Oh I see an uprise of activity now))
Active guys here, did you use ENQUEUE_UNIQUE_RENDER_COMMAND macro in your projects?
idk. ask me when my build is done
@spiral mortar So you used it? If so, did you just simply include this header Runtime/RenderCore/Public/RenderingThread.h Into your class and then add RenderCore as public module dependency and that's it? https://api.unrealengine.com/INT/API/Runtime/RenderCore/EnqueueUniqueRenderCommand/1/index.html
just why the fuck cant i compile this?
what did you change
i pulled some branches from KalleH.
The thing is that it really just changed two lines
well maybe his changes were for a different version of the engine
without merge conflicts?
π€·
but wait
it doesnt make sense if the version was different.
The code before merge utilizes DeferredLightUniforms aswell
(my branch was 4.22)
@naive notch not on my pc rn, but seems right
No need to put the smthg/Public in the include though
All Public folders are in the include paths π
@spiral mortar Thats strange, because I included as you suggested me without x/Public/y
And it gave me an error like that, what it might be?
I used the editors color wheel in my game. Everything compiles on all configs (debug, shipping, editor ect)
It also works just fine in the editor. However standalone, or packaging fail... Hard.
Are there any "gotcha"s with this that I may have missed?
I cleaned up the log below, so all the "..." is me removing long file paths
Also ColorWheelPicker is the plugin. Not engine
=== Critical error: ===
08][ 0]LogWindows: Error: Assertion failed: IsValid() [File:...runtime\core\public\Templates/SharedPointer.h] [Line: 838]
...
Core.dll!FDebug::AssertFailed() [...runtime\core\private\misc\assertionmacros.cpp:440]
Core.dll!FDebug::CheckVerifyFailedImpl() [...runtime\core\private\misc\assertionmacros.cpp:418]
SlateCore.dll!SWidget::RegisterActiveTimer() [...runtime\slatecore\private\widgets\swidget.cpp:1125]
AppFramework.dll!SColorPicker::Construct() [...runtime\appframework\private\widgets\colors\scolorpicker.cpp:90]
ColorWheelPicker.dll!TDecl<SUMGColorPicker,RequiredArgs::T0RequiredArgs>::operator<<=() [...runtime\slatecore\public\widgets\declarativesyntaxsupport.h:1098]
ColorWheelPicker.dll!UNativeWidgetHostColorPicker::GenerateColorPicker() [...\colorwheelpicker\source\colorwheelpicker\private\nativewidgethostcolorpicker.cpp:26]
ColorWheelPicker.dll!UNativeWidgetHostColorPicker::UNativeWidgetHostColorPicker() [...\colorwheelpicker\source\colorwheelpicker\private\nativewidgethostcolorpicker.cpp:7]
CoreUObject.dll!UClass::CreateDefaultObject() [...runtime\coreuobject\private\uobject\class.cpp:3076]
CoreUObject.dll!UObjectLoadAllCompiledInDefaultProperties() [...runtime\coreuobject\private\uobject\uobjectbase.cpp:793]
CoreUObject.dll!ProcessNewlyLoadedUObjects() [...runtime\coreuobject\private\uobject\uobjectbase.cpp:869]
CoreUObject.dll!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [...runtime\core\public\delegates\delegateinstancesimpl.h:813]
Core.dll!TBaseMulticastDelegate<void>::Broadcast() [...runtime\core\public\delegates\delegatesignatureimpl.inl:977]
Core.dll!FModuleManager::LoadModuleWithFailureReason() [...runtime\core\private\modules\modulemanager.cpp:530]
Projects.dll!FModuleDescriptor::LoadModulesForPhase() [...runtime\projects\private\moduledescriptor.cpp:596]
Projects.dll!TryLoadModulesForPlugin() [...runtime\projects\private\pluginmanager.cpp:923]
...
@cold wigeon As far as I know, the ColorWheel depends on EditorSlateStyle which use the slate resources of editor.
That's to say you cannot use ColorWheel in deployed game directly.
You can use debug game configuration to attach your game and find out where it crashed.
A possible solution is to split color wheel widget to a standalone plugin, and add dependency to your game module.
Don't forget to copy the slate resources to your plugin folders and game folders
I did that long time ago, so I am not quite sure about whether it is compatible with your problem.
@stable hemlock Thank you for the idea, I already have it as a separate plugin as you suggested.
I'm not sure what "resources" to copy, and where to put them
Nevermind, leave it to rama to have a plugin thats old as shit that still works in 4.22 with a minor tweak
how come, on promoted, Latest commit abb8ecb on Feb 13 ?
Had anyone able to spawn a new node in a Blueprint Editor by pressing Tab key, instead of right clicking?
Or is there anywhere that I can read on how to do it.
eh, whenever I compile my Game, It recompiles the engine Oo
@cosmic marsh what are you compiling? GameName or GameNameEditor
After upgrading to unreal 4.22 I can no longer compile one of the modules in my project, stating there are unresolved external symbols on IMPLEMENT_MODULE_modulename. Does anyone have any ideas?
When pulling the latest changes from the EpicGames github repo into my local fork, do I need to build the engine everytime if ever?
Yup
Can someone confirm VA2324 is the most recent, and isnt compatible with VS2019 16.0.1?
Really dont want to use VS w/o VA.
edit: I'll just stick w/ 2017 for a bit
Is anyone having problems using the project launcher in 4.22?
Similiar to this: https://pastebin.com/EvAv7r38
Anybody having issues updating to 4.22? Our pull is producing an error with the "UE4/Engine/Content/Localization/Engine/en/Engine.locres' is too new to be loaded (File Version: 2, Loader Version: 1)" Does that make sense to anbydoy?
Did you pull from the release branch and run the Setup command again @celest viper
I'll double check we did the setup command. I didn't do the pull myself. Thanks for the tip!
@somber hedge Appreciate the tip again. Turned out it Id forgotten to rebuild one of our tools in our build chain, and that was the thing spitting out the error.
No problem. Happy to help
@elder falcon Are you using VAX in the latest VS2019?
Edit: Seems latest VAX is working w/ latest VS2019 today...
