#engine-source

1 messages Β· Page 30 of 1

stable hemlock
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ue4.22.0 / vs 2019

lost glen
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click my link

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above

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It won't be the only problem though

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Found myself with 10 errors

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on vs

stable hemlock
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working thx

cyan plover
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hey guys, what are the best ways to increase compile time

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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

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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

lost glen
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you mean decrease I hope πŸ˜ƒ

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unless you get paid for time spent compiling

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put everything on a SSD

cyan plover
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decrease i meant yeah lol

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putting on an ssd would be enough?

lost glen
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that will help but I don't think it will be enough if it's rebuilding the source everytime

cyan plover
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is there a way to exclude the source from build if i built it once?

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like just the engine code?

lost glen
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it shouldn't rebuild every time

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unless you change stuff

cyan plover
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okay so if you build it shouldn't show the UE4 engine modules at all right?

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so long as the engine code is the same

lost glen
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that is my expectation, yes

cyan plover
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okay thanks

crimson mortar
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@lost glen had same issue with preview 6

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Dunno if they ever tested vs 2019

lost glen
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Looks like it doesn’t build on 2019

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Will give it some more time tomorrow.

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10 compilation errors all on Niagara

elder falcon
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they said vs 2019 projects support but it still builds with 2017

lost glen
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it's a pita needing both though I hoped I could drop 2017 😭

lost glen
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Got it to compile

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I'm trying to extract a patch for anyone interested

elder falcon
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just needs some extra (bool) things

lost glen
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no, that will still get warnings

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you refactor it this way

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bool Foo = not_real_bool_bar

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turns into

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bool bNotBar = (not_real_bool_bar != 0)

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bool Foo = bNotBar

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no forced conversion and the compiler is extremely happy

elder falcon
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I just did bool Foo = (bool)not_real_bool_bar and it worked fine

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I guess it ends up with the same code?

spiral mortar
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!! ftw

lost glen
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we should check the resulting code to be sure πŸ˜ƒ

grizzled panther
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thanks for the bat file and compile issue suggestions!

past steeple
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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.

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I managed to compile it in VS2017 successfully, but when I try to do so in VS2019 it fails.

elder falcon
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you'll have to fix the bool errors

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just slap a (bool) in front of the things that aren't bools

past steeple
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Just tried to do that, didn't work.

candid ice
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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?

low dust
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@candid ice I don't think that tech is publicly shared anywhere

ivory spoke
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@past steeple Did you find the solution to that error?

past steeple
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Nope, unfortunately not.

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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.

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I've checked UE4 Answers and the forums.

ivory spoke
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I have the same error

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also using VS 2019

past steeple
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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 πŸ˜„

ivory spoke
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Yea.. me too

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I'm probably going to install Vs 2017 again and wait for a fix

past steeple
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Yep, that's what I'm doing.

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It also has a potential solution in it. I'm in the process of re-downloading VS2019 to see.

lost glen
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I have a patch you can apply to the codebase to make it work

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but I don't know if I can share it

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give Unreal Engine's license

past steeple
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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. πŸ˜„

lost glen
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well that is not hard

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just double click on the visual studio errors

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and fix them

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they are really easy (as per previous comments)

past steeple
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Right, I did that before but it didn't work for me. Hence why I was confused and thought maybe I did it incorrectly.

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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.

lost glen
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for example one error happens here

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  •        bool bSucceeded = CompileShader_VectorVM(Input, Output, FString(FPlatformProcess::ShaderDir()), 0, CompilationOutput, GNiagaraSkipVectorVMBackendOptimizations);
    
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in Engine\Plugins\FX\Niagara\Source\NiagaraEditor\Private\NiagaraCompiler.cpp

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the error comes from the fac that GNiagaraSkipVectorVMBackendOptimizations is not a bool

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a way to fix it is prepend that line (just before the switch) with

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bool bGNiagaraSkipVectorVMBackendOptimizations = (GNiagaraSkipVectorVMBackendOptimizations != 0)

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and change the line with the error to bool bSucceeded = CompileShader_VectorVM(Input, Output, FString(FPlatformProcess::ShaderDir()), 0, CompilationOutput, bGNiagaraSkipVectorVMBackendOptimizations);

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apply this patterns to all the implicit casting errors

lost glen
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On another topic, I have now a project on vs2019 based on ue4 built from source

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why does it want to rebuild ue4 everytime

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I want to compile?

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😭

past steeple
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Did you build your UE4 from source using VS2019 or VS2017?

lost glen
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vs2019

past steeple
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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.

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Support for VS2019 seems to be pretty wonky right now.

low dust
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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.

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mainly curious if there's some upgrade example anywhere

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but I'm guessing it's the hard way once again

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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

low dust
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did you have time to investigate it?

thorn girder
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way over my head

low dust
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as for build files, you just remove shadercore module from it, but obviously you need to do changes elsewhere for it

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there's no new module to replace it (diffed engine files for this)

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@thorn girder also, why do you have issues with proc gen meshes? you use some custom solution?

