#engine-source

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hidden hedge
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but there's probably a reason that it's WITH_EDITOR'd

wooden tiger
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Anyone knoq jow to fix 4.23.1 crash when it reached 75%

spiral mortar
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@hidden hedge Ah really? That's good to know

round pond
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how do i get the world settings of a level that is open in the editor but not playing

mortal cloud
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I have a problem trying to compile 4.23.1, not sure what's wrong. This is the error I'm getting:

1>CMakeCCompilerId.c.obj : error LNK2005: main already defined in CMakeCXXCompilerId.cpp.obj 1>main.c.obj : error LNK2005: main already defined in CMakeCXXCompilerId.cpp.obj 1> Creating library D:\UE4\Engine\Plugins\Runtime\ResonanceAudio\Intermediate\Build\Win64\UE4Editor\Development\ResonanceAudio\UE4Editor-ResonanceAudio.suppressed.lib and object D:\UE4\Engine\Plugins\Runtime\ResonanceAudio\Intermediate\Build\Win64\UE4Editor\Development\ResonanceAudio\UE4Editor-ResonanceAudio.suppressed.exp 1>D:\UE4\Engine\Plugins\Runtime\ResonanceAudio\Binaries\Win64\UE4Editor-ResonanceAudio.dll : fatal error LNK1169: one or more multiply defined symbols found 1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(41,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.

silent thicket
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sorry misread the logs

gentle walrus
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Hi I have a compiling question. I currently have a 4 core i5. If I upgraded to something with more cores like a 12 core AMD, with that make a big difference in compile team because of the additional cores, or is the compile more synchronous and it wouldn't be much of an improvement?

elder falcon
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for building the engine, it will make a HUGE difference

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if you upgraded to the ryzen 3900x, you'd be building at least 4 times faster

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assuming you already have the engine stored on a nvme ssd

gentle walrus
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@elder falcon thank you

native mauve
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Well, it's not purely based on amount of cores

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Whereas more cores is a higher overall clock rate usually as it's easier to make a 8core, 3ghz cpu than a 4core 6ghz cpu

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Compile time for the engine is based on the overall clock rate, not "how many cores"

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Like there's cores with 100Mhz

elder falcon
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the 3900x runs all cores at 4.2ghz and has higher ipc than most intel cpus

native mauve
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Yeah I'm just saying, it's not purely based on number of cores

elder falcon
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I would definitely prefer to have a single 50Ghz core br_thinking

native mauve
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Whilst that's true, it'd compile the same speed

elder falcon
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yeah, but it'd blow everything else out of the water in single threaded work

native mauve
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Yes.. yes it would

quick crystal
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So I updated my Visual Studio 2019 to from 16.2.x to 16.3.7 and now I'm getting an error upon trying to build Debug Editor from source (was working prior to the upgrade and I have made no code changes).

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I'm getting 1>C:\Source\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsAllocator.h(40): fatal error C1083: Cannot open include file: 'typeinfo.h': No such file or directory

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Trying DebugGame Editor now. I'll report if I get the same results.

elder falcon
quick crystal
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@elder falcon Thanks for the information. I'm trying that out now. That all makes sense and seems promising!

boreal plover
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fix is probably the same though

elder falcon
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that is just the same issue

snow grail
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Has this happened to anyone before?
All the camera look like this, the editor is source built 4.23.1

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I've tried rebuild, rebuild lighting only problem still persist

green flax
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are they movable?

summer spindle
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has anybody tried new 24 features already? like new sky, gtao

elder falcon
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gtao is not usable yet

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you can either have a blurry mess with halos, or turn off the blur filter, and get a noisy mess

summer spindle
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Gotcha ๐Ÿ˜
What about the sky? Worth checking?

grizzled panther
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@quick crystal Not sure if you got it up and running. But the pull request to fix the new VS compilation issues doesn't resolve math unit tests failing on load. I had to revert to a previous version of Visual Studio. There's really nothing in there that we need with the new VS update

heady cosmos
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@summer spindle it has to do with LOD thats all i know

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i set it on the landscape it does nothing but in viewport setting it to 0 works

round pond
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I'm trying to scan with VA but i keep getting "Find References is not available because the symbol is unrecognized."

somber harness
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Anyone have ideas on what may be causing this stack? Its a long loop of LoadPackageInternal calls then errors on some serialize...the locals is the final loadpackageinternal call...been staring for weeks but cant seem to find what the actual problem is besides 'stack overflow'

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seems like if I remove the file the stack ends on, it just ends on a different file, and I can remove them on and on and on (there are hundreds in the stack)

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if that may be a clue

shrewd thorn
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@somber harness are you in debug? Then yeah it's definitely a stack overflow that 's new to 4.23

somber harness
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dang we arent using a custom engine source...guess I may have to start

low dust
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@gentle walrus I made exactly that upgrade (from 4 core i5 to 3900x) and difference is huge

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with 3900x when I build fresh engine, I can be in the editor with all shaders compiled in like 20 minutes, when same engine version would have taken 2+ hours on my i5 to reach that point

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it's not direct comparison tho as I got nvme now vs the sata3 ssd on i5 system

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(and faster ram too)

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3950x release date got also announced so would be curious to see how much extra you get with those 4 additional cores on it

somber harness
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thank you @shrewd thorn I am setting up a custom engine source build to try this out...most hopeful clue so far...

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tho we had a very similar error in 4.22 =X

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gonna try anyway

shrewd thorn
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Apparently that log thing was making the stack way bigger so if you have a deeply recursive load it got worse

somber harness
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yea

shrewd thorn
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There's also a way to increase the stack size manually, but you also need to do a native build

somber harness
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that would totally make sense

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funny i was thinking about that as an option

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generally if UE does a stack overflow, its very likely to be an infinite loop happening?

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or at least a VERY huge stack?

shrewd thorn
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actual infinite loops are usually more boring stacks, but it's hard to tell

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In theory loading should never infinitely loop, if it does that's another bug

somber harness
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gotcha

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i have been after this bug for months...if u helped me solve it imma be floating over here ๐Ÿ™‚

shrewd thorn
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DefaultStackSize is the variable in the build stuff that sets the size

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so you can just set that way big as a test

somber harness
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ty ty

low dust
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4.23.1-release

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and there's no link for 10586.0 specifically on MS download archive (and even the version I have installed is so old you can't even install it along with VS2019)

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so I'm guessing if I just install any newer version through VS2019 itself, this will be fine

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but weird that 4.23 fails on this because 4.22 builds fine

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installed way newer SDK with VS installer and UE4 script is happy again

low dust
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17 minutes to build 4.23.1-release and get to Unreal Project Browser with all engine shaders compiled to that point on 3900x btw

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I definitely don't see more than 4.1GHz on all cores tho when it builds it

elder falcon
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I get the same ghz

low dust
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I also tried using that custom power profile now

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didn't really notice any difference while building ue4

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so I guess if it changes something, it's probably on lower load scenarios

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which would make sense since one of it's points was to boost better ranked cores but on ue4 build you load all cores 100% anyway

elder falcon
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has anyone tried just normal overclocking it yet

low dust
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also on agesa 1.0.0.4B

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I don't really want to OC this at these temps ๐Ÿ˜„

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when building ue4, it can go little past 80c

elder falcon
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huh

low dust
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you get better temps?

elder falcon
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lets see

low dust
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I've seen countless people reporting similar 100% load temps tho

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it's bouncing around 80c for me

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(while all 12 cores in full use)

elder falcon
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it seems to be just sitting there at 68c at 100% load

low dust
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water cooled?

elder falcon
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now it went to 70

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using aio cooler

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it does reach 70s

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hmm

low dust
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I'd be way happier with 70c ๐Ÿ˜„

elder falcon
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the cooler doesn't seem to care about this

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the liquid temp is just stuck at 40

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maybe the reading is broken

low dust
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nah, my noctua isn't properly hot either

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it's slightly warmer than my hand

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so around 40c I suppose

elder falcon
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its running at low rpm this whole time too

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way way way better than the 7820x I had before

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it used to reach 90c and make the fans sound like a jet engine

low dust
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on that review, stock 3900x was 82c on Corsair H100X AIO

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on aida stress tho

elder falcon
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maybe they ran it for longer

low dust
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which is probably harder on the cpu than ue4 build

elder falcon
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only tested like 2 min compiling right now

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I have nzxt kraken x62

low dust
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for me the temps rise to ~80c almost immediately, probably few minutes in and you definitely have that but it's fairly same throughout the building after that

elder falcon
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hm

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it went to 60 immediately for me and then slowly up to 70 from there

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maybe I finally got a goodโ„ข one to compensate for the extremely crappy 7820x br_big_brain

low dust
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that was on blender and using noctua u12s

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which is newer model from the one I have here (I'm on u12p)

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but I do have bigger fan on mine

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anyway, I'm not super worried, what I see is in line what others are seeing (and people on box cooler are seeing even worse temps)

round pond
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how do i got about including metahost.h to the UE4 project?

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i have the source in a github folder and for whatever reason the project didn't get the file

ripe zodiac
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Hey guys anyone had any codesign errors in macos xcode? I'm unsure how to fix it.

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Ah I see - Apparently the UE4Editor app isn't in the folder..

ripe zodiac
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Turns out its a bug with xcode clean and it wipes the UE4Editor app

grand sand
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Hi I faced some errors in building 4.21.3 from github repo

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C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\shared\ndis/version.h(7): error C4668: 'NDIS_MINIPORT_MAJOR_VERSION' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'

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can anyone help in how its happening and how can it be avoided ?

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its coming when I'm compiling the source from Visual studio 2017 and 2019

low dust
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stock ue4?

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it's not error that will stop it from compiling tho

dreamy remnant
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Hi guys!

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I was pointed here to ask about recompiling engine

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Can i avoid rebuilding whole engine, just UnrealBuildTool for example?

hearty sand
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Not sure if you can avoid grabbing source

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But time-wise you should be able to only recompile the Program

dreamy remnant
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Any hints on how to only recompile the program?

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I'm downloading source (anyway, procedure changed a bit, no tutorial told about accepting invitation on git :P).

dreamy remnant
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Aaaaand i'm getting this:

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GenerateProjectFiles ERROR: It looks like you're missing some files that are required in order to generate projects. Please check that you've downloaded and unpacked the engine source code, binaries, content and third-party dependencies before running this script.

Press any key to continue . . .

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Any ideas on how to check what depencency missing?

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I do have VS2019 and 2016, i do installed 4.21-4.24 through Epic Installer so i should be good...

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I was even recompiling project files few times.

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But after using GenerateProjectFiles.bat from source i'm getting error as above

round pond
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what file does it claim you are missing

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did you run setup?

dreamy remnant
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nope, i was not instructed to by any tutorial.