Btw, I used those helpful links ArcEcho posted for VS2019 setup. Thx @stable hemlock !
has anyone had any luck building from VS19
when I run generateprojectfiles.bat, it says it cant find a valid VS install
I tried cherry picking this commit which was supposed to fix it, but it doesnt: https://answers.unrealengine.com/questions/887201/view.html
@slim viper I'm struggling with it, too.
Could be because I merged 4.22 instead of release...
I cloned release branch, it's not working. Apparently there was a fix which modified one of the .bat files involved in generating the project files, however there is another issue
now it is saying it cant find a VS install. I have a new OS which hasnt got VS17 installed
only 19
even in the launcher it cant detect my VS19 install
You followed this?
+UNREAL ENGINE 4.22 WITH VISUAL STUDIO 2019
+GenerateProjectFiles.bat with VS 2019
This is a short guide on getting the freshly released UE 4.22 source build, launcher build and any existing projects to compile & work with VS2019. If you have a launcher build i.e. not buildingβ¦
just tried it. I added the additional args in VCToolChain.cs
it still cant detect a VS19 install. this is a clean install
You cherry-picked this?
https://github.com/EpicGames/UnrealEngine/commit/fc7c25f48e1e1143f7c4a1d410e05eca5191ff24
yep
idk if I need to update my environment variables to point to the VS19 installation,But I thoughtit would do that when I installed it
also did a verification on the installation
I am going to download launcher 4.22 and see if running that will conf it
yea idk, launcher 4.22 can create a C++ project with only VS19 installed
doesnt say much, but I cant generate project files with the source version
@slim viper
you installed the 4.6.2 developer version (not standard), yeah?
yes it's a dev env
I guess Ill just wait until 4.22.1 which will hopefully fix the build conf for vs19
wow
ok, well I installed some additional components in the VS Installer. It works now.
Specifically .NET Desktop Development and Game Development with C++
I was probably not using the correct version of the .NET framework @hollow kernel
So I've noticed that Engine Prerequisites are not in Engine\Extras\Redist\en-us; looking on github it seems they were removed several releases ago never existed. Setup.bat in 4.22 release is failing because it can't find these. Is Setup.bat needed or are the prereqs now installed through other channels?
Am I expected to just copy the Redist folder from a launcher engine? Is Setup.bat not necessary for source builds on new development machines?
Should work π€
@spiral mortar I can clearly see that the Redist folder is not in Extras. This is true on my local machine as well as GitHub
Not sure why
Yeah, I replaced the redist, and installed the prereqs, but I'm getting this when trying to generate project files
I got this before and did a re-download of the release zip -- same issue again (Update: It was due to the missing prereqs, which were not included in the release source download.)
git cloning is the best way to download the source IMO
Can't package CustomBuild (4.19)
PackagingResults: Error: Child cooker 21814743F446E344BFE22B93CBC5C4D4 returned error code 1
PackagingResults: Error: appError called: Assertion failed: [File:/Users/romalevin/Desktop/Workspace/UE4/UnrealEngine-4.19/Engine/Source/Editor/UnrealEd/Private/CookOnTheFlyServer.cpp] [Line: 6196]
UATHelper: Packaging (Mac): LogICUInternationalization: Display: ICU TimeZone Detection - Raw Offset: +2:00, Platform Override: ''
UATHelper: Packaging (Mac): LogCrashDebugHelper: Warning: CrashDebugHelperConfig invalid
UATHelper: Packaging (Mac): LogCrashDebugHelper: Warning: PDB Cache disabled
PackagingResults: Warning: CrashDebugHelperConfig invalid
PackagingResults: Warning: PDB Cache disabled
Any ideas ?
^^ i found that my game module is incompatible :-O
UATHelper: Packaging (Mac): LogCook: Display: Cooker output 5A0655D5614CD2F67C5757A6B1671339: LogInit: Warning: Incompatible or missing module: UE4Editor-NordicWarriors.dylib
it did compile it fine previously
how would I go about solving this ?
I am able to lunch the game via project luncher (cook-by-the-book) it works fine
why can't I package ?
Trying to build 4.22 w/ VS2017. Get this:
C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\Bin\Microsoft.Common.CurrentVersion.targets(4194,5): error MSB3021: Unable to copy file "obj\x64\Development\DeploymentServer.exe" to "........\Binaries\DotNET\IOS\DeploymentServer.exe". The process cannot access the file '........\Binaries\DotNET\IOS\DeploymentServer.exe' because it is being used by another process.
Cloned release from github via smartgit a couple hours ago.
Edit: Seems I had to manually give users permission...
Hi guys, I forked UE4 repo and pulled last changes from release branch, and build the solution. When I try to run the editor at ~70% it stopes with an error
Basically MobilePatchingUtils.dll is not meant to be run under windows or contain an error. Please try to install the program again from the installer or contact support blabla..
From the logs
[2019.04.20-08.27.36:464][ 0]LogWindows: Failed to load 'C:/Projects/unreal-engine/ue4-default/Engine/Plugins/Runtime/MobilePatchingUtils/Binaries/Win64/UE4Editor-MobilePatchingUtils.dll' (GetLastError=193)
[2019.04.20-08.27.36:465][ 0]LogModuleManager: Warning: ModuleManager: Unable to load module 'C:/Projects/unreal-engine/ue4-default/Engine/Plugins/Runtime/MobilePatchingUtils/Binaries/Win64/UE4Editor-MobilePatchingUtils.dll' because the file couldn't be loaded by the OS.
@naive notch Make sure you have built UE4 with the correct compile configuration.
- Rerun setup.bat and generateprojectfiles with admin rights.
- Run visual studio with adm rights, doing clean solution and rebuild solution.
Building now. Will see how it works. Thanks for now.)
admin rights doesn't sound like a good idea
also rebiuld has an issue with the dotnetutilities.dll for some reasons
you want to clean and then build, not rebuild
Cool guys it worked I did clean solution and rebuild, seems to work
After building a modified version of a 4.22 fork, what are all the necessary files/folders needed for someone to use the binaries - so they dont have to build it themselves?
