#engine-source

1 messages · Page 32 of 1

summer cairn
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Hey guys does anybody have information about the pak-precache ?

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Content/SOME_MAP.pak added to pak precacher

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this is the log line

round pagoda
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Hey guys, I'm using the source-built version of UE4 from github. When I select 'build solution' with my UE4 project loaded, what exactly am I asking VS to do? I was just expecting it to re-generate the binaries file but its taking ages. Did I accidently tell it to re-build the engine as it's part of the 'solution'? Finding C++ videos using the source UE4 is hard -.-

spiral mortar
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Sometimes crap like that happens

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Maybe you didn't built the engine in the same config or smthg

stoic crane
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look at the output window to see what it is doing

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lol

last cypress
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look in configuration

somber goblet
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Does anyone here have any experience in building the engine source using cake? as in the build system

round pagoda
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So; I'm using the engine built from source so that I can cook/build a server. If I want to collaborate with someone on the level (and they will never need to build the project), can they edit the project using the precompiled version of the engine?

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So my version is using 4.22.3 source-built, I upload to Git. They pull and use their 4.22.3 pre-compiled but don't upload the .sln or .uproject files

stable hemlock
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I'm looking for source code for the game engine, which structure is

round pagoda
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@stable hemlock Just go to the Epic Games Git, they have all the source code there and instructions on how to compile it using VS

stable hemlock
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Thank you

stoic crane
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@round pagoda yes you can do that. Infact, it's sort of what I do. I have installed build, that everyone develops with., and then I have scripts that use the source version to make release builds.

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and the .uproject never changes associations

round pagoda
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Oh, so you develop with the pre compiled version as well? So everyone's uses the uproject associated with that, and then you change the engine to source to do a build?

stoic crane
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i just use RunUAT.bat passing the .uproject, with the source version

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so the uproject doesn't change

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it just makes the build.

strong oxide
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trying to compile a ue4 branch with gameworks

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and ive gotten a warning that its detected a compiler newer than vs2017

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now ive also got 2019 on here and when i tried to compile before it told me i had unsufficient access which if im remembering correctly, was cause of a compiler issue

strong oxide
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oh @low dust it's your engine branch for 4.20-gameworks

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it hasnt failed yet because it's still compiling but it failed once in vs2019

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ah so even in 2017 it's STILL using the 2019 compiler

strong oxide
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14.21.27702 it's trying to use this vs compiler

somber goblet
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Anyone happen to know if you can use any of the build batch scripts to build the engine source itself?

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Experimenting with it now, but if someone already knows the proper way, that would be super ❤

spiral mortar
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What do you mean @somber goblet ? A .bat that builds the engine?

somber goblet
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I think I figured it out

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I was looking for a batch file that lets me build the source without having to invoke msbuild/cl.exe etc by myself

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It turns out that UAT can actually do this for you

spiral mortar
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yup 😃

somber goblet
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So generating project files and just running UBT with "UE4Editor Win64 Development" for example seems to be running the entire build chain

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it's still running though, so not sure if it works yet

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I think I had to read batch files for like 30mins to figure that out... uuu.. sometimes the lack of docs is kind of annoying

spiral mortar
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"./Engine/Build/BatchFiles/RunUAT.bat" BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=false -set:SignExecutables=false -set:EnableSymStore=false -set:HostPlatformOnly=true

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Worked a few versions back, should still be somewhat valid

somber goblet
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I think that one will actually create an installed version of the engine though

spiral mortar
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Yep

somber goblet
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I don't need that, I just need it to then be able to compile a test project, good to put on the clipboard for later use though, thanks!

spiral mortar
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Oh right the options are for that specific script

somber goblet
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Well that worked

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but it only built the editor, anyone know if there is a good argument to give to UAT to build all projects?

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Hmm, I guess this won't work since most of the tool programs don't have targets

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Sigh

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So I really have to build all the support projects I need like UAT manually?

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And invoke UBT on every single tool program I need?

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I wish there was an easy way to see what VS does behind the scenes when you do build all

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But I guess it does exactly that

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runs UBT on projects with targets, and builds the C# projects using MSBuild

somber goblet
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oh... maybe I got it

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uuuuuuhm

low dust
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@strong oxide I think you need small modifications to be able to compile that 4.20 with vs2019 but I dont even have it installed nor do I test building on any nondefault vs version

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On 4.20, ue4's default is vs2017

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I think it still is on 4.22

strong oxide
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@low dust Yeah, I've switched to vs2017, it's still defaulting to a compiler from the 2019 folder```
Using Visual Studio 2017 14.21.27702 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.21.27702

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but then i keep getting things like this ```
ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.pch" was produced by outdated command-line.
ActionGraph.IsActionOutdated: Old command-line:
ActionGraph.IsActionOutdated: New command-line: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.21.27702\bin\HostX64\x64\cl.exe @"C:\UnrealEngine-4.20-GameWorks\Engine\Intermediate\Build\Win64\UE4Editor\Development\Engine\SharedPCH.Engine.h.pch.response"
ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.pch" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.obj" was produced by outdated command-line.

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for pretty much everything

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maybe ill uninstall vs2019

spiral mortar
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@somber goblet I guess you could do something similar to the install script used in the command I posted before

strong oxide
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Ok, so I've uninstalled vs2019

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and so far so good

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no "wrong compiler"

somber goblet
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@spiral mortar Thanks! But I solved it using the vs devenv.com routine. The syntx ended up a bit weird but it seems to build at least on one test machine so far

rocky cloud
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Does Unreal Garbage collection move UObjects during collection? (specifically UObjects that are not being destroyed)

elder falcon
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no, a uobject will never move

rocky cloud
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hmm... so there is no "compacting" going on?

elder falcon
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no

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only freeing of empty chunks and reusing of objects

spiral shoal
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Does Unreal Engine Supports Exports Geometries to .stl file format , I have found one Class which does it for Landscape . And found Fbx Exporters for Static Meshes.
Anyone have worked me with this , i need some guidance .

somber goblet
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Urg

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I finally got the build script to do exactly what I want

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But it doesn't run on the agents because of dialogs

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I can suppress UAC no problem, but does anyone know how to suppress the "Register UE4 filetypes" dialog from setup.bat?

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digging through the script now, but if someone already knows if there is a flag or something, that would be nice

elder falcon
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there is -unattended

somber goblet
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nice

elder falcon
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for the version selector

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I'm not sure how you get the script to pass it to it

somber goblet
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Hmm, I guess setup.bat is just invoking the version selector

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yeah

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hmm

elder falcon
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just modify Setup.bat I guess

somber goblet
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I'd like to avoid that, but maybe I have to

elder falcon
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how does this even work

somber goblet
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I'm looking at the same thing

elder falcon
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it's checking for - not /

somber goblet
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Maybe it's worth doing a PR for this

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But it seems like this should already be possible

elder falcon
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oh

somber goblet
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it probably translates them

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yeah

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haha

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so silly

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but nice I suppose

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I might add optional arguments to setup.bat to optionally add unattended then

elder falcon
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I like how it doesn't do this for linux and the linux version of setup.bat uses - correctly

somber goblet
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And maybe do a PR for it

elder falcon
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hmm

somber goblet
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I wonder if the expectation is simply that ppl should modify setup.bat

elder falcon
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I was gonna suggest making Setup.bat pass through any extra arguments

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but it already does that for git dependencies

somber goblet
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:/

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I mean I guess you could still pass them to both?

elder falcon
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then if you pass any args to git dependencies, it will break because the version selector checks for a very specific number and order of args

somber goblet
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That only wouldn't work if both gitdependencies and version selector expects the strict order

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I'm loading the sln now to check what the gitdependency one wants

elder falcon
somber goblet
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ouch, missed that one

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back to plan A then

elder falcon
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it's very br_big_brain

somber goblet
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or patch that code

elder falcon
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actually thinking about it

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I don't remember ever seeing this prompt

somber goblet
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Me neither

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But I'm getting it on the agent now

elder falcon
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ah it's because it doesn't run if it's already set up

somber goblet
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That is what I assumed as well

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It's a clean agent

spare phoenix
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so i guess i gotta modify engine source to add new Sequencer track types

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shame this isnt extendable via plugins

elder falcon
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anyone here managed to correctly set up MinidumpDiagnostics so it will symbolize a crash dump locally for testing?

limber jacinth
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@elder falcon had very limitied success with minidumps

elder falcon
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I actually think I just figured it out

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needs more experimentation

elder falcon
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nope that didn't work

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a minidump created on another pc only has ntdll in the callstack in the diagnostics file

elder falcon
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it doesn't seem to open in vs either

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br_egg why is there zero documentation on how to do something useful with crash dumps

last cypress
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and how to turn off crash dumps, because it is laggy a lot

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better to have an opportunity to attach VS and debug

elder falcon
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huh no

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this is for when the game crashes for users

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I want to be able to at least get the symbolized callstack with line numbers

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(shipping the pdb files is not an option)

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I think I found a solution though, MinidumpDiagnostics is too br_big_brain for me to fix it but I can make a similar, simpler tool that manually symbolizes this part from the CrashContext-runtime.xml

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seems like the minidump files themselves are dead when generated by other pcs even with the bundled dbghelp.dll

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but the PCallStack looks intact

stark parcel
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is there any way to make building from source faster. As of now it takes around 4 hours to build after every time I edit something

elder falcon
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4... hours?