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or you mean that built-in procedural mesh component breaks?

thorn girder
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actually, I was just wondering about that on the way home... it might be the runtime mesh component breaking... need to check

low dust
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if it's RMC, then it makes more sense

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but you could probably just check the PMC changes for 4.22 and mirror them to RMC

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as it's loosely based on it

thorn girder
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mmm.... good idea

low dust
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hmmm, I'll actually make a diff for that myself

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because it could be nice isolated thing to examine to figure how this thing works now

low dust
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besides new PMC functionality, that's pretty much all relevant changes there for the 4.22

low dust
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I guess someone played the game "how many windows words can you fit in here"

thorn girder
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New PMC functionality?

low dust
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there's CreateGridMeshWelded and CreateGridMeshSplit exposed now to blueprints

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both are implemented in UKismetProceduralMeshLibrary

thorn girder
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righto, never even heard of them

stable hemlock
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ue4.22 / vs2019
update: metahost.h error because there is no win 8.1 sdk in vs2019

lost glen
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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

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to build an installed build of ue4

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but I get a metric ton of errors like this

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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.

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any help?

final quarry
past steeple
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Ohey, it's my thread. Thanks @final quarry forgot to check it πŸ˜„ I'll give it a shot.

past steeple
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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.

limber jacinth
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yeah vs2019 is new and so is the intergration

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i never rush to upgrade, vs2017 is just fine

lost linden
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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

past steeple
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Nope, it's just nice to have the latest and greatest πŸ˜„ I can wait.

final quarry
stable hemlock
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Are people actually able to run 4.22 stable?

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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"

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Press the little level-viewer in bottom right corner causes the crash..

twin nymph
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guys 4.22 doesn't seems to be production ready yet is it ?

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it seems a bit early to make the change ?

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just asking

spiral mortar
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@twin nymph It's a .0

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Should say enough πŸ˜„

twin nymph
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yup .0s are too early isn't it ?

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okies thx Phy 😊

spiral mortar
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A good practice is to wait for the next engine version to be released

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ie wait for the last patch

twin nymph
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yup also 4.22 doesn't seems to want to install android dependencies for some reason

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even tho I got android NDK installed via ndivia codeworks

elder falcon
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always install new unreal version the day it is released βœ…

twin nymph
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live++ made me jump on the thing like it was free bagels

spiral mortar
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You can have it in earlier versions

elder falcon
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*with standalone license

spiral mortar
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*with 11.90€ a month

twin nymph
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and editor customization and all these things but yeah Phy & Zeblote, gonna wait a little while indeed

elder falcon
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the plugin with standalone license actually works better br_big_brain

spiral mortar
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rly

elder falcon
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if you try using the official version on the engine module it crashes

spiral mortar
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lol

elder falcon
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I made a bug report for it

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got a reply that they didn't reach the crash because another bug happened first and stopped it from even trying to hot reload br_galaxy_brain

twin nymph
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omg 😊

ivory spoke
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Where and how am I supposed to add this definitions?

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only on Target.cs or ServerTarget.cs?

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and do I need to add them as GlobalDefinitions?

hearty sand
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Anyone having an idea where I can get "UProjectInfo.AllProjectFiles" from in 4.22?

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Both seem to be not existing anymore in the build.cs context

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I somewhat found where AllProjectFiles comes from, but no idea how to access it.

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Obviously also nothing in the Release Notes of 4.22

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Hm, could be that this is only available in a source build?

final quarry
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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

dull echo
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hey guys, anyone know where the code for shadow rendering exists ?

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does it have a separate shader for that ?

warm kiln
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Anyone know how one would expose templates to blueprints, similarly to how a TMap and TSet are exposed

elder falcon
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TMap and TSet are custom property types

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there is an insane amount of boilerplate code to make that work

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it's probably easier to forget the idea of doing that

safe thistle
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I think I’m in the right room for this. I’m 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 can’t post a screen of the error I’m on my phone and at work. I followed a tut that went to 4.18 and it worked once before with vs2017 now I can’t 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.

paper adder
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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?

stable hemlock
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did anyone start getting github notifications?

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[GitHub] Subscribed to sethdark/UnrealEngine notifications

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like thsese

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started getting them today

slate wave
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@paper adder Yeah I've seen that happen too. Maybe someone has some knowledge about debugging that?

exotic halo
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same thing happened here

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first time i see such messages

safe thistle
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yea i got one today to

terse dragon
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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?

stable hemlock
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if you check out those repos you get 404 errors too lol

dense wharf
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I upgraded to 4.22 and now some of my grass meshes in the landscape grass tool aren't appearing. Is this a bug?

stable hemlock
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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?

limber jacinth
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@stable hemlock only if your not logged into github and you have assigned your account to epic games to allow github access

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@stable hemlock bad anim file

stable hemlock
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Any way to fix it or just revert and redo?

stoic crane
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@hearty sand IEnumerable<FileReference> projectfiles = UnrealBuildTool.NativeProjects.EnumerateProjectFiles();

hearty sand
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Thank you very much. This has been answered already though hehe

stoic crane
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i just realized you asked like 3 days ago

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i thought it was more recent lol.

hearty sand
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Yeah, haven't had the time to update yet.