I'd think just everything but the Build, Source, Saved and Intermediate folders in MyFork/Engine.
Sorry, I looked around but couldnt find much of any info on it...
make an installed build?
that's how you're meant to distribute a binary engine build
Thx. I'm not interested in making an installed build. Just curious how to distribute a binary version.
but that's what an installed build is
Sorry. Gotcha. By "installed build" I thought you were referring to making an installer for a custom build, accessible via the launcher.
Apologies. I'm not familiar with all the proper terminology.
@hollow kernel You can ignore the following folders and share the rest. Documentation, Extras, Saved, Source
I'm getting this having built a custom fork and trying to launch via VS:
Missing cached shader map for material WorldGridMaterial
BaseEngine.ini has DDC set to default: Path=%ENGINEDIR%DerivedDataCache
Deleted the default DDC folder in the Engine directory, but error persists.
Found a couple other threads about Engine Shader compile fails, but all of them are about packaged projects.
Got no Fails on Engine build.
I'm getting a bunch of "Cannot find or open the PDB file." right after launching UE4 in VS.
C:\Windows\System32\ntdll.dll', C:\Windows\System32\kernel32.dll
Edit: I'll try enabling Microsoft Symbol Servers. I've never had to do this before though...
Edit2: Guess PDB was unrelated. They're gone, but so too is the WorldGridMaterial.
Finally Ben Marsh added support for server/client in installed builds (aka rocket builds)! π https://github.com/EpicGames/UnrealEngine/pull/3129#issuecomment-485423846
does he ever take some time off? there are commits from him 7 days a week 
π€
anyone else getting error C4668: 'NDIS_MINIPORT_MAJOR_VERSION' is not defined as a preprocessor macro all of a sudden with VS19, Win10 SDK 10.0.18362.0?
//octree cull
instance_cull_count = scenario->octree.cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL);
//for loop
scenario->entity_list.group<CullAABB, InstanceComponent, Visible>().each(
[this, &planes](auto entity, CullAABB &bounds, InstanceComponent &inst, Visible &vis) {
if (bounds.aabb.intersects_convex_shape(&planes[0], 6)) {
instance_cull_result[instance_cull_count] = inst.instance;
instance_cull_count++;
}
}); ```
the fact that above code is 10 times slower (in godot) is fucking hilarious
how can you fuck up an octree so hard its slower than a for loop
@brisk silo there is currently a trend of videos aimed towards getting people into Godot that have been slamming Unity and Unreal as "good but not good enough". It's hilarious seeing some of the reasons people choose Godot over Unreal. Its based on pure lies.
godot has amazing marketing
its a 2003 era rendererer with a PBR coat of paint
it looks good, but it performs like absolute garbage
its fine for 2d tho
and the editor is quite good
yeah one of the videos I watched made sense to choose Godot for it's 2d reasons, but then if you want really good 2d, you don't choose Godot in the first place
You can make 3d look 2d with Reshade if you like. Use any engine π But really good 2d is not anywhere near a 3d capable engine
I dont mean you wouldn't use a 3d engine for it. I wrote that badly. I mean, a generalised engine wastes more time invested in the 3d side than the 2d side
let people use godot and make badly performing games with it :D
just means less competition around
to be fair, godot has no marketing at all. In fact the people behind godot are never comparing to other engine. When I attended one of their meetup a few month before 3.0 was released, Liet even told me they were not even close to compete with all major engine, but they were trying to offer something different, their only purpose is to offer something decent that does not require any proprietary library or driver.
focusing on the one thing that really doesn't matter
I disagree, because you don't care doesn't mean, people shouldn't care.
there are tons of open source engines
a lot of them better than godot
somehow godot is hella popular
the development focuses on flashy shti
for example
wanting to add vulkan
when the renderer is an absolute disaster of slowness. Vulkan or not it would still be super slow
but "gonna add vulkan", is flashier and makes more news that "we gonna optimize the renderer"
do it like unreal so the vulkan version is even slower than dx11 
vulkan isnt easy
in the slightest
godot straight up dkoesnt have the knowledge to do vulkan well
lead dev has only worked on 2d indie games for his whole career
ok, did a bench of all the stuff ive been doing on godot
its twice faster, overall
on the CPU render thread
literally a x2
and the not-opengl part is 10 times faster
but you'd expect unreal to be able to do it well
and it's not just a thing where dx12 had higher priority, that runs even worse
I made a few changes to UnrealVersionSelector and now it's being generated without an Icon, with the side effect of all my projects having lost their blue unreal Icon. Any clue on why that could be happening?
open source game engine that doesn't use any proprietary library? Name one.
actually not to prove godot has a point, but out of curiosity.
I also would like to point out that I was unable to work with godot, nor with any other engine other than UE
isn't the Blender Game Engine discontinued?
Yes. No BGE in 2.8
`bool FEventWin::Wait(uint32 WaitTime, const bool bIgnoreThreadIdleStats /= false/)
{
WaitForStats();
SCOPE_CYCLE_COUNTER( STAT_EventWait );
CSV_SCOPED_TIMING_STAT_EXCLUSIVE_CONDITIONAL(EventWait, IsInGameThread());
check( Event );
FThreadIdleStats::FScopeIdle Scope( bIgnoreThreadIdleStats );
return (WaitForSingleObject( Event, WaitTime ) == WAIT_OBJECT_0);
}`
Is anyone finding UE4 getting stuck here in an infinite loop when exiting from VR PIE mode (forward rendering)? Been happening since 3 releases ago and it's driving me nuts.
Sorry formatting with didnt work out as expected...