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iteration usually takes 10 seconds for me

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or are you modifying core headers, and using very slow hardware?

stark parcel
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Core headers? I have like no idea what that is

And I’m using an Alienware 17r5 laptop. It’s as powerful as a desktop.

Yet I’m building it on an external hard drive and wouldn’t have it on my ssd or my 1 TB internal data drive

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Should I move it to my ssd because I wouldn’t do that because of it being my system drive

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Currently just building a c++ project using the 4.23 preview source code is taking longer than expected

It’s at (91/1973) as of when I’m typing this

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And building the engine itself is over 3,000

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And this is without using incredibuild (can’t renew my license since i stopped using it in late 2016)

elder falcon
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make sure you actually aren't using incredibuild (just having it installed will make ubt pick it up, and without a license, that will slow everything to a crawl)

stark parcel
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It’s uninstalled

elder falcon
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ok, so the ~2000 actions seems normal for first time building the engine

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you shouldn't see this every time you make a change

stark parcel
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Ok

elder falcon
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I'm assuming you would get a huge boost to compile time by moving your engine and projects off that external hdd

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ideally everything is on a m.2 ssd

stark parcel
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I don’t have enough space for both on my ssd

elder falcon
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buy a bigger ssd / move something else you don't use often to the hdd

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compiling the engine from a hdd is slow

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this is probably your main bottleneck

stark parcel
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Ah ok. I’ll probably see if I can install it to my ssd

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And can I build with visual studio 2019? The github page says I need to use visual studio 2017 to build the engine.

elder falcon
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I'm using 2019

stark parcel
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Ah ok.

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So I’ll definitely make some room by uninstalling 2017

stark parcel
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I’m just about going to make it. Uninstalled some extra crap (like Microsoft office) and visual studio 2017

elder falcon
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you should have around 100GB free space for the engine folder

stark parcel
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I did. It was done in a half of an hour!

elder falcon
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yeah that's more like it

spare phoenix
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2019 is better for ue4

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Generateprojectfiles -2019

limber jacinth
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dont build the entire engine

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just build your project

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and it will build what is neded

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needed*

void hull
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I have made useful general purpose change to engine that fixes annoying zoom limit. Is there any reference how to proceed and create pull request? I haven't done it before.

granite dust
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It's pretty easy. Pull master (or whatever branch you think this should be applied), make exactly one commit that fixes the issue or adds the feature. Make sure your style matches UE4 style and that your code is the right amount of documented. Make a pull request on GitHub for that commit.

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But there's also the politics of getting your pull request noticed and accepted

void hull
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OK, will try tomorrow, it is late hour here.

last cypress
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some pull requests waiting more then 3 years

brisk silo
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@spiral mortar @granite dust any of you checked the ISPC thing on 4.23 preview?

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im thinking of porting my old spaceship benchmark (the ECS one) to ispc, and see if there are any gains

granite dust
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I'm locked into 4.22 until Quest launch, I think.

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Although 4.23 might get me some much needed gains..

brisk silo
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for ya both, ispc is probably best case scenario for meshing/voxel build

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i dont have a project to test that :/ but im going to check on the ECS bullshit

granite dust
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Too risky of an upgrade for my launch timeframe, though

brisk silo
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its too early to update to it anyway

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in fact it seems ISPC is windows ONLY

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at the moment

granite dust
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I have shipped a preview build to Steam before ;-)

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I think 4.16 preview 3 was my release. I can't remember for sure, though

brisk silo
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yolo

granite dust
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I was young and reckless

elder falcon
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ispc only on windows is how they will ensure that linux always runs worse than windows like it should br_big_brain

spiral mortar
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Only on windows?

brisk silo
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for now

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ISPC docs comment it should work literally everywhere

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including consoles and mobile

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so i guess its just due to the build system not being implemented yet

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i think it would be super retarded for Epic to implement something that only runs on windows

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and then have to write every function 2 times

granite dust
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Typically epic does stuff on PC first and then PS4 (so they can use the PS4 profiler and debuging tools 😉 )

thick storm
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gyou forgot dedicated servers running on linux

fair remnant
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Hey guys, is there a way to somehow cache vertex colors from meshes that are painted in UE4?

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We are generating our level procedurally from sublevels and it works great with lots of meshed but as soon as our level designers use vertex paint for additional details the loading causes massive freezes. Without vertex paint we get 20ms load time while with it we get 3000ms, which stalls our gamethread.

Is there any way to cache the paint and preload it, or any alternative. Hitches also happen in-editor while deleting vertex painted objects leading me to believe that there is some large recalculation going on. Why is this a game critical calculation when its only a visual texturing feature?

fair remnant
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We found out that there are no hitches when the game is built. Only in the editor there are problems

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😄

strong oxide
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@low dust are there any plans for a 4.22-gameworks branch?

low dust
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@strong oxide not anytime soon at least

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The renderer change makes upgrades nontrivial and nvidia has dropped the ball on these

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At this point I might skip 4.22 altogether and see if I get some of these running on 4.23 if I get my rig upgraded once it is out. Right now it just takes too much time to work on ue4 as engine build is multiple hours on my end

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If nvidia comes up with 4.22 versions, sure I'll merge them but it is way too time consuming for me to upgrade those atm

spare phoenix
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is it easy or the right thing to do to add another render pass to ue4 ?

harsh lantern
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hey all, I'm building UE4 from github and it's compiling every file 1 by 1, is that a thing now or can I make it like before, where it would group up a bunch?

pliant pagoda
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Can someone point me on where ue4 performs physics replication? Roughly, which files to look into

elder falcon
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seems sensible to start with the ones that have physics replication in the name

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they upgraded it to 8

midnight valley
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Is it possible to have a custom memory allocators for UObjects?

hidden hedge
elder falcon
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damn nice the 3900x builds the engine from scratch in 11 minutes br_animated_thinking

nocturne island
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@elder falcon yeah thankfully compiling is very multi-threading friendly

elder falcon
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still waiting for mine though

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was someone elses result

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for comparison, with my 7820x building the exact same configuration takes 20 minutes

nocturne island
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i have overclocked i9-7900x ( 10-core )... I should run a quick benchmark after a clean

nocturne island
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gah... 22:50 to rebuild 4.23 after full clean

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@elder falcon where did you get 3900x compile time

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there needs to be a ue4 compile time benchmark page

true granite
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It did so on my first or an all-fresh build...

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subsequent builds it only touches what was changed

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@harsh lantern the thread scrolled by soo fast. that was meant for you^^

strange jungle
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Hey guys i have a question is it possible to switch from lambert to oren nayar without having to rebuild the engine from scratch ? if yes how so ? thanks in adavnce

spare phoenix
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.usf are part of the "engine"

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but you dont need to rebuild the engine to change them

broken sand
stable hemlock
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Hey ! Anyone has an idea about a change that we could have made. Which modify how the structure are displayed in the editor.
In our case, it displays all structures twice (one well formatted and one unformatted) ?

Like in this example in the editor preferences window :

lament crescent
nocturne island
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@lament crescent Post definition of MyStruct type

lament crescent
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@nocturne island I'll do that in a minute, but it's happening for every struct, whether it's shipped with the engine or from our project, whether it's native or not, even vector are compromised ^^

strange jungle
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Hey ! in 4.17 i was able to modify from lambert diffuse to oren nayar diffuse easly by commenting lambert and un comment oren nayar :

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but this whole part isn"t here anymore in the shadingmodel.ush file how can i switch from lambert to oren nayar in 4.22 ? thanks in advance !

nocturne island
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@lament crescent happens for every struct? very strange ... can you diff your local engine changes?

stable hemlock
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Yes it happens for every struct! I will ask to my supervisor tomorrow to do that, I'm not personally able to do that for now ^^'

lament crescent
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My screenshot with the data table above shows that even basic vector of transform are affected, so it's really the way the editor display the struct which is broken, rather than a specific struct itself.

stable hemlock
timber remnant
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is anybody able to point me in the direction of where skeletal mesh animations are handled and subsequently rendered? I know that's vague as all hell

limber jacinth
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1>x:\unrealengine\engine\source\runtime\core\private\containers\algo\algostest.cpp(27): fatal error C1001: An internal error has occurred in the compiler.
1>  (compiler file 'd:\agent\_work\2\s\src\vctools\compiler\utc\src\p2\main.c', line 187)
1>   To work around this problem, try simplifying or changing the program near the locations listed above.
1>  Please choose the Technical Support command on the Visual C++
1>   Help menu, or open the Technical Support help file for more information
1>```
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anyone any idea?

nocturne island
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@limber jacinth Did you try doing a clean and deleting Intermediate folder?

limber jacinth
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yeah its not that

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its the compiler crashing

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i fixed it now tho

coarse knot
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how do I enable building the whole engine along with my game?

low dust
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easy version: have c++ files on your project, then clone the engine version you want to use, build it according to instructions on the github readme, then right click your games .uproject file and switch the engine version to the custom build one

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at that point, your projects solution file has both engine and your game project, you can modify both

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@coarse knot

coarse knot
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@low dust thank you 😃

spare phoenix
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has anyone tried changing how references to other objects get serialized (i dont want their string path in the uasset files)

elder falcon
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that's not a thing you can override easily

