#engine-source
1 messages · Page 32 of 1
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 -.-
Sometimes crap like that happens
Maybe you didn't built the engine in the same config or smthg
look in configuration
Does anyone here have any experience in building the engine source using cake? as in the build system
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?
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
I'm looking for source code for the game engine, which structure is
@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
Thank you
@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.
and the .uproject never changes associations
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?
i just use RunUAT.bat passing the .uproject, with the source version
so the uproject doesn't change
it just makes the build.
trying to compile a ue4 branch with gameworks
and ive gotten a warning that its detected a compiler newer than vs2017
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
oh @low dust it's your engine branch for 4.20-gameworks
it hasnt failed yet because it's still compiling but it failed once in vs2019
ah so even in 2017 it's STILL using the 2019 compiler
14.21.27702 it's trying to use this vs compiler
Anyone happen to know if you can use any of the build batch scripts to build the engine source itself?
Experimenting with it now, but if someone already knows the proper way, that would be super ❤
What do you mean @somber goblet ? A .bat that builds the engine?
I think I figured it out
I was looking for a batch file that lets me build the source without having to invoke msbuild/cl.exe etc by myself
It turns out that UAT can actually do this for you
yup 😃
So generating project files and just running UBT with "UE4Editor Win64 Development" for example seems to be running the entire build chain
it's still running though, so not sure if it works yet
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
"./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
Worked a few versions back, should still be somewhat valid
I think that one will actually create an installed version of the engine though
Yep
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!
Oh right the options are for that specific script
Well that worked
but it only built the editor, anyone know if there is a good argument to give to UAT to build all projects?
Hmm, I guess this won't work since most of the tool programs don't have targets
Sigh
So I really have to build all the support projects I need like UAT manually?
And invoke UBT on every single tool program I need?
I wish there was an easy way to see what VS does behind the scenes when you do build all
But I guess it does exactly that
runs UBT on projects with targets, and builds the C# projects using MSBuild
@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
On 4.20, ue4's default is vs2017
I think it still is on 4.22
@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
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.
for pretty much everything
maybe ill uninstall vs2019
@somber goblet I guess you could do something similar to the install script used in the command I posted before
@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
Does Unreal Garbage collection move UObjects during collection? (specifically UObjects that are not being destroyed)
no, a uobject will never move
hmm... so there is no "compacting" going on?
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 .
Urg
I finally got the build script to do exactly what I want
But it doesn't run on the agents because of dialogs
I can suppress UAC no problem, but does anyone know how to suppress the "Register UE4 filetypes" dialog from setup.bat?
digging through the script now, but if someone already knows if there is a flag or something, that would be nice
there is -unattended
nice
just modify Setup.bat I guess
I'd like to avoid that, but maybe I have to
I'm looking at the same thing
Maybe it's worth doing a PR for this
But it seems like this should already be possible
it probably translates them
yeah
haha
so silly
but nice I suppose
I might add optional arguments to setup.bat to optionally add unattended then
I like how it doesn't do this for linux and the linux version of setup.bat uses - correctly

And maybe do a PR for it
hmm
I wonder if the expectation is simply that ppl should modify setup.bat
I was gonna suggest making Setup.bat pass through any extra arguments
but it already does that for git dependencies
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
That only wouldn't work if both gitdependencies and version selector expects the strict order
I'm loading the sln now to check what the gitdependency one wants
the problem is this
it's very 
or patch that code
ah it's because it doesn't run if it's already set up
so i guess i gotta modify engine source to add new Sequencer track types
shame this isnt extendable via plugins
anyone here managed to correctly set up MinidumpDiagnostics so it will symbolize a crash dump locally for testing?