I also find it happens when everytime Audio doesn't work (as in no sounds or music plays)
did anyone ever see this happen to the UMG designer? https://i.gyazo.com/a149ccec1b13c7934a10a826f28c5219.gif
yeah
since very recently, that issue seems to happen to me on every engine version that I compile myself... launcher works, but if I compile the engine myself and create a new project, my UMG designer is completely non-existent, like you see in the gif
I recorded that gif a week ago or so with 4.19, but I just compiled 4.22 and see the exact same thing
@lost linden do you know why that happens?
no idea. I think I saw your last gif π
hm, ok
this is a clean 4.22 compile, no changes on top
the 4.22 launcher version works, but if I compile it myself, the UMG designer it empty
I've just copied in the UE4Editor-UMG.dll and UE4Editor-UMGEditor.dll from the 4.22 launcher version and then modified their file modified date to current time so that it doesn't trigger a recompile..
that works, my source version of the engine is now using the launcher version .dlls, but it didn't affect my issue with the UMG designer, that issue still exists same
actually, I think I got it fixed... just by doing a "reset layout" in 4.22
I did that with 4.19 many times, and it didn't change anything about the issue
but it seems in 4.22 it works
so I guess I had some corrupted files that stored the editor layout, and 4.19 was not able to fix that corruption, but 4.22 is
gg
Hello!
Can I create program similar to UnreaPak.exe without compiling ue4 source?
I mean I want to create ue4 console application using standard project
is that a way to go?
i am trying to compile ue 4.22 with vs 2019, when i tried to generate project files, i just pages of warnings and errors, with a fail message
This is a short guide on getting the freshly released UE 4.22 source build, launcher build and any existing projects to compile & work with VS2019. If you have a launcher build i.e. not buildingβ¦
imade a diagram of how the godot octree works, and i cant stop laughing
drawing it really makes clear how intensely retarded it is
meanwhile in my own cull system:
here's a PR for texture arrays support on top of 4.22, I've updated the old PR: https://github.com/EpicGames/UnrealEngine/pull/5767
@elder falcon yeah, it sa pointer to a renderable object
is using this over an array of structs that have aabb, ptr really an improvement?
yes, it allows beter vectorization
but with AABBs is good , but not AS good
best is using spheres
and actually SIMD the fuck out of it
spheres are prettyeasy to simd because their formula is very simple
its also less memory usage
the cache loads maybe 8 AABBs instead of 4 AABBs + 4 pointers
(numbers invented)
so it goes faster
many arrays scares me because of more allocations to make them and more random ptrs to load to get multiple members
nope, because those are fully predectible
the cpu kinda likes the more arrays
but yo need to chill
making one array per member is insane
in general you need to decide how to split your stuff
depending on the operation
if the operation allways reads X,Y,Z, then just put them together
but if you ONLY read x, then splitting could be a boost
in the culling im reading AABB allways, but Instance* not allways
@bronze crest what is the difference between a UTexture2DArray and a normal array of Texture2D refs?
a shader only thing?
oh is that a 3d texture?
with a texture array you have multiple textures in one texture array, and then using a third UV coordinate you can specify which texture to use
so its an alternative to something like texture atlases
yeah cool man π
So Im trying to unsnarl a bad situation we ended up in locally. Previous programmer made an engine mod in FRenderingObjectVersion but now trying to load any assets from the store we crap out.
Ive tried a few things but they just lead to cascading failures. Has anybody had to resolve a similar issue in UE4? Any best tips out there that Ive missed?
that's a terrible fail if you saved any assets with that change
epic increments those versions on specific branches and it is not designed to be modified elsewhere
tell me about it!
as an aside, after fixing this, is there a setup for a licensee version ala UE3?
there is licensee engine version, or you can also make your own custom version thing like the rendering one
I guess the idea is just implement our own (say LocalRenderingObjectVersion) and read / write it alongside the Unreal one
that would work
yeah I figure. So now how do I untangle this π
so you have assets saved with this version that need recovering?
for sure
the issue is that if anything was saved with it you can't just remove it again, since now they'll have that int saved and it's too high, making them miss future engine migrations -> death
Yup for sure
My first thought was 1) Remove 2) Update loading code to account for the mismatch 3) Resave everything
But tracking down everything for step 2 seems too much
it would probably be easier to load with the modified code but modify the part that saves to use the correct number
then resave all affected assets
Yeah thats thought 2
ok yeah actually I dont think I grokked enough on that before. Going to try that out this morning
Hey guys
I was looking thru UBT source code and found this
Yet i didnt found any other docs
So... How you do it?(global overload)
@elder falcon When creating custom versions, is there a prescribed way to generate your own GUID Hex codes? Digging around UDN not finding anything conclusive yet
you can use tools > create guid in vs
doesn't come out with the correct format but easy fix
derp thats a good enough idea
was recommended in a comment somewhere in the engine
haha nice
is there a fairly simple way of upgrading 4.22.0 to 4.22.1? Or do I need to install the update from scratch and have an entirely separate build on my PC?
@dense wharf yeah there is git remote add upstream https://github.com/EpicGames/UnrealEngine.git
git fetch upstream
git merge upstream/release
@versed rapids you need to rebuild the engine source right?
do you need a full engine rebuild when pulling a minor engine update, or is there some way to increase the build time
no just a build, it should rebuild the parts that have changed only
Does UPackage::GetLinkerCustomVersion return the value that that package was written out with when when FArchive::UsingCustomVersion was called on serialize?
@celest viper You need to save it manually
Where are you serializing?
And CustomVer returns the value set by UsingCustomVersion
@phy Im dealing with a damn issue we put on ourselves. One of our engineers made changes to FRenderingObjectVersion so now we dont match the rest of the UE4 world.
Im trying to remove that change, but since we have a bunch of assets pre-saved at this newer version Im trying to artifically resave everything and bump the version down before I remove the change to the enum
I was using GetLInkerCustomVersion to speed up the ResaveallCommandlet since I can skip over anything that wasnt saved with any FRenderingObjectVersion
It looks like my assumptions are correct, I see places using GetLInkerCustomVersion in PostLoad (which is essentially what Ive got) just annoyed cuz Im still unable to load assets with my change. Guess I got more digging to do
hah tell me about it
Everything was ok for awhile cuz we werent using assets from the store, now we need a few things and we just cant take them due to this
its a doozy
anyone know hwo to fix this issue,i've implemented my own shader buuut
when i try to input a parameter for instancing in the material
it gives me this error
[SM5] /Engine/Generated/Material.ush(1942,122-127): error X3004: undeclared identifier 'Local1'
Hello, does anyone get this error when trying to do LiveCPP on engine from source?