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i did now and it's downloading something

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9gb

round pond
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these are the setup instructions right on the github page

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setup says run Setup.bat

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it just gets all the binaries

dreamy remnant
round pond
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ahh i see looks like it's out of date

dreamy remnant
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Yup, along with few others that i seen. Thanks a lot! ๐Ÿ™‚

round pond
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actually no

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on that page right at the top it says that you have to have finished "Downloading Unreal Engine Source Code"

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then on the next page it has the instructions including to run setup

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i will say tho

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it's not the most intuitive guide to follow so i absolutely get missing it

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i did too NGL haha

dreamy remnant
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Oh, right, it's there!

round pond
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you may get another error later on in the process so if u do just check back

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i'm here for a while feel free to ping me

dreamy remnant
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Great, i'll manage from this point :D

As you are here anywhere, do you know if i can recompile only part of engine that i need? It was mentioned here but no clear answer.

round pond
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yeah once you have it open in vs

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but you need the solution for that

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once you have the sln file open in vs

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you can just right click on the UnrealBuildTool program and build it

dreamy remnant
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And after that i'll end up with bunch of files to swap in engine files, yes?

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I'll do all engine recompiling just to make it simpler, but i'm just curious.

round pond
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no it should just rebuild that piece

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but yeah since you need to build anyway i'd just do the whole thing and go get some lunch

dreamy remnant
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Ok, thanks a lot again, <virtualhug> for you!

somber harness
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anyone come across this error Illegal name (length > NAME_SIZE)?

round pond
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where is it set

somber harness
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its at the end of a LoadPackageInternal triggered stack

shrewd thorn
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That sounds more like package corruption, I gather the stack fix didn't quite work?

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That's either package corruption or there's a mismatch in the serialize code, where it is expecting a name or whatever and gets a name

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err, and gets an int

somber harness
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well, i used the 4.25 engine with that line fixed in there, and the project opened flawlessly!

round pond
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4.25?

somber harness
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but then I tried adding the same line (word) to the 4.23 source

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it says that when u open it, but its just the latest dev branch i think

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has a fix for this stackoverflow thats been in last few versions

round pond
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ahh then i wouldn't be surprised if there was a bug lurking around

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it's still the dev branch there may be another piece actually causing the issues

somber harness
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the commit seemed to be a single thing

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the bug was too much being traced out and going beyond the stack size, but the change was adding a word to the method definition that makes it not do external traces

dreamy remnant
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@round pond anyway, i've managed to change what i needed without recompiling the engine!

round pond
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good deal

dreamy remnant
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I had problem with editing AndroidManifest.xml, which was not possible through Project Settings.

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Answer was to add new file into ProjectFiles\Build\Android\ManifestRequirementsOverride.txt
And all in that file is gonna be added after <!--Requirements
So all this file content is <uses-feature android:name="android.hardware.vr.headtracking" android:required="true" android:version="1"/> and it works!

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Good to know about that Override.txt

limber jacinth
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1>X:\UnrealEngineMaster\Engine\Binaries\Win64\UE4Editor-ContentBrowser.dll : fatal error LNK1120: 1 unresolved externals```
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this is odd

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cause no where can i see or find EnableAllFilters

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in any code file

shrewd thorn
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Sounds like it's time to delete some intermediates!

granite dust
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Just run generate project files .bat

stable plume
small cobalt
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Its not, Intellisense is just shit with UE4 codebase

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Use VAX instead

stable plume
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was that to me?

small cobalt
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Yes

stable plume
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I'm not very good with this, whats VAX? VAX here is a vacuum ๐Ÿ˜„

small cobalt
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Visual Assist

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Google it.

woven owl
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@stable hemlock Intellisense is what Visual Studio does to check your code as you type it - it's a bit glitchy but generally useful - if you hover over the red squiggly lines it will tell you what it thinks it's wrong. It can give you false positive sometimes (it shows you errors that aren't actually errors) - in that case you build and find out for sure.

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In your example, I'm guessing it's complaining about declaring the MyClass constructor twice - the second one is probably meant to be a destructor, but your missing the tilde: ~MyClass

stable plume
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@woven owl Hey so theres 2 for me MyClass.cpp and MyClass.h

woven owl
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Like I said, replace the second call in the .cpp with MyClass::~MyClass() {}

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Note the ~

stable plume
woven owl
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Seems like a false positive, have you tried building?

stable plume
woven owl
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lol, I see it - you have an extra semicolon after MyClass in the .h file

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this is the (hopefully) correct version: #pragma once class SURVIVORX_API MyClass { public: MyClass(); ~MyClass(); }

stable plume
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dammit my bad

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yeah that fixed it up thank you!

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an error after another ๐Ÿ˜„

hidden hedge
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this is a bit strange, you're trying to do normal C++ in an unreal project rather than inheriting from something like UObject?

stable plume
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@hidden hedge because this is engine source ๐Ÿ™‚

hidden hedge
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i didn't know there was a "SurvivorX" module in the engine

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#cpp is more appropriate for general UE4 programming topics

stable plume
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-.-

shrewd thorn
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Probably something at the end of whatever .h file you include before this autogenerated file

surreal heron
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i didnt tho im basicly setting up attributeset,character and playerstate for GameplayAbility System

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and then i get that error

gray bay
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@surreal heron "missing ; before bla" is usually VS code speak for "i encountered some unknown symbol"

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you're most likely missing an include file or forward declaration somewhere

low dust
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I've seen that error a ton myself too

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like, it's super common thing I see when upgrading some things from engine version to another

summer spindle
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so doing source build once again and already regretting it
just built the engine, associated game with, building the game and i get recompile of 600 engine files. does that keep happening to anyone else?

round pond
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why on earth does borderslot use this void UBorderSlot::SetPadding(FMargin InPadding) { CastChecked<UBorder>(Parent)->SetPadding(InPadding); }

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in build slot it saves a weakptr to it's border

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so why get the parent

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it means that if i make a compound widget with a border there is no way to add content to the border in UMG since the parent will just return the whole class instead of the direct parent

lost linden
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some things dont make sense until you know. I find that a lot with slate stuff

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I guess the derivation is using its parent's padding settings in order to avoid something happening if it didn't.

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but then its just a guess

hardy mirage
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Can anyone tell me where the deserialization/loading of content assets starts when the editor starts up? I'm trying to skip some data when deserializing so I can remove part of an asset (spatialOS classflags) and I'm getting dizzy from diving into all the serialize functions

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The assets don't even get to the Object or Class serialize functions, apparently, so they must be discarded elsewhere at an earlier stage

lost linden
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@hardy mirage just breakpoint the first line of code in the engine :p

dense wharf
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anyone else not able to get the quixel plugin to work with a source build?

round pond
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does anyone have any clue where this gets populated? I can't seem to find it. I know it's a SPaletteView but the widget reflector doesn't tell me abotu this specific one

quasi osprey
elder falcon
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don't use the old profiler, use unreal insights

quasi osprey
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It only support 4.24?

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After I find more information, it support 4.23 and 4.24?

low dust
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why is there unity profiler here? ๐Ÿ˜„

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also, they made another profiler, only now?

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I mean, they definitely keep track of their competition - which just got new profiling tools

thick storm
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it's been here for 2 or 3 versions

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just WIP

rancid shell
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ive been trying to solve this for 3 hours now, Im trying to build from source and made it this far. does anyone know whats causing this?

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Any help is greatly appreciated. as I have found nothing online to help

thick storm
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Visual studio 2019 latest version + UE 4.23 ?

rancid shell
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Yeah. The oculus source build 4.23

thick storm
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well latest visual studio compiler does not work with 4.23

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use 16.2

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even if you manage to fix compilation

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it will crash on vectorization tests

rancid shell
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So download a previouse version of visual studio?

thick storm
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or

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either way it will not be fixed untill next MSVC update or later

gloomy hamlet
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@thick storm I think it's fixed now. At least, the issue I saw on microsoft site has been marked as fixed in latest

thick storm
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16.4

rancid shell
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Ok, ill try downloading Visual Studio 2017 and see if that helps at all.

thick storm
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that's still at least month : D

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don't

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just use custom BuildConfiguration

rancid shell
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I'm sorry but I don't know how to do that.

gloomy hamlet
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It says fixed in 16.3.9 too, which is available now

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This is unrelated to that include issue anyway, no idea what metahost.h is, never seen that error.

rancid shell
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oh ok, from what I understand. visual studio is looking for something that is in a different location.

finite shard
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4 days ago

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also don't install 2017 for that, just install the oldest compiler toolchain that works ๐Ÿ˜‰

low dust
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when I got that issue, I just uninstalled the toolchain and installed the older one that worked

worn dragon
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I would like to future-proof my blueprint project so I am thinking that starting from a source build would be beneficial. The tutorial I am following only shows how to make the project C++ and that VS will pop up when starting the project. This does not occur on mine so it has me questioning if there is really much of an advantage to building from source if it is a blueprint focused project as compared to simply using the launcher. Does anyone have a link that could give me some insight (googling did not get me a clear answer), or quickly explain what the advantages/disadvantages would be?

nocturne island
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future-proof in what context?

worn dragon
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Giving me more options to fix potential issues with Unreal down the road, or add more functionality that I "must" have later down the road

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@nocturne island

nocturne island
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So you can switch any project to any engine version by right-clicking and selecting Switch Engine Version. If you are not planning on making any engine changes then you are best off just sticking to the launcher versions. It is worth keeping your project up to date by switching once latest is stable.

worn dragon
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@nocturne island Thank you for the heads up. So I can change the version of source build, but you are advising to stick to launcher if I have no intent of modifying the engine (I would really like to keep this option available in case I need to iron out issues or plugins do not play nice). Is the install and compile of the engine the only big caveat when going with source over launcher?

worn dragon
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I need to sleep, I will check back in the morning. Thank you in advance

shadow vector
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Hi, I've got a more general question about 4.23. We are currently using 4.21 which has been pretty stable for us. 4.22 seemed to have quite a few issues due to the new compilation system. Is 4.23 a stable version?

daring plover
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Hey! Want to check out Chaos but haven't succeeded yet to make it running with 4.23.1. It's crushing on generating geometry collection on my Win7. Decided to try my luck with 4.23 but after downloading 4.23 from git it built me 4.23.1 again while the zip and folder clearly say 4.23. Is it possible to download precisely 4.23 so i don't need to rebuild the ChaosDestructionDemo project? Thanks

daring plover
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@rancid shell My best guess is your insufficient rights problem could be caused by folder path - make sure there's no spaces and/or symbols from non utf charset in the path name. At least i solved this by moving the folder. Spaces in path force compiler using quotes => can lead to problems when they are resolved along the commands with bunch of parameters. But it's just a guess.

shrewd thorn
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I haven't heard of anyone getting chaos to work particularly well in 4.23. I bet whatever crashes in .1 will crash in .0

harsh lantern
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I recall seeing a way to reduce the size of what setup.bat downloads using some excludes to exclude platforms. Does anyone have a list of potential platforms and how to use that command?

lost linden
harsh lantern
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thank you

astral warren
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Is there any way forcing the launcher version of editor to check for project/plugin code changes and provide the user with the auto-recompile message box that supposed to show up at project launch?

harsh lantern
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has anyone figured out how to force a source version to never recompile, basically behave like a launcher version?

astral warren
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Oz, you can try set all .h/.cpp recursively to be readonly in editor/source and /plugin folder, that may help some degree to avoid the recompile of source built version. Also make sure you use the unrealvs extension to compile the project only, and never choose clean/rebuild unless neccessary to.

harsh lantern
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I see, didnt think setting it readonly would work! will give it a go, thnx

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any little change triggers a full recompile, really wasted 2 days already ๐Ÿ˜›

astral warren
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Readonly is a precaution it may help to avoid unwanted changes to source code of engine.

harsh lantern
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ah ok

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yeah the reasons it triggers a recompile for me is not me touching the code, I actually never do

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I change code in my own project module, and it still triggers full engine sometimes

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I might have changed build target perhaps, not sure

mortal glacier
reef wraith
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I dont know if this is the right place to put this but I need help with a error im getting in MVSC its

Include file not found in browse.path.