I am finding absolute zero documentation about it other than the source code and this random wiki page which has a few confusing lines about it at the bottom https://wiki.unrealengine.com/Unreal_Engine_Crash_Reporter
@elder falcon had very limitied success with minidumps
nope that didn't work
a minidump created on another pc only has ntdll in the callstack in the diagnostics file
it doesn't seem to open in vs either
why is there zero documentation on how to do something useful with crash dumps
and how to turn off crash dumps, because it is laggy a lot
better to have an opportunity to attach VS and debug
huh no
this is for when the game crashes for users
I want to be able to at least get the symbolized callstack with line numbers
(shipping the pdb files is not an option)
I think I found a solution though, MinidumpDiagnostics is too
for me to fix it but I can make a similar, simpler tool that manually symbolizes this part from the CrashContext-runtime.xml
seems like the minidump files themselves are dead when generated by other pcs even with the bundled dbghelp.dll
but the PCallStack looks intact
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
4... hours?
iteration usually takes 10 seconds for me
or are you modifying core headers, and using very slow hardware?
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
Should I move it to my ssd because I wouldn’t do that because of it being my system drive
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
And building the engine itself is over 3,000
And this is without using incredibuild (can’t renew my license since i stopped using it in late 2016)
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)
It’s uninstalled
ok, so the ~2000 actions seems normal for first time building the engine
you shouldn't see this every time you make a change
Ok
I'm assuming you would get a huge boost to compile time by moving your engine and projects off that external hdd
ideally everything is on a m.2 ssd
I don’t have enough space for both on my ssd
buy a bigger ssd / move something else you don't use often to the hdd
compiling the engine from a hdd is slow
this is probably your main bottleneck
Ah ok. I’ll probably see if I can install it to my ssd
And can I build with visual studio 2019? The github page says I need to use visual studio 2017 to build the engine.
I'm using 2019
I’m just about going to make it. Uninstalled some extra crap (like Microsoft office) and visual studio 2017
you should have around 100GB free space for the engine folder
I did. It was done in a half of an hour!
yeah that's more like it
dont build the entire engine
just build your project
and it will build what is neded
needed*
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.
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.
But there's also the politics of getting your pull request noticed and accepted
OK, will try tomorrow, it is late hour here.
some pull requests waiting more then 3 years
@spiral mortar @granite dust any of you checked the ISPC thing on 4.23 preview?
im thinking of porting my old spaceship benchmark (the ECS one) to ispc, and see if there are any gains
I'm locked into 4.22 until Quest launch, I think.
Although 4.23 might get me some much needed gains..
for ya both, ispc is probably best case scenario for meshing/voxel build
i dont have a project to test that :/ but im going to check on the ECS bullshit
Too risky of an upgrade for my launch timeframe, though
its too early to update to it anyway
in fact it seems ISPC is windows ONLY
at the moment
I have shipped a preview build to Steam before ;-)
I think 4.16 preview 3 was my release. I can't remember for sure, though
yolo
I was young and reckless
ispc only on windows is how they will ensure that linux always runs worse than windows like it should 
for now
ISPC docs comment it should work literally everywhere
including consoles and mobile
so i guess its just due to the build system not being implemented yet
i think it would be super retarded for Epic to implement something that only runs on windows
and then have to write every function 2 times
Typically epic does stuff on PC first and then PS4 (so they can use the PS4 profiler and debuging tools 😉 )
gyou forgot dedicated servers running on linux
Hey guys, is there a way to somehow cache vertex colors from meshes that are painted in UE4?
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?
We found out that there are no hitches when the game is built. Only in the editor there are problems
😄
@low dust are there any plans for a 4.22-gameworks branch?
@strong oxide not anytime soon at least
The renderer change makes upgrades nontrivial and nvidia has dropped the ball on these
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
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
is it easy or the right thing to do to add another render pass to ue4 ?
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?