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at least not like "modify how all references to objects of this class serialize"

spiral mortar
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So turns out doing anything affecting the render thread (eg queuing a command) in an async game thread task isn't safe

elder falcon
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wut

spiral mortar
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And then finishes the async tasks

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And while the render thread is suspended

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IsRenderingThread returns true everywhere

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Which is obviously really bad

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Making a repro for this is going to be a pain...

elder falcon
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why would the render thread ever be suspended

spiral mortar
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To read render stuff on the game thread

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eg

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Engine\Source\Editor\UnrealEd\Private\Editor\ActorPositioning.cpp

elder falcon
spiral mortar
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It's a really bad bug tbh

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Corrupting stuff in the background

unborn tiger
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hmm, compiled 4.23 and subsurface profile is empty for me, no params, just an empty window, anyone else has this problem? (not really fam yet w ue or its engine, im only fiddling around w/ raytracing)
edit: nvm, i had to reset the window layout and it works:)

timber remnant
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Short of digging through the engine source (which I'm about to do - just compiling still) is there any material out there which can help explain the structure of unreal engine? i.e. it's internal architecture, or certain areas there in.. of.. about?

long wave
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The engine is absolutely massive, you'd have to be more specific than that really

timber remnant
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Well in particular in how the GPU handles animation - the skin cache pipeline and how it handles skeletal meshes

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rendering of skinned meshes

long wave
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Well, the two main sources of official info are docs.unrealengine.com and api.unrealengine.com

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But tbh, the API documentation is auto-generated and useless next to just looking through the source code

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and Docs rarely goes above anything intermediate level

timber remnant
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This was the vibe I got - I'll wait for this beast to compile then

long wave
timber remnant
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Hey nice one, thanks

frozen glen
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I wrote a custom detail viewer for an actor component I have. I'm trying to get the class of the actor that it's attached to while editing the blueprint. I'm able to obtain the pointer to my ActorComponent, but that's it. I've tried using TObjectIterator to find all actors and then iterate over their components. I was able to find an instance of the ActorComponent on an AActor this way, but it's not the same instance as the one from the DetailView. Any other ideas?

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I've also tried using FAssetEditorManager::GetAllEditedAssets(), I'm able to find the UBlueprint this way, but not sure how to access the root object of the blueprint.

spare phoenix
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the UBlueprint's GeneratedClass

elder falcon
spare phoenix
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does the chaos concave object collision work yet ?

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can we just never make convex hulls again

elder falcon
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convex collision will always be more efficient

barren oyster
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After some investigation, I think I found a very strange engine bug, where on some mobile devices decals are rendering at the actor position instead of attached to the ground as expected; works fine on PC, but on mobile it is broken
Anyone experienced anything similar?

timber remnant
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With regards to GPU Skin cache and morph targets, o

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does anybody know what order these are applied in?

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ahhh I presume morph targets are computed before skin clusters.. given there's a call to "MorphUpdateCS in SkeletalRendererGPUSkin.. is this the entry point for the GPU?

viral prawn
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Which file do I need to include to get log macro

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in the engine source in a file that I can't do an UELog

timber remnant
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Obviously I am being stupid or does GpuSkinCacheComputShader do nothing..?

timber remnant
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anybody know where the skinning is done for a GPUSkin which isn't using the GPUSkinCache? I'm actually struggling to get any results where the skincache is used..

brisk silo
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@elder falcon parts of Chaos are designed to run parallel-fors and the like

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if it supports taskgraph properly, i guess that says that instead of having a dedicated physics thread, it will just run parallel-for every time it can for scalability

elder falcon
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that sounds exciting

long wave
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Just glad you can actually have a fixed framerate now by the look of it

elder falcon
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huh

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what makes you think that

low dust
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it being designed to work with networking is one good reason (for fixed timestepping)

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I have no idea how chaos works tho

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just throwing that out there

elder falcon
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adding a fixed timestep to the engine would imply massive refactors to the character movement to make it actually useful and I haven't seen any

brisk silo
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not really

low dust
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only if some person would have implemented fixed timestepped physics with current physx setup

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cough

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but talking about chaos and CMC at the same time... that's kinda assuming much now

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realistically they'd redo CMC, this time with more decoupled structure

elder falcon
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I don't see how a fixed timestep can work without converting everything involving physics and movement at once

long wave
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fixed timestep physics is nothing to do with character movement

elder falcon
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how is a character that ticks every frame supposed to interact with a world that has a fixed tick rate

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or anything that moves

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it'd need render interpolation on all objects

long wave
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Maybe the default scene would be semi-fixed like what we have now just to keep life simple

#

I can definitely see it being able to create fixed-step scenes though

#

all I want is the ability to either a) simulate a single object on it's own within the context of a scene at will or b) easily and cheaply duplicate chunks of a scene and simulate those at will

#

If either of those becomes a reality, networked physics pawns suddenly gets a lot easier

#

The existing PhysX integration doesn't make either of those things easy

thick storm
#

@elder falcon there is new movement component in the works

#

so you got that covered

long wave
#

There is?

thick storm
#

yes

long wave
#

any info?

thick storm
#

sec I will paste relevelant parts from udn

long wave
#

link me if pos

#

never sure what the deal is with sharing udn posts

thick storm
#

if they are not marked as private

#

youu can share Epic responses

long wave
#

nice

elder falcon
#

br_boi this link goes nowhere

thick storm
#

-"Implicit corrections": all prediction and correction will happen client side now instead of explicit acks/correction from the server. Server will just tell clients where (and when) they were and it'll be up to client to respond to that.
-Well defined input structure. Input into the system will be pretty tightly controlled and structured so that it can be reasoned about over time (what was my input this frame, client and server will agree what the input was, etc).
-"Single simulation code path" meaning we a single code path for the core simulation code (ie., a movement update function) that doesn't have to worry or check about prediction, authority, simulated proxies, etc.

long wave
#

bloody hell, imagine that

thick storm
#

from the master of GameplayAbilities Dave Ratti

long wave
#

Pretty much exactly what I did for my vehicles then

#

Will be keeping an eye on that like a hawk

thick storm
#

that's probabaly going to involve some refactor into GameplayAbilities as well

long wave
#

hopefully it's not dependant on it, but sounds promising

thick storm
#

it might be, there was always planned better inter op betweeon those two systems

#

but I wouldn't assume it is going past attribute integration and ability tasks

elder falcon
#

why aren't all of these "not private" posts publicly visible by default

thick storm
#

well it is your judgment call

#

to not copy paste something under NDA from wall of text '[

elder falcon
#

there is far too much info that can only be found on udn while not touching any game's nda and thus having no reason to be secret

thick storm
#

honestly

#

I still think there should paid private forums

#

it would weed out most shit talk

#

paid for post

#

free to read

elder falcon
#

the ability to read the posts linked from issues all over is what udn is lacking

#

this new movement will be very nice

brisk silo
#

the CMC is one of the bigger clusterfucks of the entire game architecture

#

the other big clusterfuck is the entire scene-component transform system

#

btw, those updates to CMC networking look great

spare phoenix
#

and just when i decided to write a custom CMC from scratrch cuz adding features to existing one was too hacky

brisk silo
#

its good to have your own character movement

#

that way its optimizable

spare phoenix
#

all my movement is based on root motion of animations playing, its much easier than trying to fake it with constant velocities which is what i had to do with CMC

hidden hedge
#

with transforms, implementing skeletal mesh merge for customised characters was actually worth it more from the "fewer transforms per frame to update" perspective more than the drawcall one

thick storm
#

plugin with movement is on git master now

#

@spare phoenix unless you are doing only single player, walking simulator

#

root motion movement is dead end that will bite you sooner than later

sudden thorn
spare phoenix
#

@thick storm dunno, root motion from montages only is working fine for me networked, also its been a lot easier making sure things like ladder climbing happens one rung at a time not using CMC and just using root motion instead

thick storm
#

for full movement in real networking conditions ?

#

or just by testing locally ? (;

spare phoenix
#

i do replicate the "action" that causes montage to play with world coordinates and timestamp

timber remnant
#

Can anybody tell me why .ush files are ignored by the shader compiler?

elder falcon
#

what do you mean "ignored"? they are shader headers, included by usf files that get compiled when the engine references them

timber remnant
#

from visual studio, syntax errors in usf will cause the shader compiler to bomb out when building the engine, header files can have their entire contents removed and the engine will build fine

brave wraith
#

im getting these errors when trying to bild developer sever. Not sure what they mean

spare phoenix
#

you should remove the mark of the web on those files

#

why did you download the engien source as zip and THEN use windows explorer to unzip it ?