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But good to know :P

hollow kernel
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Is "4.21" in the branch list the latest version of it with the latest/last hotfix (4.21.2)?

elder falcon
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no

spiral mortar
elder falcon
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the branches with just the version number are where they work on that version

hollow kernel
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Thank you for the explanation, @elder falcon . I never noticed the "Tags" tab...
thanks @spiral mortar . Much appreciated!

hollow kernel
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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.

spiral mortar
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You made changes to the source?

hollow kernel
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yes. I implemented Simon Ma's toon shader models and Chosker's IBL changes into the 4.21.0 fork.

spiral mortar
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fetch is downloading from remote

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You probably want merge instead

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Or use another tool than github desktop πŸ˜‰

hollow kernel
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I'll look into merging via gitbash.
Thank you!

elder falcon
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smartgit is good for this

hollow kernel
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Was going to try meld. I'll look into smartgit first. Thanks!

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@elder falcon Do you use the non-commercial version of Smartgit?

elder falcon
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yes

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because my thing isn't commercial yet br_big_brain

hollow kernel
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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.

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Smartgit is awesome. Maybe I'd better ask Syntevo...

elder falcon
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of course it is, since you aren't using it commercially

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otherwise it would be impossible to use the program for any open source work

hollow kernel
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β€»otherwise it would be impossible to use the program for any open source work
Excellent point.

elder falcon
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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

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and it's quite fast with the ridiculous repo size

hollow kernel
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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 😏

elder falcon
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they improved it a lot since then

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so it's even better and faster now

dense wharf
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can't even launch a new blank project

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Module.UMG.cpp.obj : fatal error LNK1318: Unexpected PDB error; OK (0) ''

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thats the error im getting with the new 4.22 release build

elder falcon
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try building it a second time

dense wharf
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yeah i tried but same error over and over

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cant open my project now, bummer

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getting that stupid "try compiling from source" error

elder falcon
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I've seen that error once on the first attempt at building 4.22 and never again, it magically disappeared

dense wharf
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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

stoic crane
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taht was the crap i was dealing with for 3 days

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have to launch without opening a project first when building an installed build

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rebuild engine -> launch without a project -> close it -> open a project

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it's something to do with the changes to the modulepath caching

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but i couldn't figure out what.

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it doesn't find the project paths, so even after the modules / plugins in project are compiled, when you launch the path is empty.

undone oxide
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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...

spiral mortar
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What's the best way to build the engine nowadays?

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Without building all the plugins boost etc

elder falcon
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build your project target

spiral mortar
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Ohhhh

median raven
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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?

elder falcon
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yes

median raven
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@elder falcon What would your preferred medium be? Video? Blog? Podcast?

spiral mortar
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For technical stuff definitely a blog IMO

elder falcon
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^

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should probably cover the other branches too though

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otherwise they merge one of them with 100 potentially interesting things at once

median raven
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Sure, it would make sense to track the dev branches

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Good feedback, I'll add it to my list.

versed rapids
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are we agreeing that 4.22 is not yet ready for vs2019 and msvc 15?

cosmic marsh
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I cannot run "GenerateProjectfiles.bat" of my engine build because UBT fails to compile
Good Job Epic

small cobalt
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Did you run setup.bat?

cosmic marsh
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yeah

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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

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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

stable hemlock
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@versed rapids yes, the latest source code release is not compatible with VS2019

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@cosmic marsh you can read the second post to solve your problem

cosmic marsh
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@stable hemlock Thank you, but I already tried that :/

stable hemlock
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Oh, sorry I forgot that there was some wrong with compiling the WebRTCProxy module. But this module is not necessary for Editor.

cosmic marsh
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oh wait, I have misclicked. Gonna cherry pick that fix now

versed rapids
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@stable hemlock might not be necessary but it stills try to compile and lock us out of a finished build

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when you try to rebuild the engine it has some issues with DotNetUtilities.dll

stable hemlock
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@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.

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Extract this to your engine source root directory and run fix.bat

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It will copy and override the wrong GetMSBuildPath.bat

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This works well for me at least.

cosmic marsh
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yo, can I easily remove some plugins from the build process?

stable hemlock
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I think you can't. One thing you can do is to choose the right compling configuration you want.