Can someone point me on where ue4 performs physics replication? Roughly, which files to look into
seems sensible to start with the ones that have physics replication in the name
why is there even a llvm toolchain in the engine? is someone planning to do cool fancy things with it? https://github.com/EpicGames/UnrealEngine/commit/d039f417068bf964e12d83a87d848e04b48a7a78
they upgraded it to 8
Is it possible to have a custom memory allocators for UObjects?
https://docs.unrealengine.com/en-US/API/Runtime/Core/HAL/FMalloc/index.html there are malloc implementations but you probably have to have a good reason to mess with these
The global memory allocator's interface.
damn nice the 3900x builds the engine from scratch in 11 minutes 
@elder falcon yeah thankfully compiling is very multi-threading friendly
still waiting for mine though
was someone elses result
for comparison, with my 7820x building the exact same configuration takes 20 minutes
i have overclocked i9-7900x ( 10-core )... I should run a quick benchmark after a clean
gah... 22:50 to rebuild 4.23 after full clean
@elder falcon where did you get 3900x compile time
there needs to be a ue4 compile time benchmark page
It did so on my first or an all-fresh build...
subsequent builds it only touches what was changed
@harsh lantern the thread scrolled by soo fast. that was meant for you^^
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
.usf are part of the "engine"
but you dont need to rebuild the engine to change them
Information for graphics programmers writing shaders.
does the epic games launcher recognize source-build versions of unreal engine? found this link here https://answers.unrealengine.com/questions/181195/make-epic-games-launcher-finds-the-compiled-unreal.html, but the answer was a from a few years ago so wondering if things have changed
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 Post definition of MyStruct type
@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 ^^
MyStruct is an asset:
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 :
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 !
@lament crescent happens for every struct? very strange ... can you diff your local engine changes?
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 ^^'
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.
The solution was that experimental feature which was enabled :(
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
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>```
anyone any idea?
@limber jacinth Did you try doing a clean and deleting Intermediate folder?
how do I enable building the whole engine along with my game?
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
at that point, your projects solution file has both engine and your game project, you can modify both
@coarse knot
@low dust thank you 😃
has anyone tried changing how references to other objects get serialized (i dont want their string path in the uasset files)
that's not a thing you can override easily
at least not like "modify how all references to objects of this class serialize"
So turns out doing anything affecting the render thread (eg queuing a command) in an async game thread task isn't safe
wut
Because that code: https://github.com/EpicGames/UnrealEngine/blob/4e0b10ab06ab7d26354fa91c189e2b61d2be21bc/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp#L120 suspends the render thread
And then finishes the async tasks
And while the render thread is suspended
IsRenderingThread returns true everywhere
Which is obviously really bad
Making a repro for this is going to be a pain...
why would the render thread ever be suspended
To read render stuff on the game thread
eg
Engine\Source\Editor\UnrealEd\Private\Editor\ActorPositioning.cpp

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:)
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?
The engine is absolutely massive, you'd have to be more specific than that really
Well in particular in how the GPU handles animation - the skin cache pipeline and how it handles skeletal meshes
rendering of skinned meshes
Well, the two main sources of official info are docs.unrealengine.com and api.unrealengine.com
But tbh, the API documentation is auto-generated and useless next to just looking through the source code
and Docs rarely goes above anything intermediate level
This was the vibe I got - I'll wait for this beast to compile then
I mean here's info about the engines animation system(s) in general:
https://docs.unrealengine.com/en-US/Engine/Animation/index.html
System for deforming skeletal meshes based on keyframed animation data and morph targets.
Hey nice one, thanks
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?
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.
the UBlueprint's GeneratedClass
https://github.com/EpicGames/UnrealEngine/commit/887b35c72b4aa423a9d34e724ae49054d39b26dc chaos will be able to use the task graph and properly spread out work? 
does the chaos concave object collision work yet ?
can we just never make convex hulls again
convex collision will always be more efficient
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?
With regards to GPU Skin cache and morph targets, o
does anybody know what order these are applied in?
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?
Which file do I need to include to get log macro
in the engine source in a file that I can't do an UELog
Obviously I am being stupid or does GpuSkinCacheComputShader do nothing..?
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..