#

either cloning properly, or using winzip/winrar/7zip to extract the zip wouldnt leave the files with "mark of the web"

brave wraith
#

dunno

#

but i dont know which files they are

spare phoenix
#

anyway the mark of the web is removed by clicking "Unblock" on the files after right clicking them and Properties

#

it says, the resx files

brave wraith
#

ahhhh

#

ok

#

thnak youi

brave wraith
#

now im just getting this

#

1>------ Skipped Build: Project: SlateViewer, Configuration: Invalid Win32 ------
1>Project not selected to build for this solution configuration
2>------ Skipped Build: Project: SymbolDebugger, Configuration: Invalid x64 ------
2>Project not selected to build for this solution configuration
3>------ Skipped Build: Project: TestPAL, Configuration: Invalid Win32 ------
3>Project not selected to build for this solution configuration
4>------ Skipped Build: Project: UnrealCEFSubProcess, Configuration: Invalid Win32 ------
4>Project not selected to build for this solution configuration
5>------ Skipped Build: Project: UnrealFileServer, Configuration: Invalid Win32 ------
5>Project not selected to build for this solution configuration
6>------ Skipped Build: Project: UnrealHeaderTool, Configuration: Invalid Win32 ------
6>Project not selected to build for this solution configuration
7>------ Skipped Build: Project: UnrealLightmass, Configuration: Invalid Win32 ------
7>Project not selected to build for this solution configuration
8>------ Skipped Build: Project: UnrealMultiUserServer, Configuration: Invalid Win32 ------
8>Project not selected to build for this solution configuration
9>------ Skipped Build: Project: UnrealPak, Configuration: Invalid Win32 ------
9>Project not selected to build for this solution configuration
10>------ Skipped Build: Project: UnrealVersionSelector, Configuration: Invalid Win32 ------

#

......

spare phoenix
#

should probablz not use the invalid configuration

brave wraith
#

not even sure what the configuration is for

ocean inlet
elder falcon
#

nice, gonna have to see if I can make my weapons use it when the final version is out

spare phoenix
#

hopefully i can use this for my custom movement component as well

long wave
#

Nice, I'll check it out

wraith crystal
#

unless you want to be copying FVectors for no reason

spare phoenix
#

have you measured that its better performance ?

#

a FVector can fit in a single SSE register which is ideal for parameter passing

#

a pointer to it would use up 8 bytes anyway and then require an indirect memory load, vs just 16bytes (single SSE register) directly

#

if anything, more fvectors should be passed by value

elder falcon
#

now that would be an interesting benchmark

#

would it work to just replace all const FVector& with FVector in the engine and then check if the fps improves or something?

spiral mortar
#

It will definitely not work

#

And it's cpu dependent :p

spare phoenix
#

the compiler with inline functions/full program optimization should figure stuff out on its own anyway

elder falcon
#

ltcg takes like 15 minutes per configuration and doesn't seem to measurably increase the fps or reduce loading times or do anything actually useful for the game

#

and pgo makes parts of my game run worse while not improving others lol

spare phoenix
#

ltcg can be beautiful but it blows up linking time and compilation memory usage

wraith crystal
#

@spare phoenix going to bench it but I think you're right

spare phoenix
#

however it was likely intended to be a ref in that function and just typo'd

spare phoenix
#

theres really no reason for it to be const nonref

#

if it was supposed to be a copy it'd be nonconst

wraith crystal
#
You are basically trading off stack space + copying values vs. needing to access memory on other cachelines. In modern architectures my personal rule of thumb is if it is 4 registers worth of data or less (so basically 4 simple member types) pass by value, otherwise pass by reference. I'm also hesitant about passing things by value unless they are fundamental engine types that aren't going to change (e.g. FVector, FName), the risk with passing some game struct that is small today by value is that someone comes along and puts a whole lot of additional data in to it in the future and suddenly your cheap register-only copy is some enormous amount of memory allocations and you are very sad.
spare phoenix
#

yes the rule of thumb is that 16 byte structs should always be by value on x64

#

but most FVector parameters are constref in the engine

wraith crystal
#

why did I think anything < 8 bytes should be passed by value and anything above by ref

#

probably heard it somewhere and so the internet got me

spare phoenix
#

well 8 bytes should absolutely always be value

#

cuz a pointer on x64 is 8 bytes so you gain nothing

wraith crystal
#

sure

spare phoenix
#

but floating point on x64 are passed in SSE registers which are 16 bytes

#

so for floats, <= 16 should always be by value

wraith crystal
#

so basically up to FVector4 and friends --> pass by value

spare phoenix
#

quaternions and rotators etc

wraith crystal
#

sure

#

this is great to know, glad you've caught it

#

(and a github user who got the response I've pasted above from someone at epic)

spare phoenix
#

but epic always uses constref for these structs

#

which caused me some trouble when i do follow the rule of thumb

wraith crystal
#

well that's their loss :)

spare phoenix
#

well they do tons of things i dont like/conflict with my own style, like never using unsigned integers anywhere

glass hedge
#

Can anyone point me to where the cloth physics is applied in engine. I'd like to take a look at it's implementations as it's not behaving well with morph targets

elder falcon
#

how did epic increase their cl numbers by like one million in a month 🤔

hidden hedge
#

perpetual fortnite crunch

#

it's gone up 2 million since april

honest niche
#

I'm perplexed as to why my SaveGame UPROPERTY isn't working:

  • a cpp component, with a FMyStruct member var
  • that member var is a UPROPERTY(SaveGame)
  • FMyStruct is a USTRUCT() with a friend FArchive& operator<<(FArchive&, FMyStruct&) and a bool Serialize(FArchive&)
  • I call Serialise() on the component
  • ...and never hit the FMyStruct serialisation code
    Any ideas what step I've missed? I also have a SaveGame TArray<FString> in the component, and that serializes correctly.
#

(absolutely no idea if this is the right channel, apologies if not)

spiral mortar
#

@honest niche need to set its type traits to have custom serializer

#
template<>

struct TStructOpsTypeTraits<FVoxelMaterial> : public TStructOpsTypeTraitsBase2<FVoxelMaterial>

{

	enum 

	{

		WithSerializer = true,

		WithIdenticalViaEquality = true

	};

};

ivory skiff
#

Anyone use distributed lightbuilds with swarm?

elder falcon
#

what does WithIdenticalViaEquality do? 🤔

spiral mortar
#

@elder falcon use the == operator to check equality

elder falcon
#

huh what else would it do 🤔

spare phoenix
#

use overriden virtual function ?

long wave
#

it uses memcmp IIRC

weary raptor
#

I'm planning to update a project from 4.19.2 to 4.22.3 - later today, is there any common issues I should be aware of?

modern shore
#

Should blast plugin work in 4.22.3?

#

I am not seeing option to "Create Blast Mesh" in context menu, plugin is enabled

modern shore
#

guess its complete and recommendation is to use nvidia branch

#

time to try out chaos

modern shore
#

only this was added to UE4Editor.Target.cs

// enable chaos physics plugin
    bCompileChaos = true;
    BuildEnvironment = TargetBuildEnvironment.Unique;
#

Anyone got this plugin working?

elder falcon
#

chaos is fucking huge wtf

brisk silo
#

so they merged another huge Chaos drop?

elder falcon
#

yes

brisk silo
#

time to snoop around it

elder falcon
#

there is also a lot of physx changes

#

and niagara

brisk silo
#

so this is the code drop for real

#

unlike the 4.23 one

elder falcon
#

what's new

brisk silo
#

checkin

#

but quick look shows huge updates to chaos

brisk silo
#

uhm, did they remove ispc?

#

i dont find it there any more

#

the 3 ispc files on 4.23 are not there anymore

elder falcon
#

they aren't on github

#

they're in the dependency file

#

because br_big_brain

brisk silo
#

nope, this is after running dependencies

elder falcon
#

wtf

hidden hedge
#

if you have perforce access it's just easier to follow the dev-physics stream

elder falcon
#

I would guess that 99% of the people in this server do not

spiral mortar
amber kernel
#

hello guys, i'm having a problem trying to build my project in Visual Studio Code:

> Executing task in folder BookDemo: Engine\Build\BatchFiles\Build.bat BookDemoEditor Win64 Debug E:\Projects\UnrealEngine\BookDemo\BookDemo.uproject -waitmutex <

'C:\Program' is not recognized as an internal or external command,
operable program or batch file.

c:\Program Files\Epic Games\UE_4.22>
#

why?

shrewd thorn
#

Something somewhere needs quotes to deal with the space in Program files. But I would recommend you not install UE4 to program files, you're better off putting UE4 in a more root directory

shrewd thorn
hidden hedge
#

nice changes, i'm not sure why gamepad type wasn't something readily exposed

#

hope they get accepted

shrewd thorn
#

The UE4 input stuff is very old and never really got focused on at Epic

royal harness
#

@modern shore To get it working, I had to add BuildEnvironment = TargetBuildEnvironment.Shared; bCompileChaos = true; in BOTH the engine's .Target.cs file, AND the project's .Target.cs file

low dust
#

why do you need to changed that to .Shared ?

low dust
#

ah you mean it was there already, nevermind :p

elder falcon
low dust
elder falcon
#

hmmmmmmm

low dust
#

it's possible master is broken tho

#

new chaos drop isn't in 4.23 branch tho

#

wonder what happened here 😄

#

this makes no sense

#

lets blame someones cat for saving this

#

I do wonder how nobody has spotted this so far tho

#

it's been like this for 4 days

#

shouldn't have updated master but I guess it would have taken half a day anyway to redo this 😃

low dust
#

so I got it built but how does this even work? 😄

#

ah they have some demo on the GDC

elder falcon
#

3275 actions wtf?

low dust
#

I didn't notice there was new editor mode (it was collapsed due to default editor dialog sizes)

#

@elder falcon yeah, UE4 loves me 😄

#

at least it built now

elder falcon
modern shore
#

@royal harness
in BOTH the engine's .Target.cs file, AND the project's .Target.cs file

There is no project, I am trying to create a new one by starting UE4Editor.exe

granite dust
#

New movement component sounds early, but promising

low dust
#

oh, that's nice

#

CMC including everything was like everything wrong with it 😃

#

it's just so bloated and unmoddable

#

lol

#

that editor crash I had

#

I just attached debugger

#

well, I guess this is not supposed to work at runtime yet

#

no idea if the 4.23's version actually simulates things

#

but the version on master seem to be intentionally disabled

#

in a weird way 😄

pastel dew
#

is it possible to build the engine with vs-code (with build tools installed and working), or do i also need full visual studio?

hidden hedge
#

i think so but i wouldn't recommend vs code for UE4

pastel dew
#

ok, ill grab v studio community, thanks @hidden hedge

#

is visual studio 2015 or 2017 recommended?