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The editor is not the same as the Game project

naive notch
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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:

dusky zinc
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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

naive notch
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@dusky zinc Probably missing something, here is how I see the build options myself

dusky zinc
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doesn't say development_game on yours either

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@naive notch

naive notch
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@dusky zinc Probably it's the same as Development Client.

dusky zinc
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possibly, then what is development [Empty]

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@naive notch does it matter that I'm not using a source engine to do this?

naive notch
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@dusky zinc You opened just your Engine solution in Visual Studio IDE?

dusky zinc
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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

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@naive notch

naive notch
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Sorry, probably I just not understand your problem well, I just woke up(

naive notch
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Is there anyone relatively free to help me with my question? Please...(

stable hemlock
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@naive notch have you added the RenderCore module in your build.cs

naive notch
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@stable hemlock Thanks for your response, yes I added it. It does not solve the problem

cosmic marsh
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it would be nice if i could actually locate one.
After PRessing "yes" nothing happens

stable hemlock
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@cosmic marsh you can run your complied editor before trying to open a project

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@naive notch Can you provide a minimal version of your plugin which can reproduce that error?

naive notch
cosmic marsh
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Do I need to rebuild the whole engine everytime I change a line of code in the Engine? oo

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because its doing that for me

spiral mortar
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Nope

cosmic marsh
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How do i go F A S T ?

spiral mortar
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@cosmic marsh cloned using git?

cosmic marsh
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ye

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i get lots of "using git status" because no makefiles

spiral mortar
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The first time you modify a file lots of stuff might get rebuilt

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Especially if it's in Core

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But next times should be fast

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And ofc if you modify a header included a lot well rip

cosmic marsh
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i changed a usf file...

spiral mortar
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Ah lol

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No engine compile then?

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Just shaders

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btw no need for a source engine to change shaders

naive notch
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Oh I see an uprise of activity now))

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Active guys here, did you use ENQUEUE_UNIQUE_RENDER_COMMAND macro in your projects?

cosmic marsh
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idk. ask me when my build is done

spiral mortar
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@naive notch I think yeah

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Not sure about the _UNIQUE πŸ€”

naive notch
cosmic marsh
elder falcon
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what did you change

cosmic marsh
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i pulled some branches from KalleH.
The thing is that it really just changed two lines

elder falcon
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well maybe his changes were for a different version of the engine

cosmic marsh
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without merge conflicts?

elder falcon
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🀷

cosmic marsh
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but wait

#

it doesnt make sense if the version was different.
The code before merge utilizes DeferredLightUniforms aswell
(my branch was 4.22)

spiral mortar
#

@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 πŸ˜ƒ

naive notch
#

And it gave me an error like that, what it might be?

cold wigeon
#

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]
...

stable hemlock
#

@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.

cold wigeon
#

@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

cold wigeon
#

Nevermind, leave it to rama to have a plugin thats old as shit that still works in 4.22 with a minor tweak

amber kestrel
#

how come, on promoted, Latest commit abb8ecb on Feb 13 ?

snow grail
#

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.

cosmic marsh
#

eh, whenever I compile my Game, It recompiles the engine Oo

versed rapids
#

@cosmic marsh what are you compiling? GameName or GameNameEditor

paper adder
#

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?

stable hemlock
#

When pulling the latest changes from the EpicGames github repo into my local fork, do I need to build the engine everytime if ever?

spiral mortar
#

Yup

hollow kernel
#

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

elder falcon
#

it works with the new vs for me

#

vs 2019 definitely freezes more often though

somber hedge
#

Is anyone having problems using the project launcher in 4.22?

celest viper
#

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?

somber hedge
#

Did you pull from the release branch and run the Setup command again @celest viper

celest viper
#

I'll double check we did the setup command. I didn't do the pull myself. Thanks for the tip!

celest viper
#

@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.

somber hedge
#

No problem. Happy to help

hollow kernel
#

@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 !

slim viper
#

has anyone had any luck building from VS19

#

when I run generateprojectfiles.bat, it says it cant find a valid VS install

hollow kernel
#

@slim viper I'm struggling with it, too.
Could be because I merged 4.22 instead of release...

slim viper
#

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

hollow kernel
slim viper
#

just tried it. I added the additional args in VCToolChain.cs

#

it still cant detect a VS19 install. this is a clean install

hollow kernel
slim viper
#

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

slim viper
#

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

hollow kernel
#

@slim viper
you installed the 4.6.2 developer version (not standard), yeah?

slim viper
#

yes it's a dev env

#

I guess Ill just wait until 4.22.1 which will hopefully fix the build conf for vs19

slim viper
#

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

ionic plover
#

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?

spiral mortar
#

Should work πŸ€”

ionic plover
#

@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

ionic plover
#

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.)

spiral mortar
#

git cloning is the best way to download the source IMO

errant shale
#

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 ?

errant shale
#

^^ 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 ?

hollow kernel
#

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...

naive notch
#

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.

versed rapids
#

you can try to rerun a Setup.bat

#

or/and clean the solution and build again

stable hemlock
#

@naive notch Make sure you have built UE4 with the correct compile configuration.

naive notch
#
  1. Rerun setup.bat and generateprojectfiles with admin rights.
  2. Run visual studio with adm rights, doing clean solution and rebuild solution.
#

Building now. Will see how it works. Thanks for now.)

versed plaza
#

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

naive notch
#

Cool guys it worked I did clean solution and rebuild, seems to work

hollow kernel
#

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...

elder falcon
#

make an installed build?