@elder falcon parts of Chaos are designed to run parallel-fors and the like
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
that sounds exciting
Just glad you can actually have a fixed framerate now by the look of it
it being designed to work with networking is one good reason (for fixed timestepping)
I have no idea how chaos works tho
just throwing that out there
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
not really
only if some person would have implemented fixed timestepped physics with current physx setup
cough
but talking about chaos and CMC at the same time... that's kinda assuming much now
realistically they'd redo CMC, this time with more decoupled structure
I don't see how a fixed timestep can work without converting everything involving physics and movement at once
fixed timestep physics is nothing to do with character movement
how is a character that ticks every frame supposed to interact with a world that has a fixed tick rate
or anything that moves
it'd need render interpolation on all objects
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
There is?
yes
any info?
sec I will paste relevelant parts from udn
nice
this link goes nowhere
-"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.
bloody hell, imagine that
from the master of GameplayAbilities Dave Ratti
Pretty much exactly what I did for my vehicles then
Will be keeping an eye on that like a hawk
that's probabaly going to involve some refactor into GameplayAbilities as well
hopefully it's not dependant on it, but sounds promising
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
why aren't all of these "not private" posts publicly visible by default
well it is your judgment call
to not copy paste something under NDA from wall of text '[
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
honestly
I still think there should paid private forums
it would weed out most shit talk
paid for post
free to read
the ability to read the posts linked from issues all over is what udn is lacking
this new movement will be very nice
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
and just when i decided to write a custom CMC from scratrch cuz adding features to existing one was too hacky
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
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
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
@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
i do replicate the "action" that causes montage to play with world coordinates and timestamp
Can anybody tell me why .ush files are ignored by the shader compiler?
what do you mean "ignored"? they are shader headers, included by usf files that get compiled when the engine references them
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
im getting these errors when trying to bild developer sever. Not sure what they mean
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"
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
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 ------
......
should probablz not use the invalid configuration
not even sure what the configuration is for
@long wave, @thick storm, @elder falcon
That networked prediction plugin is now up on github
https://github.com/EpicGames/UnrealEngine/tree/master/Engine/Plugins/Runtime/NetworkPrediction
nice, gonna have to see if I can make my weapons use it when the final version is out
hopefully i can use this for my custom movement component as well
Nice, I'll check it out
if anyone's using VInterpConstantTo I recommend either pulling my latest PR or changing its Current parameter yourself to be a reference
https://github.com/EpicGames/UnrealEngine/pull/6080
unless you want to be copying FVectors for no reason
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
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?
the compiler with inline functions/full program optimization should figure stuff out on its own anyway
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
ltcg can be beautiful but it blows up linking time and compilation memory usage
@spare phoenix going to bench it but I think you're right
however it was likely intended to be a ref in that function and just typo'd
theres really no reason for it to be const nonref
if it was supposed to be a copy it'd be nonconst
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.
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
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
well 8 bytes should absolutely always be value
cuz a pointer on x64 is 8 bytes so you gain nothing
sure
but floating point on x64 are passed in SSE registers which are 16 bytes
so for floats, <= 16 should always be by value
so basically up to FVector4 and friends --> pass by value
quaternions and rotators etc
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)
but epic always uses constref for these structs
which caused me some trouble when i do follow the rule of thumb
well that's their loss :)
well they do tons of things i dont like/conflict with my own style, like never using unsigned integers anywhere
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
how did epic increase their cl numbers by like one million in a month 🤔
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 abool 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)
@honest niche need to set its type traits to have custom serializer
template<>
struct TStructOpsTypeTraits<FVoxelMaterial> : public TStructOpsTypeTraitsBase2<FVoxelMaterial>
{
enum
{
WithSerializer = true,
WithIdenticalViaEquality = true
};
};
Anyone use distributed lightbuilds with swarm?
what does WithIdenticalViaEquality do? 🤔
@elder falcon use the == operator to check equality
huh what else would it do 🤔
use overriden virtual function ?
it uses memcmp IIRC
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?
Should blast plugin work in 4.22.3?