#

or does 2019 work for UE4?

trail juniper
#

2019 works very well

pastel dew
#

thanks again @trail juniper !

trail juniper
#

yw

pastel dew
#

once i build the engine from source, i assume i can no longer user the epic games launcher ?

trail juniper
#

then you open your sln file or just dblclick the uproject file. you always can change UE version with the context menu

#

but i dont think its in the launcher

#

but you can open your project through the launcher

shrewd thorn
#

You can still buy marketplace content via the launcher, it might find your project root and if not you can specify it when you install

#

My launcher thinks I still have 4.18 installed, so you might want to uninstall the engine if it gets too confused

pastel dew
#

thanks for the tip @shrewd thorn

#

does that mean i could/should uninstall the engine from the launcher and just use my built version?

hidden hedge
#

managing marketplace content and using source builds is still a pain unfortunately

#

it only detects installed builds

#

so you have to have an engine install and then copy the content to your source build, which is a pain

pastel dew
#

ah ok, thanks for the tips

hidden hedge
#

anyone know of the best way of programmatically creating an asset in the editor, preferably without having to create a factory class?

small cobalt
#

I dont know if you can?

#

Ive always made a factory class cause thats all i could see how it worked...

hidden hedge
#

suppose i'll have to do that then

uncut flax
#

I already installed 4.6.2 that a while ago

#

But it keeps saying this

#

Can anyone help to fix this?

midnight river
#

@uncut flax

uncut flax
#

@midnight river Thanks! It works fine now :))

midnight river
#

🎉

modern shore
#

anyone have current preview branch compile?

#

4.23

dense kettle
#

Hi, someone using Buildgraph to build Installed Engine on Linux?

#

It seems it doesn't build generated headers, and so I cannot build my uproject

nocturne island
#

@modern shore just built latest last night - did you run Setup.bat and GenerateProjectFiles.bat after pulling latest

strange jungle
#

Hey ! So i'm trying to "implement" ( it is more switching since it is already implemented) Burley shading (Disney shading method) in UE4 for that i need to switch from lambert diffuse to burley diffuse which is already done (easy) and base specularGGX to D_GGXaniso (anisotropic) but i can't find how can someone help me ?

#

this is how i changed from lambert diffuse to burley quite easy since all the variables are already declared !

#

and this is the specular i try to implement ( already on the BRDF.usf file) ! if someone can help to to implement it at least for the default lit sahding that would be awesome !

wraith crystal
#

has anyone written a plugin / engine mod or know of one that would enable materials to access structured buffers by name, much like textures?

stable hemlock
#

Yao.. Tryin to increase max Vector Feild count per emitter. I just need about 20+ of them for simulation and it is totally fine when i increase that limit from 4 to 8 and even 9 of them, but something going wrong (engine just won't launch with usual shader compiler code syntax error) if ts more then 9 of them.. do not really understand what s exactly.. Imma not that good n c++ thingys.. Can anyone try it?

Ts vi ParticleGpuSimulation.cpp and vi ParticleSimulationShader.usf

stable hemlock
uncut flax
#

All these .dll files exist without the PROFILE in its name

#

Thats my target file

#

Anyone who can help me?

#

The game it self works fine

uncut flax
sharp light
#

Hi, not sure if this is the right channel but I'm trying to build a binary setup using the Automation Tool I've installed windows 10 sdk but getting this error: ERROR: Unable to find installation of PDBCOPY.EXE, which is required to strip symbols. This tool is included as part of the 'Windows Debugging Tools' component of the Windows 10 SDK (https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk). while executing task <Strip Platform="Win64" BaseDir="E:\Projects\AIRUE4" Files="#UE4Editor Win64 Unstripped" OutputDir="E:\Projects\AIRUE4\Engine\Saved" Tag="#UE4Editor Win64 Stripped" /> at Engine\Build\InstalledEngineBuild.xml(141) (see E:\Projects\AIRUE4\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)

#

just wondering if anyone else had come across that before.

sharp light
#

followup: I think i got it working. The "Debugging Tools for Windows" are not installed by default in the Windows 10 SDK i was using.

hidden hedge
#

that's what the error message described

winter dagger
#

question: can I build the Mac engine from Windows?

nocturne island
#

@winter dagger no... why would you want to

hardy parcel
#

Hi everyone, I have a question:
In editor, we can select any actor by left mouse click, even if the collision of selected actor is set to disabled. Apparently editor doesn't use "LineTraceByXxx" to detect which actor is selected.
My question is: Which API editor use to select actor? Can this API be used by game logic?
Thanks for any answer!

winter dagger
#

@nocturne island I need a particular version of it and would like to build that by the least annoying means possible

#

since the instructions begin with “run this .bat file” and macOS doesn’t do those, and since there’s a screenshot on that page showing both Mac and Windows targets in Visual Studio, I thought that might be the way to go

dense kettle
#

Hi, can I only build uproject (without packaging) with UAT?

shrewd thorn
#

You can set up visual studio to build via a mac proxy build machine, but apple makes it impossible to actually cross compile the way you can with linux

winter dagger
#

ah okay, that makes sense

#

I’ll see if I can figure out how to just build it on my Mac then

#

thanks

modern shore
#

@nocturne island thank you, trying it out now

#

regarding ue4 not compiling

#

i had no idea setup.bat was necessary more than once

modern shore
stuck patrol
#

Hi, does anyone in here has tried NVIDIA Gameworks on UE4?

light pewter
#

Hey guys anybody know which editor function is responsible for changing a blueprint classes default variable value, and is it callable without modifying UE4's source?

low dust
#

@stuck patrol I have

stuck patrol
#

@low dust Which version?

low dust
#

which version of what?

#

ue4, individual techs?

#

I've used these pretty much as long as they've been a thing for ue4, but recently, I've also merged and updated these myself for 4.18-4.21 so that people can use single engine build for most of these techs

stuck patrol
#

@low dust Oh sorry, i mean your UE.

low dust
#

not sure what you are asking now

stuck patrol
#

@low dust Cool . I've tried to visit the gameworks branch and it says page not found. Do I need to wait for my submission acceptance from nvidia dev?

low dust
#

nah

#

but you need to link your ue4 and github accounts

#

you can't access any ue4 forks without that link

#

as it's a private repo that's forked for modifications then

stuck patrol
#

Ahhh i see. Lemme try a little bit.

#

@low dust Thank's . Now i can access it.

#

@low dust can i text you in private?

low dust
#

is it something that needs to be private?

#

if it's brief, it's fine

stuck patrol
#

maybe not, but i'm afraid it too spam in this section. Just ask about a little about those things.

dark pine
#

Posted this in the cpp channel but then found this room and I think it's a better fit

Can someone explain to me how the global render resource list gets populated?
This is used, for example, during RHIInit to invoke InitRHI on seemingly all static instances of FRenderResource
I can't quite figure out how this is happening, except to perhaps chalk it up to some UHT magic

spiral mortar
#

@dark pine Maybe static variables?

#

When they are constructed they register themselves to a global array

dark pine
#

There's nothing in the constructor

#

that's the first thing i checked

#

/** Default constructor. */ FRenderResource() : FeatureLevel(ERHIFeatureLevel::Num) , bInitialized(false) {}

stuck patrol
#

Hi, does anyone in here has tried using NVIDIA Gameworks for Commercial Products? like a game?

elder falcon
#

3900x builds the engine two times faster than the 7820x br_wow

low dust
#

@elder falcon how long for clean build?

nocturne island
#

@elder falcon totally interested in seeing some timings as well...

limber jacinth
#

waiting for the 3950x

elder falcon
#

before it was 1200 seconds and now it is 620 seconds

#

I always build with all useless plugins disabled, and obv only the editor

elder falcon
brisk silo
#

holy fuck yes

elder falcon
#

in dev-editor, so going in 4.24

brisk silo
#

being able to change the movement component from BP is big

brisk silo
#

sky atmosphere 🤔

#
        {            {
            SunLightAtmosphereTransmittance = AtmosphericFogComponent->GetTransmittance(-SunLight->GetDirection());                 if (AtmosphereLights[Index])
            {
                const FVector SunDirection = -AtmosphereLights[Index]->GetDirection();
#

instead of running normal sunlights, atmosphere lights

#

interesting

elder falcon
#

I like how dev-rendering has so many commit descriptions that mean nothing to me

elder falcon
#

only took 5 years

pliant sonnet
#

Wild wish fulfillment speculation - the 2019 Red Dead SIGGRRAPH talk on unified PBR indoor/outdoor lighting cites Hillaire's 2015 paper on unified volumetric PBR, ie great magic things will soon happen with the UE4 built in sky 🙂

elder falcon
#

there are more dev-volumetrics merges after this with no description

neat hazel
#

so, is it a mistake that Engine/Content/StarterContent contains only one texture?