#

that's how you're meant to distribute a binary engine build

hollow kernel
#

Thx. I'm not interested in making an installed build. Just curious how to distribute a binary version.

elder falcon
#

but that's what an installed build is

hollow kernel
#

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.

low glacier
#

@hollow kernel You can ignore the following folders and share the rest. Documentation, Extras, Saved, Source

hollow kernel
#

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.

low glacier
elder falcon
#

does he ever take some time off? there are commits from him 7 days a week br_thinking

spiral mortar
#

πŸ€”

final quarry
#

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?

brisk silo
#
            //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

lost linden
#

@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.

brisk silo
#

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

lost linden
#

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 πŸ˜„ 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

elder falcon
#

let people use godot and make badly performing games with it :D

#

just means less competition around

versed rapids
#

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.

elder falcon
#

focusing on the one thing that really doesn't matter

versed rapids
#

I disagree, because you don't care doesn't mean, people shouldn't care.

brisk silo
#

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"

elder falcon
#

do it like unreal so the vulkan version is even slower than dx11 br_face_egg

brisk silo
#

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

brisk silo
#

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

elder falcon
#

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

lost glen
#

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?

versed rapids
#

open source game engine that doesn't use any proprietary library? Name one.

brisk silo
#

@versed rapids godot

#

thanks to extreme level of NIH

spiral mortar
#

lol vblanco

#

The question was other than godot (to prove that godot has a point)

versed rapids
#

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

brisk silo
#

oh, Blender Game Engine

#

i think

#

and Ogre?

versed rapids
#

isn't the Blender Game Engine discontinued?

formal flower
#

Yes. No BGE in 2.8

grizzled panther
#

`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)

bronze crest
lost linden
#

yeah

bronze crest
#

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?

lost linden
#

no idea. I think I saw your last gif πŸ˜„

bronze crest
#

hm, ok

bronze crest
#

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

bronze crest
#

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

bronze crest
#

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

lost linden
#

gg

heavy ore
#

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?

last swallow
#

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

hollow agate
brisk silo
#

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:

elder falcon
#

what's an "instance"

#

is it just a ptr to something?

bronze crest
brisk silo
#

@elder falcon yeah, it sa pointer to a renderable object

elder falcon
#

is using this over an array of structs that have aabb, ptr really an improvement?

brisk silo
#

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

elder falcon
#

many arrays scares me because of more allocations to make them and more random ptrs to load to get multiple members

brisk silo
#

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

lost linden
#

@bronze crest what is the difference between a UTexture2DArray and a normal array of Texture2D refs?

#

a shader only thing?

bronze crest
#

its not really related at all

lost linden
#

oh is that a 3d texture?

bronze crest
#

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

lost linden
#

yeah cool man πŸ˜ƒ

celest viper
#

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?

elder falcon
#

br_oof 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

celest viper
#

tell me about it!

#

as an aside, after fixing this, is there a setup for a licensee version ala UE3?

elder falcon
#

there is licensee engine version, or you can also make your own custom version thing like the rendering one

celest viper
#

I guess the idea is just implement our own (say LocalRenderingObjectVersion) and read / write it alongside the Unreal one

elder falcon
#

that would work

celest viper
#

yeah I figure. So now how do I untangle this πŸ™

elder falcon
#

so you have assets saved with this version that need recovering?

celest viper
#

for sure

elder falcon
#

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

celest viper
#

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

elder falcon
#

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

celest viper
#

Yeah thats thought 2

#

ok yeah actually I dont think I grokked enough on that before. Going to try that out this morning

stable hemlock
#

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)

celest viper
#

@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

elder falcon
#

you can use tools > create guid in vs

#

doesn't come out with the correct format but easy fix

celest viper
#

derp thats a good enough idea

elder falcon
#

was recommended in a comment somewhere in the engine

celest viper
#

haha nice

dense wharf
#

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?

versed rapids
#

@dense wharf yeah there is git remote add upstream https://github.com/EpicGames/UnrealEngine.git

#

git fetch upstream

#

git merge upstream/release

slim viper
#

@versed rapids you need to rebuild the engine source right?

slim viper
#

do you need a full engine rebuild when pulling a minor engine update, or is there some way to increase the build time

versed rapids
#

no just a build, it should rebuild the parts that have changed only

celest viper
#

Does UPackage::GetLinkerCustomVersion return the value that that package was written out with when when FArchive::UsingCustomVersion was called on serialize?

spiral mortar
#

@celest viper You need to save it manually

#

Where are you serializing?