Error 0xEA while reading from pipe. Size: 1, read: 1
Error 0xEA while reading from pipe. Size: 4, read: 4
I have made a small change to UnrealVersionSelector, and now when I compile it it loses its icon (and as a side effect, all my uproject files lose their icon). Anyone has an idea of where I can look into for this?
@burnt wyvern I do get it. It disappears if you let it pre-load all the ue4 libraries
it's not a full solution but at least you don't get the error
@lost glen thanks
np
has anyone gotten an error message saying "Could not open Visual Studio for [path to sln file]" after updating a project from source 4.21 to source 4.22?
@lost glen If you're on windows, maybe this is what you're looking for?
attempting to ask here as well: has anyone had an issue with adding a BP player controller to a TP C++ template? I'm currently trying this and while it seems everything loads up appropriately, character input has been lost. The enable input checkbox does nothing.
why don't you just use a cpp palyer controller?
because I'm not savvy enough with C++ to start around messing with the code side. I got a programmer that looks after that, but for this particular issue we're both stumped
it seems that everything is in place and communicating, but input events are just not being fired
did you set the input in the project settings?
of course
and did you set them also in the character.cpp?
yes
everything worked with the previous player controller, but the new player controller inherits from the old one so I am not sure why inputs have been foregone
I vaguely recall that in older versions there was a reference hidden somewhere in a file that had to be changed when changing fundamental game classes, but I'm not sure in which file that reference was, or whether it is still relevant
you can check map and mods
or whether it is at all relevant for the player controller class
yeah maps & modes already set up like it should be, as is game mode
I usually remove all character bp and use only cpp code for the main character
did you use a custom GameState?
nope. character, controller, game mode and game instance are all custom though
and the input change only happened with changing the controller from non custom C++ to custom BP
by way of inheritance
yeah I already said that, it's a mirror of the maps & modes
and there is nothing in the output log?
I assume the character is placed in your scene?
if so make sure Possess is not disabled and set to player0
yeah I tried that too
it is possessed
the communication works
OnBeginPlay works
the character functions, but input just doesn't fire
communication between controller and character I mean
thing is input functions are set in character through
virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent); override```
does that mean the new player controller somehow blocks the input?
it should not unless it decides your charater is Inactive
I'll check that
anything else that could potentially go wrong with inputs or input priority?
unless you have BP implementations that can interfere with your inputs, I don't see
Last time I fucked up my inputs was when I wrongly implemented a GameState instead of a GameStateBase so character would not load completely
I see
I mean I could go on an experimental frenzy to figure it out, but everything was ok until I created a new player controller
did you check world settings too?
yeah of course, they are mirroring the game mode settings
no it's been through a few unreal versions
that's why I'm thinking there could be some config somewhere that references the old controller for input
in the ini file then
because I remember we had an issue like that earlier on with the project for when we switched character classes
I've read through BaseGame and BaseInput
I can't really see anything there being needed to change
in ProjectFolder/Config/DefaultEngine.ini
nothing there unfortunately
the inis in that folder seem to be the files used for the project settings variables
they also have a ActiveGameNameRedirects that can mess with your things
Or the ActiveClassRedirects
where do I find those?
in DefaultEngine.ini in the [Script/Engine.Engine] section
yeah okay I see that
maybe that's what I was recalling earlier
so I changed it, and now the player controller class can't be found in editor anymore
what?
I used ActiveClassRedirects wrongly I guess
what I would suggest is to create a new project just to test out your character modification and see if you can reproduce the error
yeah I suppose
I can't repro it in a new project
I suspect it has something to do with the fact that it's a project started in an earlier version
probably
Anyone have any experience with Cull Distance Volumes on PS4? Mine work fine on PC but on PS4 they dont work at all.
Anybody deal with the changes to FMeshMergeHelpers::RetrieveMesh? Weve got some procedurally generated mesh work here and theyre breaking with 4.22.
Dropping this here too: I've upgraded the engine to work with c++17 and c++latest https://github.com/EpicGames/UnrealEngine/pull/5784
Is it for 4.22?
well it's the official repo so can't help you there
all they gotta do is pull in the latest version of boost I think
or just make do with my minimal changes
Alembic comes from boost?
no I mean USDImporter - most of its errors were related to an out of date boost lib
with Alembix it's like 10 lines in two files
anyway, even if Epic won't have it it's useful for ppl like me that just want to live on the edge :)
4.22 works fine if you turn off the alembic and usd plugins
I assume most people don't use them anyway
cmake is still set to support C++14 tho
you can build unreal with cmake?
kind of
it uses custom targets but cmake helps set editors that uses cmake as a project manager
I just changed the default in ubt to c++17 so it builds everything with it and it works fine except for those plugins
@wraith crystal heh now it is working lol
So I am having a weird problem trying to run the batch file , I currently have visual Studio 2019 installed, but before that upgrade I had 2017 installed. I'm stuck at a cmd screen checking dependencies . It failed to run the setup the first time and since then I've tried to cleanly reinstall everything and now it's just stuck, any advice ?
has anyone tried using PGO with shipping builds? I noticed there is some support for this in ubt and the automation things. is it worth it?
I've tried them once, but at the time there was a bug in VS that had made it futile
Im playing a game which i can only have 110 FoV. But i need to increase this to make things better. 110 is the highest in the game options.
Are there any ways to bypass this? Config commands, console commands, third party programs, aspect ratio/resolution tweaks etc?
does the engine compile with vs2019 yet? I tried the master branch right after 4.22 release but it wouldn't even generate projects without vs2017
apparently it doesn't, still requires 2017!
I a. Having issues building 4.22 unreal engine by source. I have disable my firewall and avast security and run vs as administrator but still I am getting this message related to Build tools not found specific file.
This is the error
Hey all, running into an error (think it's 4.22 related as I didn't have it for the past 5 weeks in 4.21)
Text Label: Serial size mismatch: Got 28, Expected 134
Seems like a serialization issue. It happens when I change the map (just adding anything), saving the map, closing the editor, and reopening the map again.