#

the rest of it is in Samples/StarterContent.

#

i thought i could reference starter content without making a copy by pointing to /Engine instead of /Game

modern shore
low dust
#

Wonder if that frostbite sky is any coincidence to Unity just getting new physically based sky for their hdrp... From ex-frostbite guys

#

They dont have clouds for it yet tho but it's on their backlog

brisk silo
#

@elder falcon Epic is going ham on dev-rendering

#

4.24 i gues is the target for 100% rendergraph

#

the great thing is that every time they move something to rendergraph, it gets simplified in the code

#

full rendergraph will make it very easy to tinker with the render passes

spiral mortar
#

😍

brisk silo
#

it should also improve perf on vulkan and dx12

#

through async compute and much better barrier usage

thick storm
#

the batch of SkyAtmosphere is merged to master

thick storm
#

@low dust doubt it

#

I mean

#

when you are getting money from Disney/ArchViz

#

to push renderer in certain direction

#

fully procedural/physical sky is pretty much basic requirment

#

and Epic have been slowly but surerly picking key people from DICE

#

@brisk silo fortunetly

#

CMC is won't be developer any longer

#

😄

#

developed*

low dust
#

seems like these engines are starting to align on rendering then :p

#

Unity got rendergraph too :p

brisk silo
#

@thick storm the entire game framework needs to be re-thought

#

you have this renderer gettign more and more strong over time, and meanwhile the game framework on 90s OOP practises

#

where moving an object bottlenecks

thick storm
#

it's probabaly not going to happen

#

even new movement component is till OOP

#

but at least

#

it's more modular

#

single movement mode - one component

#

I mean gameplay framework might just as well stay OOP

#

the code behind it needs to change

#

like Ticking

low dust
#

I dunno if it's really worth fixing just some of the issues

proud elbow
#

What is/are the fonts used in blueprints and Unreal Engine in general?

low dust
#

like, in ue4, you got HUGE overhead on the transform setup itself

#

and it's not something you can just change there as everything relies on current setup

#

(without forcing people to use different style framework)

proud elbow
#

Nvm... found them in C:\Program Files\Epic Games\UE_4.19\Engine\Content\Slate\Fonts

brisk silo
#

transform system and ticking system are 100% an absolute clownhouse

#

single-thread only transform system, with no option to do deferred transforms, and instant

#

and the tick system could group stuff by type, but it doesnt, so its instruction cache overhead is crazy

#

the fact that you can get 10-20% speed improvement on complex games by doing aggregate ticks is insane

thick storm
#

@low dust I don't think they will rewrite or create new gameplay framework that will not be OOP

#

the new one might be more component based

#

but it still going to be composition not full blown ECS

#

you can't really create generic extensible framework system using ECS

#

but some shit of the framework cloud be improved with great benefit

#

like tick optimization or rewriting transform system to be multithreaded and cache coherent

#

in the end when you are writing gameplay systems how often do you want to change how transforms work, vs just providing set of transforms and let the system handle it ?

low dust
#

yeah, I don't think that either

low dust
#

is there some recommended way to make VS store libs and objs for UE4 compilation into separate folder?

#

I'd assume there would be some parameter for some ini to make this happen

#

instead of having to mess with VS solutions projects directly

#

I currently spend a lot of time in the linking phase, just wondering if that could be sped up by having the compiled objs and libs on another SSD as I have multiple similar speed drives here

thick storm
#

if you are already doing it on SSD

#

moving it to other SSD

#

won't change anything

low dust
#

was thinking simultaneous read and write could be still more expensive than read from other drive and write to other if the SSD's controllers throughput is on the limit already

#

but I don't know if it's an actual thing

#

on HDD, it would be definitely way faster since you read and write to different drives all the time then

dusk egret
#

M.@ might make the difference from SSD

#

errM.2

low dust
#

definitely will

#

but that doesn't help today when I'm compiling these branches

#

anyway, I'm almost done already, going for last branch for now

stable spruce
#

does.engine suggestion go here?

elder falcon
#

no

#

engine suggestions go in here: 🚮 because epic doesn't actually care

stable spruce
#

uhh

dusk egret
#

lol @elder falcon

elder falcon
#

it's true though

dusk egret
#

there may be a more accurate description

#

perhaps they get so many... and are understaffed for that kinda stuff?

#

you should apply for that position

elder falcon
#

pls no

dusk egret
#

lol

noble hare
#

Trying to compile the engine from source, only wanted Win64, but it dies trying to compile UE4Game Linux. Can anyone spot what was wrong with my command?

elder falcon
#

missing the flag telling it to only build win64

noble hare
#

is that not "-set:WithWin64=true" ?

elder falcon
#

some long time ago this had a HostPlatformOnly setting

#

I haven't used it in a while

#

maybe a docs page exists

dusk egret
#

too small to read for my eyes

noble hare
#

Thanks @elder falcon , looking at the script, I think I want HostPlatformEditorOnly

elder falcon
#

what is even going on anymore in dev-anim

#

the control rig thing is now being over engineered so far that it has its own vm module

thick storm
#

it was always it's own VM

elder falcon
#

br_egg builtin live++ still does not work on the engine module in 4.23

#

crashes in some log suppression function after applying the patch

#

🤔 how do you make insights display something

#

view is just always empty, seems to record the frames but no data inside them

spiral mortar
#

😮

abstract jetty
#

How do I get my EditorViewport to render a different scene then the current edited level?

dense wharf
#

can't build the engine 4.22.3 getting this error

#

[1/2] UE4Editor-GoogleVRController.dll
1> Creating library C:\UnrealEngine-release\Engine\Plugins\Runtime\GoogleVR\GoogleVRController\Intermediate\Build\Win64\UE4Editor\Development\GoogleVRController\UE4Editor-GoogleVRController.suppressed.lib and object C:\UnrealEngine-release\Engine\Plugins\Runtime\GoogleVR\GoogleVRController\Intermediate\Build\Win64\UE4Editor\Development\GoogleVRController\UE4Editor-GoogleVRController.suppressed.exp
1>GoogleVRWidgetInteractionComponent.cpp.obj : fatal error LNK1318: Unexpected PDB error; OK (0) ''
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "....\Build\BatchFiles\Build.bat -Target="ShaderCompileWorker Win64 Development" -Target="UE4Editor Win64 Development" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project "UE4.vcxproj" -- FAILED.

elder falcon
#

just build it again

#

no one seems to know what this error means, it happens sometimes, and when you try again, it doesn't

dense wharf
#

rebuild you mean?

elder falcon
#

nah just normal build

dense wharf
#

i get that error every time

elder falcon
#

strange

#

it's never shown more than once in a row for me

dense wharf
#

can i disable that vrcontroller i dont use it

elder falcon
#

yeah, you can disable all plugins you don't use

#

...though it's a bit difficult to do with the engine not built yet

dense wharf
#

maybe i can remove that source file or something

#

okay that worked lol

#

deleted the vrcontroller

#

from the plugins folder

modern shore
#

still mega stuck with this... anyone have an idea what might be causing it?

spiral mortar
#

@modern shore wrong loading phase on a plugin maybe

#

Check the log

hearty sand
#

How does one remove the Engine Source out of a Project Solution again?

#

I'm sick of random recompiling

#

Well not remove but remove it from any form of possible compile act

elder falcon
#

pretty sure you have to make an installed build to achieve that?

hearty sand
#

I'm half sure someone wrote a couple weeks ago that they removed it from VS in a way that it just doesn't try to build that project

elder falcon
#

but that's not how it works, if you ask ubt to build ProjectEditor target that includes the engine modules

#

unless installed

hearty sand
#

But the Binaries of the UE4 Project in the Solution usually stay untouched

#

Unless you actively modify it

elder falcon
#

vs solution only exists to view the code, nothing you set there has any effect on the actual build

hearty sand
#

Well that's maybe a bit missleading given the name:

  • UE4 Project -> UE4 Source in the Solution
  • Actual Project -> Game Project in the Solution
#

Well it recompiles the UE4 Source randomly.