#

And CustomVer returns the value set by UsingCustomVersion

celest viper
#

@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

spiral mortar
#

Good luck πŸ˜„

#

handling versions with already saved assets is a pain

celest viper
#

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

still dawn
#

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'

burnt wyvern
#

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

lost glen
#

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

burnt wyvern
#

@lost glen thanks

lost glen
#

np

broken sand
#

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?

neat hazel
vivid knoll
#

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.

versed rapids
#

why don't you just use a cpp palyer controller?

vivid knoll
#

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

versed rapids
#

did you set the input in the project settings?

vivid knoll
#

of course

versed rapids
#

and did you set them also in the character.cpp?

vivid knoll
#

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

versed rapids
#

you can check map and mods

vivid knoll
#

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

versed rapids
#

I usually remove all character bp and use only cpp code for the main character

#

did you use a custom GameState?

vivid knoll
#

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

versed rapids
#

did you try to change it in game mode?

#

like DefaultPawnClass

vivid knoll
#

yeah I already said that, it's a mirror of the maps & modes

versed rapids
#

and there is nothing in the output log?

vivid knoll
#

nope

#

not even mentioned

versed rapids
#

I assume the character is placed in your scene?

#

if so make sure Possess is not disabled and set to player0

vivid knoll
#

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

versed rapids
#

thing is input functions are set in character through

virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent); override```
vivid knoll
#

does that mean the new player controller somehow blocks the input?

versed rapids
#

it should not unless it decides your charater is Inactive

vivid knoll
#

I'll check that

#

anything else that could potentially go wrong with inputs or input priority?

versed rapids
#

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

vivid knoll
#

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

versed rapids
#

did you check world settings too?

vivid knoll
#

yeah of course, they are mirroring the game mode settings

versed rapids
#

ah yeah you told me that

#

it's a new project?

vivid knoll
#

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

versed rapids
#

in the ini file then

vivid knoll
#

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

versed rapids
#

in ProjectFolder/Config/DefaultEngine.ini

vivid knoll
#

nothing there unfortunately

#

the inis in that folder seem to be the files used for the project settings variables

versed rapids
#

they also have a ActiveGameNameRedirects that can mess with your things

#

Or the ActiveClassRedirects

vivid knoll
#

where do I find those?

versed rapids
#

in DefaultEngine.ini in the [Script/Engine.Engine] section

vivid knoll
#

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

versed rapids
#

what?

vivid knoll
#

I used ActiveClassRedirects wrongly I guess

versed rapids
#

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

vivid knoll
#

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

versed rapids
#

probably

elder solstice
#

Anyone have any experience with Cull Distance Volumes on PS4? Mine work fine on PC but on PS4 they dont work at all.

celest viper
#

Anybody deal with the changes to FMeshMergeHelpers::RetrieveMesh? Weve got some procedurally generated mesh work here and theyre breaking with 4.22.

wraith crystal
hollow plinth
#

Is it for 4.22?

wraith crystal
#

@hollow plinth master

#

same as 4.22 really

meager fern
#

link be dead by the way at leat here

#

getting 404

wraith crystal
#

??

#

are you even on the epic git list?

meager fern
#

yup

#

at least I think I am >.>

wraith crystal
#

well it's the official repo so can't help you there

meager fern
#

I've been having issues with my git account for a bit

#

need to actually sort it

versed rapids
#

link works fine

#

@wraith crystal not sure Epic is touching ThirdParty code tho

wraith crystal
#

all they gotta do is pull in the latest version of boost I think

#

or just make do with my minimal changes

versed rapids
#

Alembic comes from boost?

wraith crystal
#

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 :)

versed rapids
#

did they switch to C++17 officially or are they still officially C++14>

#

?

elder falcon
#

4.22 works fine if you turn off the alembic and usd plugins

#

I assume most people don't use them anyway

versed rapids
#

cmake is still set to support C++14 tho

elder falcon
#

you can build unreal with cmake?

versed rapids
#

kind of

#

it uses custom targets but cmake helps set editors that uses cmake as a project manager

elder falcon
#

I just changed the default in ubt to c++17 so it builds everything with it and it works fine except for those plugins

meager fern
#

@wraith crystal heh now it is working lol

tidal sorrel
#

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 ?

elder falcon
#

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?

wraith crystal
#

I've tried them once, but at the time there was a bug in VS that had made it futile

peak ferry
#

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?

stable hemlock
#

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

stable hemlock
#

apparently it doesn't, still requires 2017!

kind meadow
#

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

potent spoke
#

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?

versed rapids
#

@potent spoke upgraded from which version?

potent spoke
#

4.21 @versed rapids

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

potent spoke
#

@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

versed rapids
#

that also might work

potent spoke
#

@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

hollow plinth
#

There were also some strange tricks like using "save map as..." Instead of just "save" to avoid serialization issues (4.17)

formal flower
#

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.

versed rapids
#

nope it hasn't but you can create a shortcut

formal flower
#

Got it. Thx @versed rapids Done!