I am not seeing option to "Create Blast Mesh" in context menu, plugin is enabled
guess its complete and recommendation is to use nvidia branch
time to try out chaos
fresh install 4.23.0:
only this was added to UE4Editor.Target.cs
// enable chaos physics plugin
bCompileChaos = true;
BuildEnvironment = TargetBuildEnvironment.Unique;
Anyone got this plugin working?
so they merged another huge Chaos drop?
yes
time to snoop around it
what's new
uhm, did they remove ispc?
i dont find it there any more
the 3 ispc files on 4.23 are not there anymore
nope, this is after running dependencies
wtf
if you have perforce access it's just easier to follow the dev-physics stream
I would guess that 99% of the people in this server do not

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?
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
If anyone is trying to make game pads work well on windows I just submitted two pull requests that should help: https://github.com/EpicGames/UnrealEngine/pull/6093 makes the RawInput plugin work for generic controllers and https://github.com/EpicGames/UnrealEngine/pull/6094 allows you to determine which type of controller is sending input
nice changes, i'm not sure why gamepad type wasn't something readily exposed
hope they get accepted
The UE4 input stuff is very old and never really got focused on at Epic
@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
why do you need to changed that to .Shared ?
ah you mean it was there already, nevermind :p
also just found this https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1641765-how-to-enable-chaos-in-4-23-preview
Follow these steps to enable Chaos in 4.23 Preview:
- Download 4.23 Preview from Github (https://github.com/EpicGames/UnrealEngine) (source build is required, and
has anyone tried to use https://www.superluminal.eu/ with unreal yet?
trying to build master with chaos 😄
hmmmmmmm
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
welp, I updated master and fixed that issue
shouldn't have updated master but I guess it would have taken half a day anyway to redo this 😃
3275 actions wtf?
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

@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
Now it got to 86% instead of 45% after current git pull of 4.23
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 😄
is it possible to build the engine with vs-code (with build tools installed and working), or do i also need full visual studio?
i think so but i wouldn't recommend vs code for UE4
ok, ill grab v studio community, thanks @hidden hedge
is visual studio 2015 or 2017 recommended?
or does 2019 work for UE4?
2019 works very well
thanks again @trail juniper !
yw
once i build the engine from source, i assume i can no longer user the epic games launcher ?
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
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
thanks for the tip @shrewd thorn
does that mean i could/should uninstall the engine from the launcher and just use my built version?
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
ah ok, thanks for the tips
anyone know of the best way of programmatically creating an asset in the editor, preferably without having to create a factory class?
I dont know if you can?
Ive always made a factory class cause thats all i could see how it worked...
suppose i'll have to do that then
I already installed 4.6.2 that a while ago
But it keeps saying this
Can anyone help to fix this?
i had the same thing
https://stackoverflow.com/questions/44548780/the-reference-assemblies-for-framework-netframework-version-v4-6-2-were-not-f
this helped
@uncut flax
@midnight river Thanks! It works fine now :))
🎉
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
@modern shore just built latest last night - did you run Setup.bat and GenerateProjectFiles.bat after pulling latest
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 !
has anyone written a plugin / engine mod or know of one that would enable materials to access structured buffers by name, much like textures?
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
I exported my dedicated server and once i try to boot it up i get these errors:https://pastebin.com/raw/xNXe16Ai
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
I copied the dll's from the engine source files. now i get this error https://pastebin.com/raw/0KqgavTX
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.
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.
that's what the error message described
question: can I build the Mac engine from Windows?
@winter dagger no... why would you want to
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!
@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
Hi, can I only build uproject (without packaging) with UAT?
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
ah okay, that makes sense
I’ll see if I can figure out how to just build it on my Mac then
thanks
@nocturne island thank you, trying it out now
regarding ue4 not compiling
i had no idea setup.bat was necessary more than once
progress, we now get to 86%, last time it was 85%
Hi, does anyone in here has tried NVIDIA Gameworks on UE4?
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?
@stuck patrol I have
@low dust Which version?