The particular blueprint with the Text Render Component has existed in the level for about 2 weeks (With many other changes to the map in that time) but I have recently upgraded to 4.22
Are there any known issues with the serialization of TextRenderComponents at the moment?
@potent spoke upgraded from which version?
4.21 @versed rapids
@kind meadow you should not need to run anything as administrator, be sure you have all the needed .NET packages installed
@potent spoke depending how many upgrade this level has followed things might have been changed before and removed in 4.22. One suggestion that can be hard to follow but that can fix some errors is to try to create a new map and see if the error persist inside that new level
@versed rapids Shall do - I'll first try creating a new map, adding this blueprint to it, save it, and then close editor and reopen.
If that works fine, I'll make a new project, make the same class/blueprint in 4.21, add it to a map, save, and then upgrade that project to 4.22 and add a random map tweak, save, close editor and load again. That will then prove whether it's an issue with serializing in 4.21 and then reserializing in 4.22.
Strange thing is, there are many of this particular blueprint in the level but the issue only seems to occur with instance 10, which sounds like it might be successfully loading/saving the 9 before it
@versed rapids Another potential fix I might try - the particular component in question is wrapped with an #if WITH_EDITORDATA_ONLY
The text component itself is only for the designer readability in editor and changes its text on construction, so perhaps I should mark it as Transient so it's never serialized to disk
that also might work
@versed rapids How do you think it will handle it? Obviously the BP was already in map before, so will it overwrite the serialized data for that object when I resave the map, potentially removing the text render component error. Or do you think I might have to remove them all from the map, and replace them with a fresh version
Hmm, on first try the Transient flag seems to have helped. I managed to make the same crash 4 times in a row, but now I've added the transient flag, the level appears to have loaded
There were also some strange tricks like using "save map as..." Instead of just "save" to avoid serialization issues (4.17)
What's the simplest way of adding a custom fork to the launcher?
Found some threads (dated a few years ago) about it, and at the time it wasn't possible. Just wondering if it's changed.
nope it hasn't but you can create a shortcut
Got it. Thx @versed rapids Done!
Is anyone noticing performance degredation in 4.22?
experiencing this for right click context menus when clicking in viewport currently in 4.22.1. I looked into the window style fix, but it unfortunately does not do anything
Anyone here familiar with the editor loading flow and specifically the startup map loading?
I have an issue with editor Loading stuck at 95% for 2-3 minutes, after digging into the sources, I've found it's stuck on some garbage collection right after the map loaded.
GarbageCollection.cpp:1502 FCoreUObjectDelegates::GetPreGarbageCollectDelegate().Broadcast();
But I have no idea what's going on there (I mean, it's hard to dig into the delegate subscribers...) and why it take so much time.
Any chance to find the UE4 developer here who can help?
@undone oxide is this happening every time?
@gray bay yes, every time I'm launching the editor. Even with no changes made.
@stable hemlock 4.22 compiles with VS2019
you had to modify some files to get it working on 4.21
I'm talking about building from source though, not using the launcher version and building gameplay code
are you sure? do you have both 2017 and 2019 installed? I asked on general as well and ambershee said no support for building from scratch yet
Using Visual Studio 2019 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
well I did that a few weeks ago on master and couldn't get it to work, command wasn't recognized
maybe they haven't ported that from 4.22 to master yet?
be sure to update third party libs using Setup.bat
Anyone know how to save a corrupted skeleton? I just added a bunch of sockets an whenever I touch the mesh file (right-click even) or any anims I get this crash. I can right-click the skeleton file though but not open it.
Hi, my mouse wheel button is broken, someone know how to keybind the mmb to another?
I am not changing my mouse xD
@stable hemlock master branch is always a coin flip
4.22 branch should work, though
Am following the dedi guide on 4.22, once packaging it gives the error: PackagingResults: Error: Game target not found. Game target is required with -cook or -cookonthefly
PackagingResults: Error: Unknown Error ; Anyone had it before or
Is there any way to async load a package in the editor? I've tried LoadPackageAsync and using FStreamableManager, but it seems like all the async loading happens on the main thread (and blocks the UI) in the editor, unlike during gameplay.
@frail pine what do you want to achieve exactly?
@stable hemlock Loading our game mode takes a long time, and I'd like to kick off loading the game mode when you load the level, so that it'll have a chance to be fully loaded by the time you hit Play in PIE.
So I'd like to load it without blocking the UI, so our devs can work in the editor while this is loading in the background.
Oh, no clue about that I'm afraid, just struggled last week to set up the game-instance loading screen things.
Sorry
No worries. :)
@frail pine I doubt there is a way π€
It would be a mess as you can also save packages in editor
1>Building 2396 actions with 8 processes...
Just upgraded VS from 15.8.5 to 15.9.11 and it will recompile the engine for me. Is that expected to happen, or maybe i did something wrong?
You upgraded the compiler so the engine needs to be rebuild thatβs normal
Sorry for repost, but it's really killing me... Maybe someone knows anything?
(UE loading stuck at 95% for several minutes because of some garbage collecting)
https://discordapp.com/channels/187217643009212416/375021179075035147/575034734149894146
@undone oxide hit pause when it's stuck
@spiral mortar it shows nothing valuable. At least, I can't find anything from it... I was trying to dig into it step-by-step, but hit into the delegate broadcast. Any ideas how to debug a delegate subscribers?
wdym nothing valuable
What's the callstack
A delegate is just a function call like any other
You can step in
@spiral mortar I mean it's pause in threads waits
You're in the main thread?
> UE4Editor-Core.dll!FEventWin::Wait(unsigned int WaitTime, const bool bIgnoreThreadIdleStats) Line 1174 C++
UE4Editor-Core.dll!FQueuedThread::Run() Line 493 C++
UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 96 C++
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 45 C++
[External Code]
ahhh I see now, how can I miss this feature π thank you a lot
Hehe can be confusing indeed
it seems it's compiling Niagara stuff for some reason
Heh
have no idea why it do this EVERY launch
yeah, now I have something to dig into π
it's going from the "garbage collector" call as I found before, but for some reason it's starting to build a derived data cache for niagara scripts...