#

I basically just hit the Debug button at the top (F5) and the Engine started to rebuild

elder falcon
#

when you build your project from vs, it runs this command and that's the end of vs' involvement

#

none of the solution settings other than this do anything

hearty sand
#

I can only tell you that I just simply hit F5 on a Game Project that uses UE4 Source and that I didn't modify Source itself

#

And yet it just recompiled it + the project

elder falcon
#

do you have multiple versions of vs installed

hearty sand
#

And it was not a "Rebuild" button I hit

#

Yes, but only 2019 for UE4

elder falcon
#

I found that it sometimes randomly rebuilds the engine for no reason when not forcing a specific version of vs in build configuration

#

as if there were some paths it can build that project that lead to it picking the wrong version

hearty sand
#

Right, well I'm pretty sure I'm not doing anything wrong, as I could now close UE4, change project code and hit F5 and it would not rebuild the engine

#

Unless it feels funny enough to put me through 2000+ actions

#
1>------ Build started: Project: DotNETUtilities, Configuration: Development Any CPU ------
1>  DotNETUtilities -> E:\UE4\Engine\UE_4.22_Source\Engine\Binaries\DotNET\DotNETUtilities.dll
2>------ Build started: Project: UnrealBuildTool, Configuration: Development Any CPU ------
2>  UnrealBuildTool -> E:\UE4\Engine\UE_4.22_Source\Engine\Binaries\DotNET\UnrealBuildTool.exe
3>------ Build started: Project: Hoverloop, Configuration: Development_Editor x64 ------
3>Creating makefile for ShaderCompileWorker (UnrealBuildTool.exe is newer)
3>Creating makefile for HoverloopEditor (UnrealBuildTool.exe is newer)
3>Using Visual Studio 2019 14.22.27905 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.22.27905) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
3>Building 2255 actions with 16 processes...```
#

"UnrealBuildTool.exe is newer" okay? hm

#

I didn't touch VS or UE4 Source since yesterday evening

#

No idea why this is newer

elder falcon
#

next time it happens check ubt log

#

it writes for each action why it thought it was outdated

hearty sand
#

Alright

elder falcon
#

Engine\Programs\UnrealBuildTool\Log.txt

hearty sand
#

Just a lot of "Contents have changed"

#

SharedPCH.Slate.cpp: Prerequisite SharedPCH.Slate.h.pch.response is newer than the last execution of the action: 22.08.2019 11:16:19 vs 16.08.2019 13:52:46

#

(for example)

#

16.08 was the last time this happened iirc

#

So it just thought the engine build is outdated

elder falcon
#

SharedPCH.Slate.h.pch.response contains the compiler arguments for that action

#

it shouldn't be rewritten if no configuration changed

#

anything for that action further up?

hearty sand
#

FileItem.CreateIntermediateTextFile: Updating E:\UE4\Engine\UE_4.22_Source\Engine\Intermediate\Build\Win64\UE4Editor\Development\Slate\SharedPCH.Slate.h.pch.response: contents have changed. Saving previous version to E:\UE4\Engine\UE_4.22_Source\Engine\Intermediate\Build\Win64\UE4Editor\Development\Slate\SharedPCH.Slate.h.pch.response.old.

#

That's more or less it

elder falcon
#

what's the difference between those two files

#

there has to be a reason it did this

hearty sand
#

I think

#

It was a Windows update

#

wtf

#

/I "C:\Program Files (x86)\Windows Kits\NETFXSDK\4.6.1\include\um"

#

That changed to version 4.6.2

elder falcon
#

if you update vs/windows in a way that changes anything related to the compiler, it must rebuild everything

hearty sand
#

I didn't even have a windows update since yesterday

#

The last update was 3 days or so ago

#

Ah well

elder falcon
hearty sand
#

At least I know now why this could happen

#

And also how to check why

#

Thanks so far!

stable hemlock
#

I am trying to create a node of my own by modifying another function

#

I added the funcion to header file as well

#

but I cant seem to call it inside the editor

#

Anyone knows why ? (Its my first time fiddling with the source code)

#

ooh

#

do i need to install non launcher version ?

elder falcon
#

if you want to modify the engine, you have to use a source build

stable hemlock
#

ugh thanks so no way around it right ?

elder falcon
#

do you have to modify the engine?

#

maybe you can implement whatever it is you want to do from your project

stable hemlock
#

well

#

I probably can

#

I need this function

#

but with a pause instead of stop

#

It would be useful in the future as well

modern shore
#

@spiral mortar that is default engine install, I am trying to start editor. The log shows the same thing - its compiling default editor shaders then that message:

[2019.08.22-05.33.52:738][ 0]LogShaderCompilers: Display: Worker (7/9): shaders left to compile 5458
[2019.08.22-05.33.52:738][ 0]LogShaderCompilers: Display: Worker (3/9): shaders left to compile 5457
[2019.08.22-05.33.52:738][ 0]LogWindows: Error: === Critical error: ===
[2019.08.22-05.33.52:738][ 0]LogWindows: Error:
[2019.08.22-05.33.52:738][ 0]LogWindows: Error: Fatal error: [File:C:/Users/max/Documents/GitHub/UnrealEngine/423/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 836]
[2019.08.22-05.33.52:738][ 0]LogWindows: Error: Rendering thread exception:
[2019.08.22-05.33.52:738][ 0]LogWindows: Error: Assertion failed: !bInitializedSerializationHistory [File:C:/Users/max/Documents/GitHub/UnrealEngine/423/Engine/Source/Runtime/RenderCore/Private/Shader.cpp] [Line: 168]
[2019.08.22-05.33.52:738][ 0]LogWindows: Error: Shader type was loaded after engine init, use ELoadingPhase::PostConfigInit on your module to cause it to load earlier.
[2019.08.22-05.33.52:738][ 0]LogWindows: Error:
[2019.08.22-05.33.52:738][ 0]LogWindows: Error:
[2019.08.22-05.33.52:738][ 0]LogWindows: Error:
[2019.08.22-05.33.52:738][ 0]LogWindows: Error:
[2019.08.22-05.33.52:738][ 0]LogWindows: Error:
[2019.08.22-05.33.52:738][ 0]LogWindows: Error:
[2019.08.22-05.33.52:752][ 0]LogExit: Executing StaticShutdownAfterError
[2019.08.22-05.33.52:759][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2019.08.22-05.33.52:767][ 0]Log file closed, 08/21/19 22:33:52

#

this is fresh git pull on 4.23

#

not a project, just UE4Editor.exe alone

hollow wadi
#

Hey do I remember correctly that the source code licence for ue4 treats editor code differently or something

#

I want to do a copy paste job on gltf to get it working at runtime

shrewd thorn
#

Correct look up "Engine Tools" in the EULA, you cannot distribute them in your game

#

With the default license

stoic crane
#

it's not as dire people seem to think though, because legal speak is always convoluted to try and cover as much as possible. if you fork the engine, you can distribute changes. if you do something in a plugin, it's fine as long as it's only sold on the marketplace, etc.

#

but you can't download the engine source from github, and then distribute it publically

#

in other words, you cannot share any "engine tools" code to anyone who can't either a) purchase from the marketplace, or b) already have access to github, basically.

#

afaik.

#

so if you made a plugin that has an editor module, and actually includes code copied from the engine and modified, and put it on something like gumroad; that is illegal, but if it's in the marketplace it' not.

#

again that's my understanding of the legal speaks in the eula.

spiral mortar
#

That's not exactly true

#

You can put it on gumroad

#

What matters is whether your target is licensees or the general public

rain lake
#

Anyone use Gauntlet and know how to send an Instance a Console Command?

frozen glen
#

Does anyone know where I might find the code where UE converts actors to static mesh?

wild basin
#

That's a thing?

#

If your able to search all it's components somehow you can search for static meshes that way...

stoic sedge
azure surge
#

One of my projects regularly causes the Unreal Editor to crash.

The trouble started, I believe, when I starting using the UProceduralMeshComponent in C++.

Weirdly, the crashes so far have only happened after the editor was open for at least 2 hours. And while I was editing (outside PIE).

#

At first I thought that maybe I was laying a landmine for UE's garbage collector somehow, but the crash dump says this:

OS version Linux 4.19.44-gentoo (network name: tiamat)
Running 16 x86_64 processors (16 logical cores)
Exception was "SIGSEGV: unaligned memory access (SIMD vectors?)"

Callstack:
libUE4Editor-Engine.so!FKAggregateGeom::GetAggGeom() const
libUE4Editor-UMG.so!FWidget3DSceneProxy::RenderCollision() const
libUE4Editor-UMG.so!FWidget3DSceneProxy::GetDynamicMeshElements() const
libUE4Editor-Renderer.so!FSceneRenderer::GatherDynamicMeshElements()

Unaligned memory access?
Seems to happen when rendering collision volumes. That's also something I added only recently.

slender cedar
#

hi!
I have a very basic engine functionality question. You can't make a child BP of a Static Mesh Component because it souldn't run logic.
Let's say that, through c++, I allow people to create child BP's of static mesh components so they can have logic (events, functions and so on).
I'm trying to have solid technical arguments against/in favour of this to understand the implications.
Does anyone know specific reasons.
All I have are educated opinions based on vague documentation

long wave
#

Has anybody fixed the engine not being able to properly save TArray's to config files and read them back?

#

Seems to work in GlobalConfig but not Config

elder falcon
#

I'm saving arrays of structs to config in 4.22 and it works fine

long wave
#

To GameUserSettings.ini or similar?

#

I'm on 4.21

#

Whenever I load the config it wipes them as if they were never there

elder falcon
#

to a new ini, using PerObjectConfig

#

it worked fine with just Config aswell but I didn't want changing the values to fuck with the bp defaults in the editor

long wave
#

hmm.. strangely it only seems to be occurring in a shipping build (of course)

#

more investigation required I guess

stable hemlock
#

Not sure if this is the right channel, but I got a question regarding the creation of custom blueprint graph node pins. So, I created a custom graph pin for my UStruct by following the examples in the engine source code and everything is working fine, ecept for when I connect something to the pin.