I looked it up and got no help does anyone know how to fix this here?

lost linden
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it means the path isn't right

reef wraith
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okay do you know how I change it?

torpid marten
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how do I package a build without rebuilding engine

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trying to package a development build

indigo plover
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Given a UObject, does anyone here knows how I can get all other UObjects this first UObject references?

hollow wadi
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hey guys, why is using the std library not a good idea in unreal?

lost linden
#

its not typesafe I guess. Unreal C++ deals with memory management and type definitions. std::anything requires dealing with things yourself I gather. However, that doesn't mean it's not a good idea. I use external code sometimes. Native C even. If it works, there is no bad way

limber jacinth
#

im getting some weird build error

#

UnrealBuildTool : warning : Missing required components (.... HTML5TargetPlatformFile

#
1>CSC : error CS2001: Source file 'X:\UnrealEngineMaster\Engine\Source\Programs\UnrealBuildTool\..\..\..\..\Engine\Platforms\HTML5\Source\Programs\UnrealBuildTool\HTML5SDKInfo.cs' could not be found.
1>CSC : error CS2001: Source file 'X:\UnrealEngineMaster\Engine\Source\Programs\UnrealBuildTool\..\..\..\..\Engine\Platforms\HTML5\Source\Programs\UnrealBuildTool\HTML5ToolChain.cs' could not be found.
1>CSC : error CS2001: Source file 'X:\UnrealEngineMaster\Engine\Source\Programs\UnrealBuildTool\..\..\..\..\Engine\Platforms\HTML5\Source\Programs\UnrealBuildTool\UEBuildHTML5.cs' could not be found.
1>CSC : error CS2001: Source file 'X:\UnrealEngineMaster\Engine\Source\Programs\UnrealBuildTool\..\..\..\..\Engine\Platforms\HTML5\Source\Programs\UnrealBuildTool\HTML5ProjectGenerator.cs' could not be found.
2>------ Build started: Project: Kaos, Configuration: DebugGame_Editor x64 ------
2>UnrealBuildTool : warning : Missing required components (.... HTML5TargetPlatformFile, others here...). Check source control filtering, or try resyncing.
2>Using 'git status' to determine working set for adaptive non-unity build (X:\UnrealEngineMaster).
2>Targets are up to date
2>Total execution time: 2.72 seconds
2>Done building project "Kaos.vcxproj".
========== Build: 1 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========
#

i don't even need HTML5

lost linden
#

I dont need ioS or Google or Facebook but when I remove then, the engine shits. That really annoys me for what is meant to be a "modular engine"

hollow wadi
#

i got the same nonsense at some point with android

#

i had to dig around to find out what was happening, muttered 'well thats retarded' to myself and moved on to something else

#

not very helpful i know

limber jacinth
#

not sure how i can get past this

#

i just want a functional build

hollow wadi
#

it can be because a referenced module requires that for some reason

#

@limber jacinth

#

you may be able to use this thing i made ages ago

#

replace the paths at the top of the .py script for your engine install/project and it will dump out what modules are referenced

#

in your entire project, recursively

lost linden
#

does that help with circular dependency tracking?

lost lodge
lost linden
#

I would try rebuilding from source manually

spiral mortar
#

lol

#

Build from visual studio to have the error

ornate fjord
#

Could I get the source and all the platform support on one pc, and then copy the compiled binaries to another and then make builds for those platforms on the other pc?

#

just asking cause our build pc has worse CPU than our working machines, so compiling from source would be faster on working pcs

#

I mean, we already do something like that with just game binaries, but not sure if it works with engine source compilation

elder falcon
#

yes you can

#

installed builds can support all the platforms

#

assuming necessary platform sdks are installed on the pc you want to make builds on

ornate fjord
#

ok cool

#

is there a guide on how to distribute compiled source builds to other pcs

#

I've never done it before

ornate fjord
#

how do I force the GenerateProjectFiles to use a certain VS version

elder falcon
#

you can add arguments like -2017 -2019

#

note that it will propagate those to the build command lines in the solution so you end up compiling with that version too

#

which may or may not be what you intended

stable hemlock
#

How difficult would it be to backport 4.23's new experimental audio plugins to a custom build of 4.21?

elder falcon
#

most likely: br_dead_in_the_water

desert spruce
#

Hi, I'm having trouble including AudioMixerDevice.h into my BPFunctionLibrary.cpp. It throughs an error:
\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime/AudioMixer/Public/AudioMixerDevice.h(6): fatal error C1083: Cannot open include file: 'AudioMixerSourceManager.h': No such file or directory
Does anyone know what I'm doing wrong here?

spiral mortar
#

Missing AudioMixer module dependency

desert spruce
#

In my .Build.cs?

#
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "SlateCore", "UnrealEd", "AudioMixer" });```
#

It is there

#

Here's my BPFunctionLibrary.cpp includes:

#include "AudioDecompress.h"
#include "AudioDevice.h"
#include "AudioMixer/Public/AudioMixer.h"
#include "AudioMixer/Public/AudioMixerDevice.h"
#include "ActiveSound.h"
#include "Audio.h"
#include "Developer/TargetPlatform/Public/Interfaces/IAudioFormat.h"
#

And it builds everything except for when I add
#include "AudioMixer/Public/AudioMixerDevice.h"

#

Then it says that there's no AudioMixerSourceManager.h

spiral mortar
#

Remove AudioMixer/Public from your includes

desert spruce
#

same thing ๐Ÿ˜ฆ

#

Okay, I managed to include missing AudioMixerSourceManger.h to my BPFuctionLibrary.cpp by adding "Runtime/AudioMixer/Private/ to include path.
And this portion is missing in Engine's AudioMixerDevice.h which I'm trying to include to my BPFuctionLibrary.cpp
Could it be the issue here?

ornate fjord
#

is it normal that if I compiled a engine version from source and I then try to compile my project for the first time, it also compiles a bunch of engine modules again?

ornate fjord
#

so what exactly do I need to distribute to our artists from the sourcebuild?

spiral mortar
#

Could make a binary build?

ornate fjord
#

how do you do that

gloomy hamlet
#

@desert spruce That's clearly an engine bug, they've included a private header from a public one. Looks like it's still the same in 4.24 too.

#

If you need it, worth reporting to Epic.

desert spruce
#

@gloomy hamlet will do, thanks

bleak turret
#

hey, maybe that's a stupid question but I know nothing about Unreal architecture so please forgive me. If I make a simple 2D game using only Widget Blueprint is it possible to get rid off all the 3D/level/lightning stuff from the engine source in order to make a game build smaller?

ornate fjord
#

So I have this issue while compiling 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

#

although the windows 10 sdk is installed

#

I'm guessing I need to update my vs install, but idk with what component

ornate fjord
#

ok fixed it by installing the sdk with debugging tools from microsoft site

wary ginkgo
#

Just wondering
Does anyone know is there's a way to suppress the fatal error dialog box on packages build ?
or should i do it directly from windows

quiet geyser
#

So I get this line when building engine source in visual studio 2017

#

Error executing C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.23.28105\bin\HostX64\x64\cl.exe (tool returned code: 2)

#

So i'm getting errors after the build is finished, is it because vs2019 is installed on my system?

#

Would really appreciate it if someone figures out what's wrong

lost linden
#

thats a Paper2d based project?

quiet geyser
#

Nope @lost linden

#

That's the engine source

#

4.22

proper palm
#

Does anyone here know how to deal with a buggy launcher? My desktop epic launcher forever hangs on the preparing launcher screen. There is 3 sub processes running in the task manager under the main launcher task, but no matter how long you leave it run, nothing changes.

ornate fjord
#

I made a binary distribution of our source build, but the engine association ID is different for everyone if they link to the binary version

#

how can I make it a static number for everyone?

limber jacinth
#

i saw something online the other day

#

might be able to see how that works

#

@ornate fjord but in a nutshell

#

this will be in your registr

#

registry

ornate fjord
#

ah yeah I found it out already

#

thanks for responding though ๐Ÿ™‚

limber jacinth
#

well someone else might find it useful

#

so ill post it anyways

#

the Name in the registry key links to the project association key in the uproject

terse zephyr
#

I have an issue when compiling the 4.21 engine source code while having Visual Studio 2019 installed. The solution and project are 2017, as expected, but when I compile it picks the wrong toolset.

#

On compilation start I get the following:
3>Using Visual Studio 2017 14.23.28105 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.23.28105) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).

#

As you can see it takes the toolset in VS 2019. When it does, I have weird compilation errors like the following:

3>C:\Production\UnrealEngineEpicGit\Engine\Source\Editor\MovieSceneTools\Private\FCPXML\FCPXMLExport.cpp(1058): error C4800: Implicit conversion from 'const wchar_t *' to bool. Possible information loss

gloomy hamlet
#

@terse zephyr Try adding the following to your BuildConfiguration.xml:

  <Compiler>VisualStudio2017</Compiler>
</WindowsPlatform>```
#

If that's not enough, you can specify exact toolchain under CompilerVersion too

terse zephyr
#

@gloomy hamlet Thanks will try right away.

terse zephyr
#

@gloomy hamlet I added both CompilerVersion and WindowsSdkVersion nodes to the WindowsPlatform in the BuildConfiguration and it seems to do the trick. Thanks a bunch.

midnight river
#

oh so you had to fix this too, wasn't just me messing my engine build blobThink

half talon
#

yeah this is prolly a 4.23 bug

edgy pewter
#

Hi everyone, looking for possible solutions for a problem.
I've been trying to use Tensorflow 2.0 with UE using Python C API.
After some time trying to figure out why it wouldn't work in editor but it would work in standalone i figured out it was because of the AlembicImporter plugin.
If load my plugin PreDefault, tensorflow is imported but the engine crashes because of the AlembicImporter plugin.
I used process monitor on the editor and found out that when this plugin is loaded, a bunch of dlls are loaded with it, including "hdf5.dll".
But, if i load my plugin first, this step is skipped because early on it loads the "hdf5.dll" from the tensorflow distribution.