somber hedge
#

Is anyone noticing performance degredation in 4.22?

vivid knoll
#

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

undone oxide
#

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?

gray bay
#

@undone oxide is this happening every time?

undone oxide
#

@gray bay yes, every time I'm launching the editor. Even with no changes made.

hidden hedge
#

@stable hemlock 4.22 compiles with VS2019

#

you had to modify some files to get it working on 4.21

stable hemlock
#

I'm talking about building from source though, not using the launcher version and building gameplay code

hidden hedge
#

yes i build from source

#

pass -2019 to GenerateProjectFiles.bat

stable hemlock
#

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

hidden hedge
#

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).

stable hemlock
#

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?

versed rapids
#

be sure to update third party libs using Setup.bat

stable hemlock
#

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.

north plaza
#

Hi, my mouse wheel button is broken, someone know how to keybind the mmb to another?

#

I am not changing my mouse xD

granite dust
#

@stable hemlock master branch is always a coin flip

#

4.22 branch should work, though

stable hemlock
#

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

frail pine
#

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.

stable hemlock
#

@frail pine what do you want to achieve exactly?

frail pine
#

@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.

stable hemlock
#

Oh, no clue about that I'm afraid, just struggled last week to set up the game-instance loading screen things.

#

Sorry

frail pine
#

No worries. :)

spiral mortar
#

@frail pine I doubt there is a way πŸ€”

#

It would be a mess as you can also save packages in editor

astral warren
#

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?

versed rapids
#

You upgraded the compiler so the engine needs to be rebuild that’s normal

undone oxide
spiral mortar
#

@undone oxide hit pause when it's stuck

undone oxide
#

@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?

spiral mortar
#

wdym nothing valuable

#

What's the callstack

#

A delegate is just a function call like any other

#

You can step in

undone oxide
#

@spiral mortar I mean it's pause in threads waits

spiral mortar
#

You're in the main thread?

undone oxide
#
>    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]    
spiral mortar
#

Yeah that's not the game thread

#

Switch to it

#

There's a drop-down in vs

undone oxide
#

ahhh I see now, how can I miss this feature πŸ˜„ thank you a lot

spiral mortar
#

Hehe can be confusing indeed

undone oxide
#

it seems it's compiling Niagara stuff for some reason

spiral mortar
#

Heh

undone oxide
#

have no idea why it do this EVERY launch

spiral mortar
#

Go up in the callstack

#

Try to find what calls it

#

And why

undone oxide
#

yeah, now I have something to dig into πŸ˜„

#

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...

spiral mortar
#

Maybe try clearing your ddc?

undone oxide
#

Yeah that's a good idea πŸ˜ƒ

undone oxide
#

@spiral mortar nope didn't helped 😦 will dig further...

undone oxide
#

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 😦

undone oxide
#

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 🀒 )
I've submitted the bug report to Epics, hope they answer soon.

brisk silo
#

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

opaque lotus
#

Anyone know what generates Engine\Content\Localization\Engine\en\Engine.locres ?

lost linden
#

@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.

brisk silo
#

@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

thick storm
#

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

low dust
#

not a chance

#

they just moved more thing into core because of chaos

#

maybe on ue5 we get more modularity

elder falcon
#

how would it be modular while also being fast without virtual calls for every single thing it has to do

brisk silo
#

@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

elder falcon
#

they still haven't dropped the new chaos code right

brisk silo
#

no

#

im looking at source daily

elder falcon
#

rip

brisk silo
#

as i want to snipe ISPC

elder falcon
#

I wonder if/how they added scene queries to chaos for 4.23

low dust
#

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

elder falcon
#

physx extensions? πŸ€”

low dust
#

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

elder falcon
#

well step 1 is replace it with physx 4

low dust
#

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

elder falcon
#

no a plugin is definitely not a solution

#

upgrading it yourself seems very hard considering apex was deleted

low dust
#

well, you can do physics engine integration as plugin, I have half done bullet physics ue4 plugin

elder falcon
#

so many things need changes for that

low dust
#

but it really boils down what you want to do with it

elder falcon
#

replace the physx version used by the engine for everything with 4

low dust
#

I never needed skeletal mesh stuff so losing phat wasn't issue with that bullet thing

elder falcon
#

what did you use bullet physics for?

low dust
#

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

elder falcon
#

does bullet have something better than physx for handling millions of static colliders in the world

low dust
#

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

elder falcon
#

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

low dust
#

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

elder falcon
#

most of the problems seem to be caused by the scene query structures

low dust
#

if I remember right, ue4 does physx overlap events manually using overlap checks

#

it's a weird setup

#

sorry, brainfart πŸ˜ƒ

elder falcon
#

why don't physics engines use proper chunks for static geometry

#

always this global bvh garbage

low dust
#

I mean, physx itself has built-in trigger setup that is accelerated but ue4 doesn't even setup it

elder falcon
#

huh

low dust
#

the overhead on that part is mainly the reason why overlap events are disabled by default now on each new object

elder falcon
#

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 br_big_brain

low dust
#

what I said doesn't really affect scene queries tho, only events

elder falcon
#

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

low dust
#

hmmm, ue4 apparently has two broadphase options

#

but as usual, docs are useless on this

#

bUseMBPOnClient Whether to use MBP (Multi Broadphase Pruning

#

so, what's used if that bool is not set?