Maybe try clearing your ddc?
Yeah that's a good idea π
@spiral mortar nope didn't helped π¦ will dig further...
in case if anyone interested, it seems it's opposite: the niagara script compilation results should be saved in DerivedDataCache but it's re-compiling them each time... Still don't find a solution π¦
Anyway, checked this in a clean new project and it's happening every time when a niagara system involved to the startup map. Just the more emitters you have the more delay it will have when loading (in my project, there are ~250 emitters and it stuck for 8 minutes π€’ )
I've submitted the bug report to Epics, hope they answer soon.
pro tip for people. Substepping physics + characters with hitboxes has some performance "characteristics" that murder perf quite hard
as it will try to interpolate the movement of every single physics body on the physasset of those characters
Anyone know what generates Engine\Content\Localization\Engine\en\Engine.locres ?
@brisk silo when they added sub-stepping I was excited until I saw that I never quite got the perf I wanted out of it. Perhaps that was why
that was what really made me want to use an alternative to the physx system with UE4. Not that it sucks, but I guess every physics engine has it's quirks.
@lost linden physx is really really good
but its all generic
in a case like pubg, we do absolutely nothing with the player hitboxes but weapon tracing
so why do we need to pay the extra physx management cost, which assumes the hitboxes will hit things and overlap with random shapes and anything
if we literally, and EXACTLY, only do ray vs player hitboxes, anything else is not needed
if you need a bunch of features other than some really basic thing, you arent likely to do something better than physx
i just hope
Chaos
will be split into plugins
and the core physics system in unreal will be just simple tracing over simple shapes
everything else is going to be opt in
not a chance
they just moved more thing into core because of chaos
maybe on ue5 we get more modularity
how would it be modular while also being fast without virtual calls for every single thing it has to do
@elder falcon data oriented architectures are extremelly modular
if your simulation is essentially something of the sort of
a list of functions, one after the other
one of them could be switched
they still haven't dropped the new chaos code right
rip
as i want to snipe ISPC
I wonder if/how they added scene queries to chaos for 4.23
still bummed about chaos
that pretty much ruined market for physx extensions
even when it's still going to take years realistically for chaos to mature to a level it's production worthy
physx extensions? π€
Epic barely exposes what physx 3.4 can do
I had a plugin planned but after chaos plans, I don't think it will be worth the effort
I doubt that's going to happen at all on unreal
and if you do that on plugin, you lose all fancy physics editors from ue4
nvidia has one ue4 branch that got physx 4
but it's useless as they attached absurdly restrictive license for things shipped with it
technically they can't apply that license to engine core and physx 4 itself is BSD3 so it would be possible to make custom engine version with physx 4 and it's new solver
but one of the main interests on that fork is physx 4 articulations, which are in separate plugin and that's definitely under that BS license
you can't use it for anything
with more permissive license, I would have ported that stuff to ue 4.22 already
no a plugin is definitely not a solution
upgrading it yourself seems very hard considering apex was deleted
well, you can do physics engine integration as plugin, I have half done bullet physics ue4 plugin
so many things need changes for that
but it really boils down what you want to do with it
replace the physx version used by the engine for everything with 4
I never needed skeletal mesh stuff so losing phat wasn't issue with that bullet thing
what did you use bullet physics for?
and for static meshes I preferred having option to separate rigidbody from colliders
double precision physics mainly
plus bullet itself is easier to modify if needed
physx hasn't human readable codebase IMHO
it's like CryPhysics, where there's like 1-2 people on this planet that fully understand what's going on there
does bullet have something better than physx for handling millions of static colliders in the world
I bet polishing that bullet plugin would get more sales than extending and fixing physx :p
well, for brute force solving, physx will definitely win
bullet doesn't cut as many corners on it's solvers tho
well no, physx 3.4 fails hard with this, because it wants to rebuild a full global bvh over all static colliders every time I add one
and it can do physics in doubles instead of single precision floats
millions of colliders sounds like a thing that will give you trouble on all physics engines
you could try testing with different broadphases tho
I think UE4 exposes some setting for swapping that
most of the problems seem to be caused by the scene query structures
if I remember right, ue4 does physx overlap events manually using overlap checks
it's a weird setup
sorry, brainfart π
why don't physics engines use proper chunks for static geometry
always this global bvh garbage
I mean, physx itself has built-in trigger setup that is accelerated but ue4 doesn't even setup it
huh
the overhead on that part is mainly the reason why overlap events are disabled by default now on each new object
I tried making chunks of mesh colliders too instead of many simple shapes but then it uses multiple GB for those
so that's kinda 
what I said doesn't really affect scene queries tho, only events
well maybe I'm trying to use it wrong
but imagine a city built of 2 million lego bricks
the player must collide with all, obviously, scene queries must be able to resolve individual bricks, and you must be able to add/remove ones at runtime
hmmm, ue4 apparently has two broadphase options
but as usual, docs are useless on this
Settings pertaining to which PhysX broadphase to use, and settings for MBP if that is the chosen broadphase type
bUseMBPOnClient Whether to use MBP (Multi Broadphase Pruning
so, what's used if that bool is not set?
I can't use the mbp thing because it requires world bounds
physx 4 has a new and better one that combines the advantages of both of these
really weird issues with Vulcan libraries when trying to compile my project with engine source (4.21) as Development Server
some trivial problems such missing ';' 'undeclared identifier'
is it a problem in trying to build using vs2017?
got my code in UE github, compiled it, then switched my project to the source code
now trying to compile it throw tons of errors
no its something else. Syntax is either wrong somewhere or there are includes not in the right place etc
it could be allsorts
ok, gonna check it, ty
I've reextracted all engine files, recompiled everything, added complete paths to some include files that were not being found and thats it, working fine : )
That must have been me accidentally changing something with the previous source code that generated all those errors and wasnt able to track it properly
I wish building the engine was faster π’
4.22 is supposed to be faster, it was in the latest announcement if i remember correctly
a little
It is though you may want to only follow the steps until the source build and then before opening a project switch to the way this video does it
Detailed steps on how to create a Dedicated Server with UE4. Very minor code involved - simple copy & paste from the below link. Very extensible... future re...