I'm not sure if it's possible to load two different versions of this dll, but how could i solve this issue?

gloomy hamlet
#

@edgy pewter Obviously disabling alembic plugin would be simplest. If that's not an option, then you're kind of at the mercy of how they've linked against it and what version they used.

#

If it's crashing it's likely load time linked against an incompatible version, but hard to say without crash info.

edgy pewter
#

@gloomy hamlet thank you for the help
Yeah disabling the plugin works, but i was trying to find a way of not having to do that

If i import tensorflow before the plugin loads, i get the following error:
The procedure entry point H5Rdereference could not be located in UE4Editor-AlembicLibrary.dll (roughly, this is translated)

if i import tensorflow after the editor is up, i get the following error from python:
ImportError: cannot import name 'Layer' from 'tensorflow.python.keras.engine.base_layer' (C:\Program Files\Python37\lib\site-packages\tensorflow_core\python\keras\engine\base_layer.py)

gloomy hamlet
#

Yeah basically whichever is loaded first, loads its own version of the dll, then the other ends up with that one too. Dll loading in Windows is just done by matching file name.

#

Sounds very much like Alembic is linked against an older version of the dll and isn't binary compatible with the newer one in Tensorflow. And the old version is missing some stuff Tensorflow needs.

#

If you're just trying to work around the situation for internal use, you'd probably be able to just rebuild Alembic plugin against the newer dll.

edgy pewter
#

right now yes, i was trying to take this opportunity to learn some new stuff
but i think solving this in a robust and stable way is above my knowledge atm

#

compiling my code into a separate program and running it on another process may fix the issue

#

but i'm not sure its the right way of approaching this or even worth the trouble

gloomy hamlet
#

That would fix it but it's pretty drastic

#

But yeah there is no easy solution other than disabling the plugin

wispy stone
#

wow, I'm glad I joined this channel, I was gonna ask the same question as Nexus when building 4.21 with VS2019

will try the same solution

harsh lantern
#

Does anyone know where @low glacier tool actually installs the build to?

half talon
#

@harsh lantern insde the engine's source folder

#

LocalBuilds iirc

harsh lantern
#

thanks

#

I just found the zip function, super useful

harsh lantern
harsh lantern
#

ah nvm, pdbcopy.exe could not be found, wasted quite a lot of time ๐Ÿ˜› anyone know how to fix this issue?

dusty inlet
#

hey guys

#

i was trying to build unreal and i started downloading 10 gigs

#

what is that supposed to be ?

#

isnt the code isee on github is all the code ?

harsh lantern
#

if you mean when you run setup.bat i think it downloads a ton of dependencies

dusty inlet
#

thanks oz

#

another question i have where can i find the camera controller ?

elfin kiln
#

i just built unreal engine from source and opened it and it was working, now i decided to comment one line in the engine and then build it again but it is taking hours... am i supposed to wait this long everytime i change something in the engine?

dusty inlet
#

only if u are clean building it, i think

elfin kiln
#

how can i only compile the things affected by the change?

dusty inlet
#

u just avoid hitting clean build

#

Visual studio will only build the files u changed unless u chose rebuild option

elfin kiln
#

i right clicked UE4 and pressed "build"..

dusty inlet
#

maybe u missclicked rebuild not built

elfin kiln
#

i hope that's the case

spiral mortar
#

@elfin kiln It's cuz it's using unity build

#

So it's going to rebuild that entire module

#

and if you modified an header, you're in trouble as it needs to rebuild every modules that have a file depending on it

elfin kiln
#

@spiral mortar where can i disable that? bUseUnityBuild in build configurations?

#

im planning on only changing cpp

spiral mortar
#

You probably don't want to disable that

#

You're using git I suppose?

elfin kiln
#

yes

spiral mortar
#

Then once edited it'll be fast

#

Just the first time it's edited that's slow

elfin kiln
#

but i had build it already (without any changes)

spiral mortar
#

Yep

#

once you change something it's gonna build 2 cpp

#

one for the merged module files

#

and one for the one you edited

#

that way if you edit again only that second one is rebuilt

elfin kiln
#

ooooh okay

#

thanks, i hope youre right :p

dusty inlet
#

hey guys. do u know where is the camera and camera controller?

harsh lantern
#

what do you mean by camera controller?

dusty inlet
#

the interface of the system which control the camera

#

and the representation of camera

harsh lantern
#

check out playercameramanager

low glacier
#

@half talon In your custom build Engine check if UE4Server.Target.cs exists inside \Engine\Source folder.

half talon
#

@low glacier thanks for getting back to me, I've triple checked. It looks like 4.23.1 has bugged configs

low glacier
#

@harsh lantern It copies inside Engine\LocalBuilds\Windows folder.

#

Ahh ok. Never tried with 4.23. Looking forward to 4.24 actually ๐Ÿ™‚

half talon
#

We discussed the solution earlier in this channel, basically you have to modify the BaseEngine.ini in your built engine, changing the PlatformType from "Game" to "Server" in Server targets

low glacier
#

Oh ok. Is it fixed in 4.24?

harsh lantern
#

@low glacier really useful tool btw, thanks for making it!

low glacier
#

@harsh lantern Thank you so much! ๐Ÿ˜ƒ

still saddle
#

If you want to preview 4.25, is master the correct build to download?
I would have thought promoted would be the more stable option but it seems that hasn't been updated in a while

elder falcon
#

the promoted branch is no longer used

still saddle
#

thanks will stick with master in that case

#

Fingers crossed it compiles!

granite dust
#

I have heard that itโ€™s generally safer to pick one of the dev branches

#

It might not have all the features, but it generally compiles at least

round pond
#

does anyone know why GetHitResultAtScreenLocation doesn't have the ability to pass in a list of ignored actors. If you are calling it from a character then it will always collide with that character if you are scanning for blocking channels

stiff canopy
#

Hey guys, i have video textures playing as cutscenes but when i build the game to .exe all the videos are black

#

how can i fix this?

latent veldt
#

Guys Today I downloaded & Installed 4.20 from source and works good but the problem is whenever I right click on the project name in the solution and select the Build to compile the project, it starts to rebuild entire engine not only my project and takes around 30 mins! I didn't have this problem with 4.15!

lost linden
#

it will have to be done one time at least

#

are you sure you set the project as the startup project in VS?

thick storm
#

@granite dust dev branches are unstable

#

and quite a bit of time uncompilable

#

master branch is the stable dev branch

elder falcon
#

master is stable? br_anim_thinking

lost linden
#

I was just thinking that. I got 4.24 master and it never compiled

thick storm
#

@elder falcon it is far more stable than dev branches

stable hemlock
#

has anyone ever tried implementing a new deferred rendering pass or customizing one? I have only found a guide for UE4.22 in chinese so far

elder falcon
#

time to learn chinese br_big_brain

stable hemlock
#

it's not that bad if you translate it from english, but it does require a bit of expertise

#
#

I wish there was more documentation on implementing custom passes and modifying them!

latent veldt
#

@lost linden Yes I did for the first time, but the problem is whenever I change something & I want to build my project it starts to build the engine too!
I'm opening the .sln file of my project, what do you mean by set the startup project in VS?

lost linden
#

In VS, right click your project in the Solution Browser, then click "Set as Startup Project". (or something like that). It will then highlight your project, rather than the UE4 solution section. And then you can right click that and build (not rebuild) and it will only compile your project.

latent veldt
#

@lost linden Thanks, problem solved.

lost linden
#

gg

elder falcon
#

anyone tested building with vs 16.4 yet? does it work without issues?

gloomy hamlet
#

@elder falcon I installed it yesterday to try out the build insights stuff. Got internal compiler error on one of my non-UE4 libs...

#

Can try building 4.24 engine with it today, I'll let you know how it goes

elder falcon
#

@gloomy hamlet just tried it actually, builds 4.24 and physx just fine

gloomy hamlet
#

Nice. Only about 10% of the way through here ๐Ÿ˜‰

#

Speaking of PhysX, they mentioned on the recent stream about Chaos having feature parity by around 4.25. I haven't look into it but thought at this point Chaos was pretty much destruction only - am I wrong?

elder falcon
#

chaos is a completely new physics engine

gloomy hamlet
#

Ok. I knew that was the long term aim but my impression was they were just starting with destruction. Really surprised to find out it can fully replace PhysX soon.

elder falcon
#

we'll see about that I guess

gloomy hamlet
#

Yup. I need to look into it further then, we may have a big decision to make for our game

elder falcon
#

doesn't really seem possible to make until chaos is actually production ready

gloomy hamlet
#

Yeah they were a bit vague in their discussion of it, and live stream info is often off the mark anyway

elder falcon
#

can't know whether it will actually have better performance in the future

small cobalt
#

An odd change to be doing now

#

Semantically it makes sense i guess?

stuck patrol
#

why compiling an engine from source took so long

mighty wasp
#

"an engine"

gloomy hamlet
#

Oh god no. Messing with the reflection system is gonna mean so much refactoring for me. You'd think by the 25th iteration they might have stopped regularly breaking the API.

spiral mortar
#
#if ENGINE_MINOR_VERSION < 25
using FProperty = UProperty;
#endif
granite dust
#

Itโ€™s still UProperty to declare blueprint properties in .h files, I believe

timber remnant
#

After installing the engine from source - I realise it's better to run it from my SSD - am I going to cause all sorts of problems just moving the install folder across? I know you have to run the setup.bat, does it perform a bunch of linking and create associations with that particular install location?

mighty wasp
#

does someone know the class that deserializes network packets?

gusty laurel
#

did they change anything besides the name for the reflection thing?

#

tbh I don't get the change

#

FBoolProperty::StaticClass() what

#

now they aren't UObjects anymore ๐Ÿค”

#

why tho

#

CastField CastFieldChecked better preper my typedefs file from now I guess ๐Ÿ˜

gloomy hamlet
#

My guess is they decided there were too many instances, UObject was too heavy. So they presumably made some more stripped down dynamic type checking (like they already have for a bunch of other stuff) to allow type comparisons/casting.

gusty laurel
#

maybe, but they did not explain in the commit ๐Ÿคฆโ€โ™‚๏ธ

gloomy hamlet
#

Do they ever? Half the time they don't even explain things in release notes.

coarse aspen
#

anyone know if there's some docu for sparse class data? or just how to use it, i guess

stable hemlock
#

Anyone else getting this?

[Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:

elder falcon
#

yes, everyone does

#

read the message

stable hemlock
#

I thought I did something due to my file changes, hadn't noticed it on previews before, thats why I asked

#

So with this:
bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).

#

anything in public/private folders don't get included unless I manually set it to false

elder falcon
#

I just set that option to true for my modules

stable hemlock
#

epic doesn't want game projects to use those folders?

gloomy hamlet
#

It's not about using the headers, they just suggest you to specify the path in the include, not only the filename.

stable hemlock
#

Ahh I see, thanks!

unkempt cedar
elder falcon
#

search the commit messages for the cl number

unkempt cedar
#

Im looking at the list of commits, but besides the github-wide search bar at the top, I dont see a way of searching all of the commits in one go. Even ctrl-f wont do it since there are only ~12 days worth of commits visible at a time.
Apologies, I barely ever use github so it's conventions aren't familiar to me

elder falcon
#

might have to use a local git client

unkempt cedar
#

bah, that would make sense I suppose. I'll give it a try

unkempt cedar
#

okay, got there in the end. it is the top main search bar on github, it will let you specify "This repository" when searching, then after searching you can specify code/commits/etc

lost linden
#

Anyone had issues compiling Chaos with 4.24? I compiled the engine first, without it. Then I set bCompileChaos=true etc and rebuilt. But I'm getting 1> [308/2734] Module.GeometryCollectionEngine.cpp 1>Z:/Unreal Engine Repository/4.24/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionComponent.cpp(1948): error C2440: 'initializing': cannot convert from 'FPhysScene *' to 'Chaos::FPhysScene_ChaosInterface *' 1> Z:/Unreal Engine Repository/4.24/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionComponent.cpp(1948): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast 1>Z:/Unreal Engine Repository/4.24/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionComponent.cpp(1949): error C2027: use of undefined type 'Chaos::FPhysScene_ChaosInterface' 1> z:\unreal engine repository\4.24\engine\source\runtime\experimental\chaossolvers\public\PBDRigidsSolver.h(64): note: see declaration of 'Chaos::FPhysScene_ChaosInterface' 1>Z:/Unreal Engine Repository/4.24/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionComponent.cpp(1952): error C2039: 'GetScene': is not a member of 'FPhysScene_PhysX' 1> Z:\Unreal Engine Repository\4.24\Engine\Source\Runtime\Engine\Public\Physics/PhysicsInterfaceUtils.h(11): note: see declaration of 'FPhysScene_PhysX'

devout trench
#

not sure if this is the right channel to ask this in. i just installed the new ue4 version (4.24.0) and moved my project over and now when i try and open it says the unrealenginepython, pythonconsole, and python editor are missing. i already tried installing visual studio 2018 and installing a bunch of stuff from there and nothing seemed to help, any help would be appreciated.

lost linden
#

did you have the Quixel Bridge plugin @devout trench ?

devout trench
#

I don't know when I went to install it I couldn't open unreal to check if it was Installed @lost linden

low glacier
#

Anyone else having compilation error with the new release branch? My build log is spammed with this message while compiling *.cc files: \Engine\Source\ThirdParty\Eigen\Eigen\src/Core/util/Memory.h(73): error C4834: discarding return value of function with 'nodiscard' attribute

gloomy hamlet
#

@low glacier That's a warning you can suppress. I guess for building some third party code you may need to adjust compiler settings.

low glacier
#

I'm using BuildGraph to compile the engine. Can you please tell me where to adjust compiler settings?

gloomy hamlet
#

Ah sorry I thought you were building third party libs. Yeah if it's included by engine source that seems odd.

#

nodiscard is a C++17 thing, did you alter any flags anywhere? I didn't think UE default to 17, but maybe it does now?

low glacier
#

Nope nothing. Just straight clone (release branch) from Git and built using BuildGraph.

gloomy hamlet
#

Not sure then, haven't used BuildGraph yet

#

What are the .cc files though? Sounds like it's building third party code from source too? In which case it's possible they just haven't updated some of that to build correctly under latest compiler version.

low glacier
#

A lot of cc files. You want the full list?

gloomy hamlet
#

Hah, not really. Just wondering where they are located, as I don't think there are any in the engine code itself.

low glacier
#

Here is the log. Its a lot though ๐Ÿ˜ฌ

#

Release branch has some macro redefinition warnings too but thats ok

  ** For UE4Server-Win64-Development
  SharedPCH.Engine.Exceptions.ShadowErrors.cpp
  Module.Text3D.gen.cpp
  E:\UnrealGit\Engine\Plugins\Experimental\Text3D\Intermediate\Build\Win64\UE4Server\Development\Text3D\Definitions.Text3D.h(77): warning C4005: 'WITH_FREETYPE': macro redefinition
  E:/UnrealGit/Engine/Intermediate/Build/Win64/UE4Server/Development/Engine/SharedPCH.Engine.Exceptions.ShadowErrors.h(98): note: see previous definition of 'WITH_FREETYPE'
  E:\UnrealGit\Engine\Plugins\Experimental\Text3D\Intermediate\Build\Win64\UE4Server\Development\Text3D\Definitions.Text3D.h(81): warning C4005: 'WITH_HARFBUZZ': macro redefinition
  E:/UnrealGit/Engine/Intermediate/Build/Win64/UE4Server/Development/Engine/SharedPCH.Engine.Exceptions.ShadowErrors.h(99): note: see previous definition of 'WITH_HARFBUZZ'
  
  Module.Text3D.cpp
  
  ** For UE4Server-Win64-Shipping
  Module.Text3D.cpp
  E:\UnrealGit\Engine\Plugins\Experimental\Text3D\Intermediate\Build\Win64\UE4Server\Shipping\Text3D\Definitions.Text3D.h(76): warning C4005: 'WITH_FREETYPE': macro redefinition
  E:/UnrealGit/Engine/Intermediate/Build/Win64/UE4Server/Shipping/Engine/SharedPCH.Engine.Exceptions.ShadowErrors.h(97): note: see previous definition of 'WITH_FREETYPE'
  E:\UnrealGit\Engine\Plugins\Experimental\Text3D\Intermediate\Build\Win64\UE4Server\Shipping\Text3D\Definitions.Text3D.h(80): warning C4005: 'WITH_HARFBUZZ': macro redefinition
  E:/UnrealGit/Engine/Intermediate/Build/Win64/UE4Server/Shipping/Engine/SharedPCH.Engine.Exceptions.ShadowErrors.h(98): note: see previous definition of 'WITH_HARFBUZZ'
  Module.Text3D.gen.cpp
gloomy hamlet
#

Yeah, it's building third party code from source. I don't know to what extent they maintain build graph or use it internally, but I can't imagine they guarantee all the third party code the engine uses will build will every engine release.

#

It will also change depending on the exact version of the compiler you have installed, which obviously they have no control over

low glacier
#

So no way to build using BuildGraph?

gloomy hamlet
#

I'm sure you can, but you'd need to tweak some compiler flags to suppress those warnings or revert to an earlier compiler version.

#

Not used it so not sure how you'd do so.

low glacier
#

By compiler version you mean compiler toolchain?

#

Right now I'm using 14.24 IIRC

gloomy hamlet
#

Right, that's the very latest.

#

There was an issue with 14.23, so I think Epic will still be using something from before that.

low glacier
#

Ok I'll try setting the toolchain in BuildConfiguration.xml to 14.22

gloomy hamlet
#

Yeah that will likely help I think.

#

Assuming you have it installed of course

#

By default VS tends to overwrite when you update

low glacier
#

I'll have to install it. I removed 14.22 after that bug was fixed with 14.23

gloomy hamlet
#

And it's considered an earlier version of the build tools I think (v141 rather than 142), so VS won't overwrite it if you had it installed.

low glacier
#

I'll first try with 14.22 since there was no problems compiling with that before.

dusky zinc
#

is there a way that I can take an engine from one hard drive on my computer, store it in another hard drive in my computer and move it back when I need it WITHOUT having to recompile the friggen thing

elder falcon
#

no

granite dust
#

you can launch it without using VS, but if you try to run from VS it will recompile everything because it detects changes in all the files

dusky zinc
#

you would think that we wouldn't need to do that

#

I have no idea if what I'm about to say is dumb or not, but should the engine only have to check it's path once and store that instead of rechecking all includes for everything? like it should know whats contained in its own folders without having to repath for everything

#

I dev plugins like that

elder falcon
#

that's not how it works though - a lot of absolute paths are used in the build process

dusky zinc
#

is that completely required?

lost linden
#

anyone know the best way to clean a UE4 source engine build after a failed build, in order to avoid old files getting in the way of a new rebuild? ie. I built UE4 fine, then rebuilt with chaos enabled but it failed. So I rebuild for regular and it also fails now. I dont want to download all those dependency files again

celest viper
#

@lost linden Flush out your Intermediate files. You should see a folder called Intermediates in UE4/Engine. That folder is safe to delete and rebuild again

lost linden
#

way ahead of you thanks ๐Ÿ™‚ mid-rebuild right now. I wanted to do it without manually deleting that folder though. My actual issue was based in the fact UBT had silently crashed and wasn't working properly. I rebooted the machine and its back to normal :/

low glacier
#

For some reason UE4 does not detect any toolchains other than 14.24.28314 despite the fact I installed them and restarted PC.

gloomy hamlet
low glacier
#

@gloomy hamlet I installed 14.16 toolchain and renamed 14.16.27023 folder to 14.24.28314 in C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC folder

#

Now the project file generates but remember that third party issue I mentioned yesterday? It still happens ๐Ÿ™

gloomy hamlet
#

Did you verify from the output that it is using 14.16?

#

It checks version by cl.exe now, not compiler tools folder name

low glacier
#

Ohh ya. I just checked and it uses 14.24 from backup folder lol

gloomy hamlet
#

I knew this would cause problems for people when I noticed this change. Of course they paid no attention as usual, not even a line in the release notes...

low glacier
#

So I have to specify the version from cl.exe right

gloomy hamlet
#

Yeah right click cl.exe, properties, details, check the version. There is product version and also another version, they're similar and you need the right one, can't remember offhand which it is ๐Ÿ˜‰

#

Then use that in build config xml

low glacier
#

Product version and File version

gloomy hamlet
#

Right. I think it's File Version that you want

low glacier
#

Yup its file version which is 14.16.27034

#

And folder is 14.16.27023

#

Thank you so much @gloomy hamlet. Now it's using 14.16 toolchain. Verified from output ๐Ÿ™‚

gloomy hamlet
#

Yup, really confusing change!