The thing is, I have a drop down menu with which i can select a value for the pin in case nothing is connected to the pin. The menu widget is created in SGraphPin::GetDefaultValueWidget, which I have overriden of course. And the engine source code says, that this widget will be rendered ONLY when nothing is connected to the pin.

But when I connect something to my pin, the widget is still being displayed. Is anyone familiar with this bug and knows what I'm missing?

stable hemlock
#

Damn, i found the mistake lol

north pilot
#

any pros in git source control via SSH please , help me on the GENERAL/source-controll channel. Thank you 🙃

late kettle
#

Hello, could anybody please send me an invite to the UE4 Github source code as I am having huge trouble connecting my Epic Games account to a new Github account. The invite is the only thing I havent tried yet.
https://forums.unrealengine.com/development-discussion/engine-source-github/1657972-cannot-connect-my-account-to-github

molten wadi
#

When I use the Github search function in the UE4 repository, all the results I get seem to be from some random tree instead of the master branch, which to me seems like it would be the default option that makes sense.

#

It's annoying to browse source code just to find out that you're looking at outdated code, is there some way I can make github only search in a specific branch?

hollow timber
#

Hello, I'm currently looking at the new rendering pipeline from 4.22 and wander about this GPUScene buffer and raytracing capabilities... Does this means that if I do a raytrace in a raygeneration shader, all my primitive from my world will be tested for this trace ? Is there any culling anymore done on the CPU ? Or all is done on GPU ?

hidden hedge
#

github's search is not good, it's better to just download that branch and search that in visual studio or notepad++ or whatever else

molten wadi
#

😩 I guess I have to do that. I've recently tried doing grep on the source code of an ue4 branch and it works well but it's just so slow

haughty stirrup
#

Hey guys, anyone know any workarounds after getting this issue?:

#

We can open the project until we re-save our charplayer class, then we face this crash eerror.

half axle
#

Anyone familiar with how UE4's motion blur system works? It seems like changing materials causes the motion blur velocities to be reset to 0. Is that correct?

celest viper
#

Im in a weird situation here. I had a component on a C++ class that was a base for my character BP. Ive since removed that component, but somehow it lingers as part of my default object for that same class. Ive tried clearing the UE4 cache, rebuilding the entire engine, but I still get this warning about how it cant load the non-existent component. Any thoughts on how to clear that out?

sage sandal
#

if you make a new bp subclassing it, does it go away?

#

rather is it there at all

#

if it isn't then prob you just need to poke your og blueprint by changing its parent temporarily. I had that bug before with something else. reparenting fixes the blueprint usually. if it is in the new one then you haven't built the code

stable hemlock
#

Hello. I got a question. Since we have source code access, how can I unload/remove what engine code will be packaged inside the final game? My mobile game only uses Slate. I need to remove all the code that is responsible for rendering anything three dimensional (to decrease apk size). I have no idea where I can modify this low level stuff.

celest viper
#

@sage sandal Yup the reparenting trick seems to do it. I was just about to try that before lunch, and sure enough reparenting to a base and back again seems to have cleared it out

spare phoenix
#

@stable hemlock you can make slate-only apps

#

like what the SlateViewer is

stable hemlock
#

Where can I find SlateViewer?

stable hemlock
#

Nevermind. I am moving to the #slate chat

tired spade
#

Does anyone know if ue4 plans on or already has deferred shading options when using forward rendering?

#

A huge disadvantage of forward shading is foilage overdraw and even though transparency “just works” as amd pointed out in their nice showcase it’s insanity to use transparency in VR

#

It’s extremely expensive

#

Opacity masked shaders in forward are also really expensive

#

Many in unity 5 have gotten around this by rendering foliage or hud elements in deferred while leaving everything else in forward

#

Due to deferred renderings ability to ignore most overdraw and not have “real transparency”

#

Currently the only thing I know that ue4 does is eliminate any overdraw in forward by simply culling the z buffer of additional transparency materials which when dealing with foliage or hud to foliage is horrible

finite shard
#

isn't there a way to make a depth prepass for foliage? obviously requires them to only use masked transparency

frozen glen
#

When I compile from source, why do I have to recompile the editor again inside my project when I try to compile it....?

spiral mortar
#

Dang it I'm not part of the 4.23 contributors even though I got a PR accepted 😫

frozen glen
#

Did anyone build from 4.23 source, create a C++ project and have to recompile the editor from their project?

pastel dew
#

i built the engine from source (from github) when it was at v4.22 - how should i best upgrade that to 4.23? is there a git command i can use to update only changed/new files?

hollow timber
#

[Rendering 4.22] Hello, I'm wondering if I can use the FRDGBuilder with the use of StruturedBuffer for my shader. I'm trying to lock the structured buffer to fill it with data but can't find a way to convert a FRDGBufferSRVRef to a FStructuredBufferRHIParamRef. I'm creating it by calling the FRDGBuilder::CreateSRV. Any hints about how to do it... Can I use the Graph builder but using tradional function like RHICreateStructuredBuffer instead ?

brisk silo
#

@elder falcon i checked for sure

#

there is indeed ISPC

#

which means...

#

what the actual fuck

#

why wasnt it on some of the previews

elder falcon
#

maybe ubt was temporarily broken

brisk silo
#

it wasnt on the filesystem im sure

#

i searched for .ispc and found nothing

elder falcon
#

maybe someone screwed up a merge then and it was fixed? 🤔

rain lake
#

anyone getting this with building a clean 4.23?

#
1>EXEC : [2/43] error : Syntax: cl-filter <dependencies-file> -- <child command line>
1>EXEC : [3/43] error : Syntax: cl-filter <dependencies-file> -- <child command line>
1>EXEC : [4/43] error : Syntax: cl-filter <dependencies-file> -- <child command line>
1>EXEC : [5/43] error : Syntax: cl-filter <dependencies-file> -- <child command line>
1>EXEC : [6/43] error : Syntax: cl-filter <dependencies-file> -- <child command line>```
frozen glen
#

Does anyone know the method epic uses to compile and distribute their engine releases?

nocturne island
celest viper
#

Anybody also pulling down WWISe for Unreal? Does their latest update drop in with 4.23? They only seem to indicate up to 4.22 from what I can tell

frozen glen
#

@nocturne island When I build the editor from source and then create a C++ project, then build that project, it rebuilds the editor for that project instead of using the one that was used to create the C++ project in the first place

#

I've never had that issue with any of Epic's releases, so I'm wondering what's different

nocturne island
#

@frozen glen I have recently noticed a similar issue - downloaded the Chaos Examples, switched to my compiled engine, and had to rebuild engine.... but only the first time I build the project after switching engines. Does it happen for you everytime?

frozen glen
#

It happens on every project, chaos or not. I've tried an Installed Build also with the same result

#

It just doesn't make sense as to why it builds an additional editor instead of just linking against the already built editor

nocturne island
#

@frozen glen How are you building... in VS make sure you are selecting the Project not the solution.

frozen glen
#

I am building only project

nocturne island
#

in top toolbar text box does it say UE4 or projectname

frozen glen
#

ProjectName

#

It even creates the ProjectNameEditor.exe right in Binaries.

nocturne island
#

hmmmm

frozen glen
#

Binaries ends up being 12.9gb

nocturne island
#

lol 12gb

#

insane

frozen glen
#

I'm not using Debug, I built my editor with the "Development Editor" configuration as instructed in the documentation

nocturne island
#

thats fine

frozen glen
#

Made sure my project matches it etc

nocturne island
#

yeah Development Editor is waht u want

#

the rest looks the same though Hangar18 == YourProject

frozen glen
#

Yeah

nocturne island
#

right click and set as startup project

frozen glen
#

Yeah my game is set as the startup project

nocturne island
#

hmmm im out of ideas

#

post on Answer Hub or Forums maybe

frozen glen
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So you're saying that a custom editor doesn't force you to rebuild your editor in your project?

nocturne island
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correct...

frozen glen
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Weird

nocturne island
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What does your output say when it starts building

frozen glen
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1>------ Build started: Project: Ravenlorn, Configuration: Development_Editor x64 ------
1>Creating makefile for RavenlornEditor (no existing makefile)
1>Creating makefile for UnrealHeaderTool (no existing makefile)
1>Parsing headers for RavenlornEditor

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Then it builds the editor

nocturne island
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mine is same...but it doesnt build editor

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its like your dependencies make it think it needs to rebuild

frozen glen
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I DID compile the 4.23 editor with "bCompileChaos = true"

nocturne island
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any weird colck / time settings on the machine

frozen glen
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But I still don't see how that matters

nocturne island
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i did too on other project

frozen glen
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Nah, I've never had this issue with anything else, it's only ue4 source builds

nocturne island
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downloaded off github right

frozen glen
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Yup

nocturne island
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😦

frozen glen
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I don't see why it's a big deal for Epic to just simply provide a release with chaos enabled

nocturne island
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did you try the sample from Learn TAb?

frozen glen
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Yeah

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Same issue

nocturne island
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just stopped and started mine to verify... launches without building editor

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its gotta be some dependency check is broken

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so it thinks it has to rebuild

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did you modify build settings in engine build script