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
https://github.com/0lento/UnrealEngine/tree/4.21-GameWorks for example got UE 4.21.2 with Nvidia Blast, Flow, HairWorks, HBAO+, TXAA and VXGI (and I have additional repo which adds WaveWorks on top of these)
@low dust Oh sorry, i mean your UE.
not sure what you are asking now
@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?
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
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?
maybe not, but i'm afraid it too spam in this section. Just ask about a little about those things.
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
@dark pine Maybe static variables?
When they are constructed they register themselves to a global array
There's nothing in the constructor
that's the first thing i checked
/** Default constructor. */ FRenderResource() : FeatureLevel(ERHIFeatureLevel::Num) , bInitialized(false) {}
Hi, does anyone in here has tried using NVIDIA Gameworks for Commercial Products? like a game?
3900x builds the engine two times faster than the 7820x 
@elder falcon how long for clean build?
@elder falcon totally interested in seeing some timings as well...
waiting for the 3950x
before it was 1200 seconds and now it is 620 seconds
I always build with all useless plugins disabled, and obv only the editor

holy fuck yes
in dev-editor, so going in 4.24
being able to change the movement component from BP is big
sky atmosphere 🤔
{ {
SunLightAtmosphereTransmittance = AtmosphericFogComponent->GetTransmittance(-SunLight->GetDirection()); if (AtmosphereLights[Index])
{
const FVector SunDirection = -AtmosphereLights[Index]->GetDirection();
instead of running normal sunlights, atmosphere lights
interesting
only took 5 years
vblanco - the author (Hillaire) was previously at Frostbite doing skies https://www.ea.com/frostbite/news/physically-based-sky-atmosphere-and-cloud-rendering
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 🙂
there are more dev-volumetrics merges after this with no description
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
any idea on what can be done here:
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
@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
😍
it should also improve perf on vulkan and dx12
through async compute and much better barrier usage
the batch of SkyAtmosphere is merged to master
@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*
seems like these engines are starting to align on rendering then :p
Unity got rendergraph too :p
@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
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
I dunno if it's really worth fixing just some of the issues
What is/are the fonts used in blueprints and Unreal Engine in general?
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)
Nvm... found them in C:\Program Files\Epic Games\UE_4.19\Engine\Content\Slate\Fonts
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
@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 ?
yeah, I don't think that either
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
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
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
does.engine suggestion go here?
uhh
lol @elder falcon
it's true though
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
pls no
lol
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?
missing the flag telling it to only build win64
is that not "-set:WithWin64=true" ?
some long time ago this had a HostPlatformOnly setting
I haven't used it in a while
maybe a docs page exists
too small to read for my eyes
Thanks @elder falcon , looking at the script, I think I want HostPlatformEditorOnly
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
it was always it's own VM
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
😮
How do I get my EditorViewport to render a different scene then the current edited level?
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.
just build it again
no one seems to know what this error means, it happens sometimes, and when you try again, it doesn't
rebuild you mean?
nah just normal build
i get that error every time
can i disable that vrcontroller i dont use it
yeah, you can disable all plugins you don't use
...though it's a bit difficult to do with the engine not built yet
maybe i can remove that source file or something
okay that worked lol
deleted the vrcontroller
from the plugins folder
still mega stuck with this... anyone have an idea what might be causing it?
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
pretty sure you have to make an installed build to achieve that?
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
but that's not how it works, if you ask ubt to build ProjectEditor target that includes the engine modules
unless installed
But the Binaries of the UE4 Project in the Solution usually stay untouched
Unless you actively modify it
vs solution only exists to view the code, nothing you set there has any effect on the actual build
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
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
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
do you have multiple versions of vs installed
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
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
next time it happens check ubt log
it writes for each action why it thought it was outdated
Alright
Engine\Programs\UnrealBuildTool\Log.txt
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
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?