#

No worries, don't know if that will fix the third party errors, but may help.

low glacier
#

Looking at the output. Hoping not to see 'em

elder falcon
#

read the argument sytax properly: UnrealPak <PakFilename> -Extract <ExtractDir>

#

the file name goes before -Extract, for some reason

#

it's not, run it without any arguments

#

this time you're missing the output folder

#

hmm, they changed it since last time I used it then

low glacier
#

@gloomy hamlet No issues. Build success ๐Ÿ˜ƒ

gloomy hamlet
#

@low glacier Nice. Yeah I guess for compatibility always safest to stick with the compiler toolchain Epic are still using. At the top of 4.24 release notes it says they're still on 14.16

low glacier
#

Learned my lesson. Will keep an eye out

elder falcon
#

nice, the crash reporter in 4.24 doesn't work

#

it crashes in ReportAssert

lost linden
#

I did not have much luck with 4.24 beyond a completely vanilla build. I tried Chaos, it crashed, then wouldn't compile at all. UBT had a silent crash and caused other build fails too. Eventually I got it back to a vanilla build and I'm not touching it again until the fixes are in. My bad for expecting otherwise on 0-day release build tbh ๐Ÿ˜„

shrewd thorn
#

Please put in a bug for crash reporter not working. In theory that should get marked as high priority

oak oyster
#

Hey, I have a project that was made with a custom source build of UE4 with support for UWP, I want to use that project in a stock 4.24 build and when generating VS project files, I get this



ERROR: The platform name UWP64 is not a valid platform name. Valid names are (Win32,Win64,HoloLens,Mac,XboxOne,PS4,IOS,Android,Linux,LinuxAArch64,AllDesktop,TVOS,Switch,Quail,Lumin)


       while parsing PluginReferenceDescriptor OnlineSubsystemLive```

My custom C++ classes have no references to any source files that would not normally be included in a UE4 build

How can I clear my platform list so that it only has the default platforms

I also don't care about OnlineSubsystemLive plugin, that can be disabled
granite dust
#

I think the .uproject file lists supported platforms

oak oyster
formal flower
#

Could the toolchain issues cause this?

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 DatasmithSketchUp2019 Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
16>Done building project "DatasmithSketchUp2019.vcxproj" -- FAILED.

My output says "Using Visual Studio 2017 14.16.27031 toolchain..."

formal flower
#

Every single Datasmithxxx.vcxproj failed.

#

I'm on VS2017 btw. That thread XZ linked seems to apply to VS2019.

low glacier
#

Adding bUseLoggingInShipping = true; in server target and trying to build it for shipping config fails.

half axle
#

Trying to swap my current engine source to 4.24 and I am getting a lot of the following errors and a few like it. Is it a wrong windows sdk installed from the visual studio installer?
Error C4668 '_WIN32_WINNT_WIN10_TH2' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\um\winioctl.h 7542

gloomy hamlet
#

@half axle Clean clone of the engine, or modified?

half axle
#

It's modified, but barely, no modified includes

gloomy hamlet
#

Hmm, bit weird then. I have to suppress that warning all the time when including third party code, as most libraries just don't consider that an error.

#

If it's happening in regular engine build, then yeah maybe related to different version of SDK and/or compiler

timber wraith
#

Had a problem in my dedicated server build that was referencing "HTML5Networking" which I think got moved in 4.24, if you go into your Builds Engine/Plugins/Experimental folder you can delete the reference to it and it should launch. Hope this helps some future searcher~

formal flower
#

anyone able to compile 4.24 on VS2017 w/ 14.16.xxx toolchain?

low glacier
#

@formal flower I was able to compile 4.24 with 14.16 toolchain but using VS2019

boreal plover
#

same

lost linden
#

@formal flower I managed it without issue, but only a vanilla install. No Chaos enabled or anything.

dense kettle
#

Hi, someone try to build 4.24 with vs 2019 and 14.24 toolchain ? I get some issue with Eigen third party

haughty stirrup
quick crystal
#

My source control provider for git doesn't like the size of my commit. I need to remove the pending push and then add only half of the files to next commit and push that... how do I do that? I'm afraid to test things on google because I don't have the space to back up the repo to test

#

*afraid to test commands I've found on google

wet pike
#

if you have a commit in the branch, you can "undo" it using git reset HEAD^ - this removes the commit from the branch, and brings the changes back to your working directory

#

so you can then just recommit it however you want

quick crystal
#

ok thanks

#

weird. I did a git reset head and it said it did something, but I still see the commit showing up as a pending commit (I even reloaded the sln)

#

it is a git lfs enabled repo, and that commit has some lfs objects part of it... does that matter at all?

wet pike
#

I don't think it should but I'm not super familiar with how lfs works

quick crystal
#

Ok

wet pike
#

What was the "something" it said? :P

quick crystal
#

git reset head
Unstaged changes after reset:
M .gitignore
M Content/Characters/BP_PlayerCharacter.uasset

#

I have a lot of files as part of the pending commit though

wet pike
#

oh you have to have the ^ in there

quick crystal
#

95 files to be exact

wet pike
#

so it says HEAD^ not just HEAD

quick crystal
#

ohhh

wet pike
#

HEAD is your current commit so resetting to HEAD does nothing... ^ means "go back by one"

quick crystal
#

Yay it worked

#

Thank you so much. I learned something new about git in the process. Didn't know about the ^. I've only ever used git reset --hard when reverting committed changes

low glacier
#

@dense kettle With 14.24 toolchain you get Eigen error. The only way to compile is to use an earlier toolchain. 14.22 or 14.16. I personally used 14.16 thanks to kamrann. He helped me out.

#

We had some discussion in this channel. Scroll up to see them.

pallid fjord
#

@low glacier is the ue binary builder capable of generating useful packages if GenerateProjectFiles.bat is run with the -Game option (if so, does it require the -Engine option?)

dense kettle
#

@low glacier yes, i saw your post. I downgrade to 14.22

low glacier
#

@pallid fjord Binary builder does not support running GenerateProjectFiles.bat yet. I'll be adding support for running Setup.bat and GenerateProjectFiles.bat later.

pallid fjord
#

@low glacier your sentence is ambiguous, so let me ask to clarify: by "not supported" do you mean "it doesn't handle the state of the project AFTER GenerateProjectFiles.bat was run" or "it doesn't run it on its own"?

#

btw, i'm wchristian from github, you merged some of my PRs :)

stable hemlock
#

How does two bone ik transforms the end effector from world to bone space?

low glacier
#

@pallid fjord. Hi wchristian. Thanks a lot for the PR's! ๐Ÿ™‚ As for the GenerateProjectFiles.bat I meant binary builder doesn't run it on its own.

pallid fjord
#

@low glacier Thanks for the clarification. To update my earlier question then: After i have run GenerateProjectFiles.bat ../<game>/<game>.uproject -Game -Engine, should the binary builder generate both the ue4editor and the dll in the game project dir?

stable hemlock
#

what does this error mean?

dire crag
#

well it says what it says :D it wants to rebuild the module

stable hemlock
#

whats a module?

#

@dire crag

#

i am working in a team assignment and when i got latest on perfotce, this happened

dire crag
#

you should read about the engine more ;) but in general its a part of the engine or also your game is a module or a plugin you add

#

haha

#

thats more a workflow problem then

stable hemlock
#

im confused

cerulean gust
#

Yeah sounds like your running an editor without the updated binaries from a teammate

stable hemlock
#

idk wat to add

#

what do u mean without binaries?

cerulean gust
#

I assume you recently grabbed 4.24?

stable hemlock
#

no

cerulean gust
#

Oh hmmm

stable hemlock
#

im only using 4.23

cerulean gust
#

Do you know if any of your teammates may have downloaded 4.24?

stable hemlock
#

idk

#

they said they didnt

#

are they lyinmg?

cerulean gust
#

Not neccesarily

#

Theres other reasons for that error

dire crag
#

we cant fully help you cause we dont know the team flow and you are probably also just a whell in that flow

stable hemlock
#

theres only 2

dire crag
#

hehe

stable hemlock
#

people

dire crag
#

but you decided how that flow works?

stable hemlock
#

flow?

#

all we do is submit to perfotce

dire crag
#

perforce and co. the way you work as team

stable hemlock
#

we just submit things we work on

dire crag
#

haha someone need to explain to you what that means ;)

#

so or so that is no ERROR, you just hit OK and he tries to build the module

stable hemlock
#

is there any way i can fix this

dire crag
#

and if that fails then you need to talk with someone of your team who knwos what they do ;)

#

just hit ok?

#

and if that fails you are out of luck ;)

stable hemlock
#

it doesnt work

#

so u guyss dont know how to help

dire crag
#

talk with the people who gave you the assignment ;) this is not a general problem

#

we would need to dissect the complete envrionment of yours and check how you work and how the flow of the team is

#

that is LITERALLY

#

the part why you got an "assignment"

stable hemlock
#

thats not how things are done here

#

so i take it u dont kno wat to do, thats fine

cerulean gust
#

Yeah, its hard to diagnose from a distance. But somehow things got mismatched. If your partner is working ok you should compare what you did differently

dire crag
#

we know what you have to do, but you are not actually listening ;) and we cant stress that out enough: talk to the people who gave you the assignment and your team mate, this is not a problem of unreal engine, that is a problem of the process you specific have and something you made wrong in that process that is specific for you and we dont know

#

i mean seriously, who gives people who dont understand anything a project with a C++ module...... thats not how you teach that

stable hemlock
#

so its c++ related?

dire crag
#

you think i explain to you? now after your glorious statement? ;) hehe

stable hemlock
#

so its because theres a c++ file?