That's what I do
Can someone by the way tell me if 5 hours for the source ue4 build is much or not?
15 min for me
5 hours might be typical with 4 cores and a spinning disk drive
With 4+4 cores and an SSD, it's usually a bit under 2 hours
cpu with 16 threads + fast memory + nvme ssd = β©
don't forget to disable all plugins you aren't actively using so you don't waste time building them for no reason
@elder falcon thx I didn't realize that u could do that. already noticed an improvement in compile time
4.22 changelog says ubt can now build multiple targets in parallel. does anyone know how to use this from command line?
solution: like this
call "%BRICKADIA_UNREAL_DIR%\Engine\Build\BatchFiles\Build.bat" -waitmutex ^
-project="%ProjectRoot%\Brickadia.uproject" ^
-target="ShaderCompileWorker Win64 Development" ^
-target="UnrealLightmass Win64 Development" ^
-target="UnrealPak Win64 Development" ^
-target="BrickadiaEditor Win64 Development"
compiling intensifies
@elder falcon how do you disable useless plugins?
in your uproject file
use the plugins manager in the editor to do it
then make sure you're not building the UE4Editor target but the one for your project
That doesn't look like a working strategy for my case
I have already disabled most useless plugins in .uproject but it doesn't affect editor compilation because i do installed engine that doesn't know about project at all
dunno how to make it work there
could try straight up deleting the plugins before building that 
Running D:/ProjectLifeRPG/UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="D:/ProjectLifeRPG/ProjectLifeRPG/ProjectLife.uproject" -game -engine -progress -log="D:\ProjectLifeRPG\ProjectLifeRPG/Saved/Logs/UnrealVersionSelector-2019.05.12-12.31.48.log"
Discovering modules, targets and source code for project...
While compiling D:\ProjectLifeRPG\ProjectLifeRPG\Intermediate\Build\BuildRules\ProjectLifeModuleRules.dll:
d:\ProjectLifeRPG\ProjectLifeRPG\Source\ProjectLifeServer.Target.cs(18,18) : error CS0246: The type or namespace name 'UEBuildBinaryConfiguration' could not be found (are you missing a using directive or an assembly reference?)
ERROR: Unable to compile source files.
Is there an updated version of this for a server target for 4.21? This one seems to have too many errors
duplicate your Project.Target.cs, name it ProjectServer.Target.cs, rename ProjectTarget in it to ProjectServerTarget, change the Type to Server
Will that work later for the dedicated server I want?
dunno - but everything in your screenshot is unnecessary/obsolete
Example:
// Project copyright notice
using UnrealBuildTool;
using System.Collections.Generic;
public class ProjectServerTarget : TargetRules
{
public ProjectServerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Server;
ExtraModuleNames.Add("Project");
}
}
Will try, thanks.
5 hours to build... π how?
even with my spinning disk drive i don't get that high (i5 4670) π
last compile for me was 1 hour 30 minutes
(simply the default plugins enabled and UE4 Development Editor)
I have a i7 4870 (or something like that) an sshd (spinning plus ssd cache) and a fair amount of RAm and it does not take me an hour to build the whole engine, curious how you reach 5h nowadays
especially if the machine needs to be able to run UE4 as well
I mean my laptop is fast, but compiling was too slow.
Are there any specific settings I could try for maximum speed?
Lenovo y520 is what I use
that should be fast enough to get faster speeds than me
you should have more than enough to build your engine faster than that according to the specs of this computer. You might want to shutdown a few apps while you compile to free some ram
and make sure you are connected to power when compiling, laptops downclock the cpu to make the battery to last longer
is the engine on a SSD or HDD?
then it's really weird, is the laptop perhaps overheating?...
what's the clock speed when compiling?
it should be running at 2.8GHz - 3.8GHz in case it's the i7 7700HQ
are you running anything in the background?
don't think it's anything in the background, otherwise he should still see his CPU fully active, memory being completely full or disk spiking in task manager
Yeah that's also at maximum settings as it was in charging mode all the time
I downloaded the latest source and tried to compile. I am getting a ton of issues. I cannot figure out what the deal is.
Anyone familiar with this failure?
Anyone got issues with exporting LODS in world composition from 4.22?
Assertion failed: PolygonNormals.IsValid()
I get this from one of my tiles. Some of them are working, some are not.
Question -- I'm trying to dig a bit into the lighting system to figure out how it calculates what color of light any given point in space is supposed to have. Where can I find this information?
So far, my best guess is somewhere near this file though I wanted to ask you guys to make sure I'm looking in the right place for that sort of information: https://github.com/EpicMegaGames/UnrealEngine/blob/70bc980c6361d9a7d23f6d23ffe322a2d6ef16fb/Engine/Source/Programs/UnrealLightmass/Private/Lighting/GatheredLightingSample.h
wrong repo
@stray karma seems like someone from epic needs to do a quick takedown for that github profile linked above
rofl
Thanks for letting us know
I am trying to setup FastBuild as one of ue4 build systems but i am getting following error when generating project file.
https://gist.github.com/FIREFOXCYBER/e6691a12e495f5bd0d6c60d6bfe53f53
Any Solution for this problem? This Executer original is for UE4.21 but i edited to make it work with 4.22
Is there a way to have UnrealBuildTool be silent and just output errors?
I'm trying to automate building our fork of UE4
and I run out of pagefile
because of the output
lol
ahh i figured it was the websocket plugins fault
When building the engine, are you supposed to build the projects to for making the changes you made apply?
I have this plugin which im trying to change some code for, but when i build the engine and the project, i dont see the changes happend in the plugin node
@regal thistle, @elder falcon thank you all for bringing this to our attention. It should no longer be available. Please ensure you are using: https://github.com/EpicGames/
@stray karma @elder falcon I'm happy that you guys were able to realize my mistake there and correct it... but I would like it if you point me in the right direction to what my actual question was about
@regal thistle I have not forgotten your question, I am waiting for a response from someone. π
getting this error when trying to run debug instance
English: System cant find file