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
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
if you update vs/windows in a way that changes anything related to the compiler, it must rebuild everything
I didn't even have a windows update since yesterday
The last update was 3 days or so ago
Ah well

At least I know now why this could happen
And also how to check why
Thanks so far!
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 ?
if you want to modify the engine, you have to use a source build
ugh thanks so no way around it right ?
do you have to modify the engine?
maybe you can implement whatever it is you want to do from your project
well
I probably can
I need this function
but with a pause instead of stop
It would be useful in the future as well
@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
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
Correct look up "Engine Tools" in the EULA, you cannot distribute them in your game
With the default license
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.
That's not exactly true
You can put it on gumroad
What matters is whether your target is licensees or the general public
Anyone use Gauntlet and know how to send an Instance a Console Command?
Does anyone know where I might find the code where UE converts actors to static mesh?
That's a thing?
If your able to search all it's components somehow you can search for static meshes that way...
There is a bug with the engine and navigation invokers past 4.21 i think
I'm having the same issue with it not working in packaged
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.
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
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
I'm saving arrays of structs to config in 4.22 and it works fine
To GameUserSettings.ini or similar?
I'm on 4.21
Whenever I load the config it wipes them as if they were never there
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
hmm.. strangely it only seems to be occurring in a shipping build (of course)
more investigation required I guess
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?
Damn, i found the mistake lol
any pros in git source control via SSH please , help me on the GENERAL/source-controll channel. Thank you 🙃
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
I needed to create a new Github account because of email unavailability on my older account and when I try to connect my UE4 account to Github inside my profile
Here is a video on what happens when I press connect button for Github -https://www.youtube.com/watch?v=pBRkXbUtF7k&feature=youtu.be
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?
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 ?
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
😩 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
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.
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?
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?
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
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.
@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
Where can I find SlateViewer?
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
isn't there a way to make a depth prepass for foliage? obviously requires them to only use masked transparency
When I compile from source, why do I have to recompile the editor again inside my project when I try to compile it....?
Dang it I'm not part of the 4.23 contributors even though I got a PR accepted 😫
Did anyone build from 4.23 source, create a C++ project and have to recompile the editor from their project?
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?
[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 ?
@elder falcon i checked for sure
there is indeed ISPC
which means...
what the actual fuck
why wasnt it on some of the previews
maybe ubt was temporarily broken
maybe someone screwed up a merge then and it was fixed? 🤔
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>```
Does anyone know the method epic uses to compile and distribute their engine releases?
@frozen glen what do you mean by method? Perhaps you are looking to make an InstalledBuild? https://docs.unrealengine.com/en-US/Programming/Deployment/UsinganInstalledBuild/index.html
This page describes the Installed Build process, including an overview of how to write Installed Build scripts.
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
@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
@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?
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
@frozen glen How are you building... in VS make sure you are selecting the Project not the solution.
I am building only project
in top toolbar text box does it say UE4 or projectname
hmmmm
Binaries ends up being 12.9gb
I'm not using Debug, I built my editor with the "Development Editor" configuration as instructed in the documentation
thats fine
Made sure my project matches it etc
yeah Development Editor is waht u want
the rest looks the same though Hangar18 == YourProject
So you're saying that a custom editor doesn't force you to rebuild your editor in your project?
correct...
Weird
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
Then it builds the editor
mine is same...but it doesnt build editor
its like your dependencies make it think it needs to rebuild
I DID compile the 4.23 editor with "bCompileChaos = true"
any weird colck / time settings on the machine
But I still don't see how that matters
i did too on other project
Nah, I've never had this issue with anything else, it's only ue4 source builds
downloaded off github right
Yup
😦
Followed this guide verbatim, and multiple times with multiple settings to see if anything would give: https://docs.unrealengine.com/en-US/Engine/Chaos/ChaosDestruction/ChaosDestructionOverview/index.html
Overview of the Chaos Destruction tools that are available and how they work together to create destruction in UE4.
I don't see why it's a big deal for Epic to just simply provide a release with chaos enabled
did you try the sample from Learn TAb?