#

when its strictly blueprint

#

so someone must have messed with c++

severe crest
#

i try to build Unreal from source... i downloaded source for UE 2.41 and i also have VS 2017 and VS 2019...
when i do the build...
i get many:

C4668: "NDIS_MINIPORT_MAJOR_VERSION"``` - Errors.
So far as i googled. this is due to VS 2019 and i should force unreal to use 2017 toolchain... but how?
subtle thunder
#

is it possible to compile ue4 on a diff machine then later transfer it to another without having to recompile everything again?

spiral mortar
#

Sure thing

haughty stirrup
#
UATHelper: Packaging (Windows (64-bit)):        C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\Bin\Microsoft.Common.CurrentVersion.targets(2110,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "Windows". Check to make sure the assembly exists on disk. If this reference is required by your code, 
you may get compilation errors. [C:\UE4\UnrealEngine-4.24.0-release\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)):        HoloLensPlatform.Automation.cs(934,12): error CS0234: The type or namespace name 'Management' does not exist in the namespace 'Windows' (are you missing an assembly reference?) [C:\UE4\UnrealEngine-4.24.0-release\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]```
 I get this on packaging any project in 4.24. Anyone know how to fix? I built source with VS2017.
wary ginkgo
#

It seems like the module management no more exist in the HoloLens module, have you update the source manually or just grab it from git ?

haughty stirrup
#

git

low glacier
#

@pallid fjord No the binary builder doesn't generate ue4editor or any dll in game project dir. It only supports running Automation Tool Launcher and compiles an installed build of UE4.

dire crag
#

@low glacier i am trying since some days togehter with mithaldu to understand more of the build process and the unreal build tool and the context

#

did you dived fully into that topic and could help me covering some understandment problems? Or did you primary concentrated on using those official ways to generate the "official own" build?

low glacier
#

@dire crag I was more into generating an installed build that supports dedicated server and client. I will be adding support for running Setup.bat and GenerateProjectFiles.bat so it will be like a one click button to do everything.

dire crag
#

yeah somehow i feel my problem is not even related to GenerateProjectFiles (setup.bat is anyway all necessary)

#

as far as i understood now, the generateprojectfiles is only relevant if you want to actually have the visual studio project files, and they have no actual relation to the build processes (beside that you can of course start the build processes via the visual studio)

#

and i already see that clearly with some example about compiling game for shipping and stuff with unreal build tool, kinda trivial once made. On the other hand there might be some advantage of going through the visual studio files i dont see/know, those are things that interest me right now

#

and the biggest thing is: how i at all manage "my world" of the files in that picture. Right now not fully show how i can provide an editor setup for the team with a compiled one (we need a compiled one) while parallel keeping it easy to extend and recompile, without bothering the "team repository" on that topic to avoid noobs to get into struggle

#

most of the project is blueprint only and only a few people of the team touch the C++ and the binary at all, so i want to splitteed that up

#

my problem is really that i think too much on that ;) I am way too deep into serious software development that i cant just ignore all this "not understanding" i have in my head.

shrewd thorn
#

I just updated to 4.24 and it's warning on startup about not having ARM64, because I don't have that platform installed. Anyone know how to make it stop trying to use that platform? It has something to do with hololens support, which I do not want

shrewd thorn
#

Also what the heck is the XXX platform

dire crag
#

thats just a sample :) hehe

elder falcon
#

it's the platform for questionable games

dire crag
#

no no, that is Origin

#

<badumtss>

minor veldt
#

not compiling and not building

midnight depot
#

hello im using unreal engine 4.24 and when i try to compile the c++ files it crashes. Should i try a different version or there is a way to fix it?

#

@minor veldt no idea

minor veldt
#

ok i got it

midnight depot
#

how did you fix it?

teal pumice
#

does anyone know how I would find out where in my PROJECT, this is being thrown from? Its like a needle in a haystack without a reference to where its happening ๐Ÿ˜ก

shrewd thorn
#

There should be a stack there, but it's probably skipping because you don't have pdbs in the right place maybe. I usually just attach visual studio to a packaged build to find ensures though

teal pumice
#

"attach VS to a packaged build" not quite sure what you mean here

shrewd thorn
#

Attach Visual Studio to the game, either after it launches or launch it directly from visual studio

teal pumice
#

yeah that did it. showed me where it was. Thanks ๐Ÿ‘‹

flat tapir
#

Btw guys, if you can help me with some things: How to get the generated UE project paths? Intermediate folder? that Name+Editor (so project name + visual studio config)?
As right now I'm bad using a .h to enter your project paths
#define UE4_PROJECT_FOLDER_NAME "Test_vs2019" // ! EDIT THIS
#define UE4_PROJECT_NAME "Test" // ! EDIT THIS
#define UE4_ENGINE_PATH "C:/Git/UE4_CppHotReload/Engine/" // ! EDIT THIS
#define UE4_PROJECT_ROOT_PATH "E:/UE4/" // ! EDIT THIS

Where can I get those paths at compile time?

shrewd thorn
#

You want FPaths::ProjectDir and various related functions on FPaths

flat tapir
#

THanks jZig!

formal flower
#

How might one disable sketchup/revit/max datasmith exporters from being built in 4.24?

I can't build their respective datasmith exporters, and this is likely because I don't have any of their sdks installed. I dont use any of those apps so would rather not compile them.

midnight depot
#

Hello. Whenever I try to create a c++ project it says my license is invalid in the epic installer. Does using the source code work better?

flat tapir
#

Question about paths, Is there a way to get the intermediate folder + /Build/UE4Editor/Inc ? FPaths::EngineIntermediateDir() and... ยฟ?

silver hollow
#

anybody tried to fix Chaos compilation errors in 4.24?

daring plover
#

Same question. Any luck building Chaos with 4.24 on Win7?

wise leaf
#

@daring plover i may be misinformed but i believe that Chaos requires drivers only available in win 10

formal flower
#

has everyone installed 3ds max, sketchup and revit sdks? Wonder why no one reported datasmith exporter build fails...

#

first time i've seen successful building of source require the installation of third-party sdks.
Edit: I'll cease and desist. Seems my issue has been resolved by the 4.24.1 hotfix. I didnt have to install any sdks.

daring plover
#

@wise leaf Where did you get this from? Chaos is crashing on locking video buffer incorrectly iirc

thorny oxide
#

Hey guys, does anyone know how I can use Chaos on UE 4.24.1?

#

or know a guide ๐Ÿ˜›

wise leaf
#

@daring plover Im not sure tbh. Looking around I cant find it documented anywhere as a requirement. I may be thinking of RTX and dx12

thorny oxide
#

@wise leaf but doesn't this only work for ue4.23

#

?

wise leaf
#

not sure tbh, i havent tried compiling chaos myself in 4.24

#

but i am not aware that anything has changed setup wise

#

I think people have been having troubles with it in 4.24 tho

thorny oxide
#

Well I heard they changed the ui for chaos in 24, and I want my project to be as up to date as possible

thorny oxide
#

thanks anyway. I'll try

daring plover
#

@wise leaf What? Again where did you get this from? The post from Victor_Lerp post says there's nothing that prevents it from launching on win7.

heady sparrow
#

Anyone manage to get Chaos going on 24.1?

#

Getting a build error saying it can't open "GeometryCollectionComponent.ispc.generated.h"

#

Ah, it was asked earlier as well, sorry

daring plover
#

@heady sparrow most of errors that i stumbled into in my searches has a 4.25 as a target fix. Let's hope for the best) I haven't managed to build a ChaosDestruction project on Win7. You can either build an empty project with Chaos on and it crashes when building a geometry collection or you can try to build the ChaosDestruction from the vault but it stops building when hiting an error in d3d11util.cpp / D3D11VertexBuffer.cpp

heady sparrow
#

Thanks. I suppose it's no big deal to wait on this for a few months. I was excited to mess around with it though ๐Ÿ˜›

flat tapir
#

Hey guys trying to compile my test project in DebugGame Client, says Unable to start the program "Intermediate\ProjectFiles\Invalid Output", what's wrong? :?

#

actually the same error, whatever config is not related with Editor

hearty sand
#

@flat tapir Is your project also the default startup project?

flat tapir
#

@hearty sand it is!

#

DebugGame Client, Test as my default startup project... whatever is not "Editor" says Invalid Output, it's a bit weird๐Ÿค”

subtle thunder
#

what causes ue4 installation to bloat up in size so much??? my copy was taking up 140gb! i deleted the entire folder and git checkout 4.24 again, full compile now its 84gb

#

deleting intermediate, and .vs folders were not enough!

hidden hedge
#

debug symbols?

flat tapir
#

maybe the .git ? someone posted in the forums or answerhub a similar issue, the huge size in comparison with 4.23

silver hollow
#

WebRTC libs alone eat few GBs

#

I did remove iOS, Win32 folders

#

mhm, I run Space Sniffer on my engine

#

just removed 8 GB from Physx Libs ๐Ÿ˜„

#

Enterprise folder (mostly Datasmith) takes 1.2 GB

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USD imported 0.5 GB

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and son one, more features, more space eaten ๐Ÿ˜„

half talon
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Hey, after upgrading to 4.24 my build script is failing on fatal error C1083: Cannot open include file: 'WheeledVehicle.h': No such file or directory

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what changed?

hidden hedge
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that happened a while back, unless you skipped a few versions

subtle thunder
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i found out they added -useperfthreads to the engine like 6 or so months ago...

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and its not documented anywhere at all

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git history on the file shows they did this for a lumin sdk merge

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such a huge change and nothing in patch notes???

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forces multithreading to be enabled

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packaged dedicated server builds are hardcoded to have multithreading disabled. but now i learned you can launch it with -useperfthreads to force it on

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yea there seems to be no trouble at all.

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my experience was testing dumping a pooled batch of sqlite3 queries on the TaskGraph using Async<>. it would run as a blocking operation normally. what i used to do is just comment the line out in app.cpp that was IsRunningDedicatedServer() || no more blocking on the game thread. the batch of queries take 8-10 or so seconds to complete so it was confusing when i first discovered why the server was always lagging.

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now we have this // Enable at runtime for experimentation by passing "useperfthreads" as a command line arg.

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the editor's standalone dedicated server is unaffected by this. only the packaged dedicated server builds are affected.

half talon
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if only this information was more public

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so much vital information is hidden in these obscure places, and you are always second guessing said information because it might be meant for an older version of the engine. I wish there was up to date Wiki that is actually useful

dire crag
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\o/

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For a software developer all this is like the equivalent of a post apocalypse scenario

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you know people had done it, but they are all long gone!

half talon
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what's the deal with the Steam Subsystem only supporting 2 server categories? RequestInternetServerList and RequestLANServerList?

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Internet server list - game servers hosted on and accessible via the public Internet LAN server list - game servers found on the local class C network via UDP broadcast Friends server list - game servers where your friends are currently playing Favorites server list - game servers that the current user has explicitly marked as a favorite History server list - game servers that the current user has played on recently Spectator server list - game servers marked in a special 'spectate' mode, which means they are actually a proxy that allows the user to observe a different multi-player game via a relay.

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how are we supposed to get these?

dire crag
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probably if you buy some steam games, the documentation will appear <badumtss> sorry couldn't resist :D I have no idea

wooden tiger
subtle thunder
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happend to me alot in 4.23

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its when you alt tab to a different game sometimes

silver hollow
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did you try updating GPU drivers?

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it usually helps

hidden hedge
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@half talon by modifying the steam oss plugin

granite dust
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Man I can't get 4.24 to compile

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I get errors in the Chaos module and I'm not sure how to get around it

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Is this just a problem with the Oculus branch?