elder falcon
#

I can't use the mbp thing because it requires world bounds

low dust
#

ah

#

    sweep-and-prune (SAP)
    multi box pruning (MBP)
elder falcon
#

physx 4 has a new and better one that combines the advantages of both of these

low dust
#

I think PhysX 4 may have added third option

#

yeah

dry flame
#

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

lost linden
#

no its something else. Syntax is either wrong somewhere or there are includes not in the right place etc

#

it could be allsorts

dry flame
#

ok, gonna check it, ty

dry flame
#

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

broken sand
#

I wish building the engine was faster 😒

astral warren
#

4.22 is supposed to be faster, it was in the latest announcement if i remember correctly

elder falcon
#

a little

broken sand
#

it is faster ill admit

#

than previous versions

stuck meadow
#

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

#

That's what I do

#

Can someone by the way tell me if 5 hours for the source ue4 build is much or not?

elder falcon
#

15 min for me

broken sand
#

15min?!?!?!?

#

it's like 40min for me

#

sometimes an hour if im unlucky

granite dust
#

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

elder falcon
#

cpu with 16 threads + fast memory + nvme ssd = ⏩

#

don't forget to disable all plugins you aren't actively using so you don't waste time building them for no reason

broken sand
#

@elder falcon thx I didn't realize that u could do that. already noticed an improvement in compile time

elder falcon
#

4.22 changelog says ubt can now build multiple targets in parallel. does anyone know how to use this from command line?

elder falcon
#

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"
broken sand
#

oh god

#

just another day on the job!

hollow plinth
#

@elder falcon how do you disable useless plugins?

elder falcon
#

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

hollow plinth
#

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

elder falcon
#

dunno how to make it work there

#

could try straight up deleting the plugins before building that br_big_brain

stuck meadow
#

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

elder falcon
#

duplicate your Project.Target.cs, name it ProjectServer.Target.cs, rename ProjectTarget in it to ProjectServerTarget, change the Type to Server

stuck meadow
#

Will that work later for the dedicated server I want?

elder falcon
#

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");
    }
}
stuck meadow
#

Will try, thanks.

long junco
#

5 hours to build... πŸ™ƒ how?

#

even with my spinning disk drive i don't get that high (i5 4670) πŸ˜›

#

last compile for me was 1 hour 30 minutes

#

(simply the default plugins enabled and UE4 Development Editor)

versed rapids
#

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

long junco
#

especially if the machine needs to be able to run UE4 as well

stuck meadow
#

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

long junco
#

that should be fast enough to get faster speeds than me

versed rapids
#

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

long junco
#

and make sure you are connected to power when compiling, laptops downclock the cpu to make the battery to last longer

stuck meadow
#

what i noticed is that compiing didnt use much of cpu

#

neither ram

long junco
#

is the engine on a SSD or HDD?

stuck meadow
#

Ssd it should

#

It is

long junco
#

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

broken sand
#

are you running anything in the background?

stuck meadow
#

Nothing really

#

And no overheating

long junco
#

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

stuck meadow
#

I think it's some kind of a limiter

#

Can't see full usage on my laptop

long junco
#

can you go to power settings in windows?

#

and make sure it's set to high performance?

stuck meadow
#

Yeah that's also at maximum settings as it was in charging mode all the time

severe bronze
#

I downloaded the latest source and tried to compile. I am getting a ton of issues. I cannot figure out what the deal is.

stable hemlock
#

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.

cold wigeon
#

I guess its a string?

#

explicit floats are not broken

cold wigeon
#

How do you get a reference to the console manager in c++?

#

Boom

cold wigeon
regal thistle
#

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

elder falcon
#

wrong repo

#

@stray karma seems like someone from epic needs to do a quick takedown for that github profile linked above

spiral mortar
#

rofl

stray karma
#

Thanks for letting us know

frail shard
#

Any Solution for this problem? This Executer original is for UE4.21 but i edited to make it work with 4.22

lost glen
#

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

spiral mortar
#

lol

solar sequoia
#

im getting this error each time i try to build

spiral mortar
#

That's not an error

#

Just intellisense

solar sequoia
#

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?

solar sequoia
#

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

stray karma
#

@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/

GitHub

Epic Games has 2 repositories available. Follow their code on GitHub.

regal thistle
#

@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

stray karma
#

@regal thistle I have not forgotten your question, I am waiting for a response from someone. πŸ˜ƒ

solar sequoia
#

getting this error when trying to run debug instance
English: System cant find file