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How do I tell the engine to just skip compiling Chaos?

silver hollow
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well, you had enable Chaos previously in Target.cs

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it's disabled by default, remove lines you used to enable it

granite dust
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Which target.cs? My game's?

silver hollow
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not sure what "Oculus branch" is

granite dust
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I definitely never enabled it..

silver hollow
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wow, someone had mess up and enable in this branch then... and Chaos in 4.24 release doesn't compile

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I had added lines in UE4Editor.Target.cs and UE4Game.Target.cs

granite dust
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Oculus has their own branch of UE4 that gets updated Oculus SDKs and some special features

silver hollow
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and in my project's target.cs, but you probably didn't change a thing there

granite dust
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bCompileChaos = false;

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?>

silver hollow
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yep, it shouldn' compile it then ๐Ÿ™‚

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is True in Oculus branch which doesn't compile because of it? ๐Ÿ˜„

granite dust
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It's not listed in any of the target files

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so I'm not sure why it's compiling

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Hmmm that didn't help

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I tried deleting the folders and it tells me it can't find the chaos module included by target

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but every target file I've found doesn't mention chaos

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does the 4.24 branch latest have working chaos?

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Nope. Still errors

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K back to 4.23..

subtle thunder
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never easy upgrading engine version, i only do it unless i absolutely have to

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for me going from 4.23 to 4.24 was because of memory leak in instanced static meshes being fixed and a couple of other things

granite dust
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I'm starting a new project and I want to use the new VR input system

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because eventually I'll be forced to

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SculptrVR itself was actually released in 4.10 and had a release in every engine version through 4.23 except for 4.14(I think?).. There was some horrendous bug on that version, but I don't remember details anymore

granite dust
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Well I tried one more thing. It seems like the Chaos issue was maybe caused by the PS4 files. I rolled back adding PS4 files to the engine and now my solution rebuild appears to be working.. Still a little ways to go, though

quick crystal
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Anyone have problems in 4.24.1 where the SwarmAgent just infinitely sits at 0%?

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I have a beast of a machine and I'm trying to build lighting for a brand new empty map (and it's small)

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I went to eat and came back 30 minutes later and it's still at 0%

dire crag
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I am confused, i look at the diff between 4.24.0 and 4.24.1 and see that "CompatibleChangelist" is not 0 anymore. Isn't it supposed to be always 0 for official releases? or was that meant to be just 0 for X.Y.0?

stable hemlock
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If you enable multithreading on a dedicated server, async might become non blocking, but it would definitely reduce the overall server performance. Impact might be too unpredictable with so many context switches

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nowadays with cloud servers, a dedicated server runs on a single core only. It would be rather wasteful to run it on multiple cores for traditional games

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I think turning multithreading off by default on dedicated servers makes sense for vast majority of games

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imho documenting these kind of details will never work in the long run. With millions of lines of code and the current pace of development, such things are better left on the source files

brisk silo
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both fortnite and pubg are singlethreaded

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and in fact, run multiple servers per core

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the main reason really is just cost

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unreal is not very well multithreaded so 2 cores isnt x2 speed at all. Better to optimize stuff for singlecore and then just run more servers

elder falcon
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does that mean you have no async loading, no background http requests, nothing basically?

remote badge
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Anyone knows how to debug a packaged game's engine source code? I've enabled debug symbol in packaging, however debugger can't find source code for the engine.

limber jacinth
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did you build shipping or debug in packaging?

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cause that is a shipping exe

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when you package, you can build the debug binary

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evertyhing is stripped out in shipping (debug wise)

quick crystal
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So I guess I am the only person in the world having the issue with the swarm agent when running off of 4.24.1

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?

remote badge
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@limber jacinth Shipping, not everything is stripped, you can clearly see user code and even engine function names, the only problem is that VS2019 does not match it to source code with existing engine pdb files

limber jacinth
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right, but the were the symbols made for shipping?

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the engine ones

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if not, they wont match

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Debug symbols wont match shipping

remote badge
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if I understand you correctly, editor that downloaded from launcher does not have shipping pdbs?

limber jacinth
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nope

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you need to build source engine

remote badge
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right, its prob compiled with "Development Editor"

limber jacinth
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its compiled with editor (dev and debug)

remote badge
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makes sense, probably the case, thanks

limber jacinth
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you can see your own game debug stuff right?

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just not any UE4 debug stuff

remote badge
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yeah I can, just the engine that is "invisible"

limber jacinth
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yeah thats def the reason

remote badge
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gotta get hands on source soon, hard to debug low-level stuff without the source, thanks for the help

stable hemlock
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@elder falcon if you are running on a single core, is there really such thing as async? You are basically forcing the OS to do a context switch, which blocks your engine anyway. Sure on long running jobs things might appear a bit more smoothly, but even then you'll be doing perhaps millions of context switches. Your server will run slower and you probably won't be able to figure out why.

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If you really need async you have to use multiple cores per server. If you can do that, then you can just remove the dedicated server defines and let it run with multiple threads

quasi orbit
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To get chaos to work, will a source build be the only way? I see the plugins in 4.24.1? Has anyone tried it?

edgy relic
remote badge
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@edgy relic yeah

edgy relic
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@elder falcon
Nope, those are just random concepts glued together
Just the editor uses around 80-100 threads
Same goes for a bare-bone game instance

UE surely relies on a single thread for the core logic because of reasons, but exactly the stuff that you asked about is the kind of stuff that is indeed run on separate threads
Threads and CPU cores are not the same things, same goes for async and actual parallel processing (e.g: javascript runs on a single event loop but indeed supports async operations)

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Does anyone know how the starting point on a navmesh is calculated by FPImplRecastNavMesh::InitPathfinding?
Having some issue with AIController::MoveToActor because it's starting point seems to appear underground, way below the actor or its pivot point

subtle thunder
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@stable hemlock newer engine versions (idk when since its completely undocumented) have command line switch -useperfthreads now to enable multithreading on packaged dedi server builds. before you used to have to hunt down the line in app.cpp and recompile whole engine.

stable hemlock
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Ah yes, that too. Although to be fair, dedicated servers being forced to a single thread was also kinda undocumented, so yeah ๐Ÿ˜„

thorny oxide
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Thanks for that, lol. I have HDD, so it took like 5 hours just to crash at the end... If anybody has a solution for this; enable chaos in 4.24, please @ me ๐Ÿ™‚ Using Windows 10.

dire crag
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I JUST had the same error suddenly with my Standalone Application that was previously doing fine, as it turned out i just had to fix the error BEFORE (which was a mission Icon.Ico which is also confusing cause it worked without before) and then it was fine, like as if the error before blocks something and that leads to that error we see

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oh boy my editor compile just went through in under 4 minutes \o/ hope it works also haha

dire crag
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funny ok, i had really cut out more than necessary, something is fishy about the MagicLeap integration, if you remove it, it seems to drop 1000< modules with it ;)

thorny oxide
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@dire crag how do you remove that? ๐Ÿ˜

dire crag
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@thorny oxide this is part of your project configuration, like what you removed as plugins in the settings will also be not compiled

thorny oxide
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@dire crag hmm interesting. How can I access these Settings and which are the biggest plugins I can probably turn off? (Im new to engine-source btw lol) Thanks for helping me out.

dire crag
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well you will under the line not gain much, so you shouldn't try to work on that till you have the rest cleared up

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in the end, its all about just making your uproject file

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there you need the plugins disabled

dire crag
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Wow, it seems i really made an UE4Editor with ~1500 modules to compile but somehow its splitted up onto project and engine. And weirdest is that he always wants me to compile the game again, i think i need to really compile the game with the editor that i just generated to make it absolute proper

dire crag
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ah ok, i know why (and why it doesn't work), wrong platforms

thorny oxide
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I don't getty(t) ๐Ÿ˜‚

dire crag
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forgetty ;-)

fair storm
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Hello. I am trying to build the Chaos Demo project but I keep getting errors when running the generateprojectfiles.bat

thorny oxide
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same

dire crag
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given that no one is able currently with 4.24.1 to compile chaos, you might wanna rest for xmas ;)

fair storm
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I have tried with 4.23 also

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@dire crag

dire crag
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AFAIR there were also problems there, but i dont remember details

dire crag
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now i got a weird problem with some metrics include on D3D something....

dire crag
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I dont really get it, it seems as if that is related to some of the extra dependencies, i am unsure, it just doesn't find the include, but its there. drives me crazy

fair storm
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I finally got it to build. Its building now. Fingers crossed

dire crag
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\o/

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and i was actually built, but i changed something to make it fail now, and i dont know what

wraith crystal
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I have an issue w/ vs2019 specifically in that it won't display certain classes in the debug views (local, watch etc) at all. vs2017 used to work fine but I'm not wanting to do a downgrade - does anyone have a fix for this? UE4.22 fwiw

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some classes expand, some don't

dire crag
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it seems oculushmd was my problem, although i am surprised that it fails..... someone else should have the same problem, theoretical......

wraith crystal
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well, the latest vs update has fixed it yay

split kernel
fair storm
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@split kernel You need to make sure you have the 4.23 version from github

split kernel
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Oh so i have to downgrade?

fair storm
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4.24 is relatively new and most stuff is not compatible with it yet

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I finally got the Chaos build running but I still cant get the Demo project running

split kernel
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By Chaos Build do you mean the 4.24 ?

fair storm
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no

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4.23

split kernel
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Oh you meant that i see..

fair storm
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you can see under step one... download 4.23

split kernel
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Yeah guess have to use 4.23 then so anoying... even enabling long path names on windows didn't fix it

fair storm
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can you compile a project from source?

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I still cant get the demo project running

split kernel
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Have to first get it wait a sec

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nvm will just use the Launcher Version till that long name issue gets fixed... hate not using new stuff

dire crag
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what long name issue?

split kernel
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I posted a Picture, it cant download a file from the new version cause the path/file name is to long

dire crag
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What is your base path?

split kernel
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Desktop folder

dire crag
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yeah..... so thats deep

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always just make it in the root of something or one dir deeper

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i have D:\UnrealEngine or E:\Unreal\MyGameEditor

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and i dont have a long name issue

split kernel
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but is it really cause of that path? cause it shows me the download url and that's also pretty long

dire crag
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i know someone who had, cause he had the stuff in his Documents

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yes

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it is cause of that

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the unreal people will develop on some lower path, no one puts it on the desktop or in his documents, that are exactly the bytes that blow up everything

split kernel
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yeah i see.. would be nice when someone tells you that somehow

dire crag
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haha, true

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I must say, it never occured to me to put something so important so relevant and so big into my Documents or on my Desktop

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I think also the unreal guy not fully see how "big" the problem is

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i would say a good chunk of UE4 people run into this