#engine-source
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thx mate
i mean yeah copy out binaries and stuff is like another thing but normally if you do not have special ambitions you mostly keep it all together
i still dont know how best tho ;)
nah i'm also pretty new to it. Just wanna build it cause i want a dedicated server
or rather aim for something with a dedicated server
i mean chaos is nice yeah but wont use it in my goal i think
But try to explain that to a reasonable person: "Yeah for making a gameserver i have to compile the engine new"
yeah i was also first pretty anoyed like why make something so often used imo so complicated
yeah well it isn't so often used to be fair, if you see the amount of games, only a very small part of them need a gameserver
if you go by PLAYER, yeah, majority connects to a gameserver
but by GAMES..... not so much
yeah.. i guess most use listen server for just a few people like coop games
BATTLE ROYALE YO! ;)
But still, if it would be simpler to make a dedicated i bet more would try to aim for that
I think its a litmus test
it is like, that if you put it on the "easy access layer" then you have to deal with more people actually trying it and making questions about it. You might have to explain a lot to the people who actually dont need a server in the first place.
but thats just an idea, sure is, there must be some reason
so when i compile the engine and want to update to a new update that came out, do i have to build it again and download everything?
its a git
you just pull hte new version and build again
the new version then just downloads the changes
the dependencies get automatically updated
i btw just talked with some expert about that gameserver thing, and yeah there is a technical reason for this, just harder now for me to explain 8-D but there is a technical reason
@dire crag Hey. I got chaos build running but I cant get the demo project to open. It keeps saying I need to compile it from source. How do you compile a project file from source?
wel you just need visual studio proper installed and then you can just build it when you open the editor he asks then for it and you say yes
alternative you go over the visual studio project file
but as said: i didnt tried the chaos demo yet
There is a page in the unreal documentation (dont let me search it out now for you ;) ) which shows you exactly what flags you have to activate
oh i see thx ๐
merry xmas ;)
Seems any is fine, they also checked the newest
\o/
See you next year when compiling finished .-.
oh you are so optimistic ;)
at 200/3596 so yeah... xD
What?
._.
i just followed the readme \o/
yeah
ok ;) they probably didnt prepared for that haha
but you have some Build.bat commands with uproject, right?
oh you then are literally building a UE4Editro for everybody ;)
it like will take double the time as if you would limit to windows
but you can of course follow the readme and not make it more complex ;)
i just say that with tuning of the uproject that is normally used for the build, you can limit the modules that are made
i am around 2000
uff all that for a dedicated server omg...
lol its way more than that longtime out
What exactly more?
its a vital process part that someone in every team should know ;)
but it is actually not hard, i mean the unreal documentation has a complete block of pages about this which explain the most relevant stuff
and for the standard stuff it is easy
relevant is just that you make your build fit to your uproject, so that you spare a lot of time for building
So when unreal engine updates i also have to build it new?
haha......
well in general you anyway dont wanna update at some point anymore
but yeah, while you do, you rebuild
You are building a serious thing there ;-)
But like what does it have more then the normal launcher unreal engine?
๐ค
I mean i'm only doing that for dedicated server rn xD
yeah but long time out you might wanna make more, also if you are into the launcher topic for your game all that plays on that level. It is not bad to know this stuff
@split kernel just for the protocol: you can just go on without gameserver and just make the client the server for the working on it
so you can actually do that "whenever you want" while making the game
you dont need to go crazy on it in the first run
yeah... guess like just build it when you wanna release it?
well you will probaqbly still test around with the gameserver first before you release
but practical
yeah
you can do that last
you WILL for sure hit another topic that makes you motivated to compile the engine, there always will be haha ;)
well, at least you'll get know more of entire process, working on multiplayer is... interesting ๐
you gonna be surprised how complicated is to work on simple things ๐
i have no idea if you think of the same things than i do on that ;-)
but everybody has its own pain
I kinda like this "pain", it forces good engineering practices, multiplayer won't let use hacks and lazy solutions everywhere
and rewards time spent on designing systems and tools
which I like ๐
i am still unsure ;)
but people who'd love make their crazy shooter quickly, will be surprised ๐
INSIDE the editor, the multiplayer topic is ..... simple, ultra simple, i mean its one flag, the consequences are big, but something easy to think about
less simple if you want game working on listen server, dedicated server, solo play ๐
and explain a junior designer that has to think every time if he wants to play sound effect for everybody ๐
but yeah... if somebody give a good system or tool, you don't have to think all the time
i am confused really what was your bad experience there ;)
oh, my experience is fine, not complaining ๐
something must have been there, cause i dont know why the audio topic is now your primary, with the location based sound effeects, its a trivial topic no matter what type, or i miss something
just an example ๐
since nobody on team did multiplayer before, everything was surprising and... interesting for us ๐
nevermind ๐
haha ok ;)
but its really most simple on unreal, its all kinda natural coming with the features all being "born" for it
the in game part is really genius
oh yeah, the another generation of engine built with multiplayer in mind, proven with previous engine generations
still improved, with gameplay abilities, replication graph and many smaller things
a bit different than Unity ๐
good news, Chaos does work, Target.cs needs this
bCompileChaos = true;
bUseChaos = true;
bUseChaos flag hasn't been required in 4.23 for compilation ๐
4.24 now available to download
As you may have heard, with this release, weโre retiring Unreal Studio and folding all of its features into Unreal Engineโfor free. Unreal Engine is now your one-stop solution, whether youโre working in game development, architecture, fi...
+// Copyright Epic Games, Inc. All Rights Reserved.```
finally, we have the technology to claim copyright for all years instead of year by year
@silver hollow if I go try that now and it still doesn't work, I'm gonna cry so hard you will feel my tears in the humidity of the atmosphere for eternity.
I did try on copy of the engine, it worked ๐
warning: most of demo content doesn't work, lot of ensures, content could required to be regenerated and they didn't update it...
Well I got 4.24 working, but if I try to switch levels it crashes in UGameInstance::CreateGameModeForURL
so not really working.. yet
Only in a packaged build ๐ฆ
4.24 has caused me more pain than any previous upgrade, despite waiting until the first hotfix.
i think they just wanna get over with the pain as early as possible
they decided to ditch the studio and now they have integrate all the shit at once
hopeful they make now a pause and fix 4.24 for half a year at least before going on the next step
For sure they don't need to fear the competitors in that time ;-)
I bet they are going gung ho to have 4.25 ready before GDC
you are probably right, even tho they should really go to the stabilize topic
they can still make a huge show, but they still will bump version
I heard from someone I don't know on Twitter that Epic is planning to deprecate PhysX in 4.25 and use Chaos for everything
but the current state of Chaos makes that a very scary thought
Lets hope they realize that ;)
the more scary part is really to imagine them making a crappy 4.25 and leaving us with an unfixed 4.24
4.23 only got one hotfix! Leaving broken old versions around seems to be the way now
well historical seen they have their phases
when i started to get into unreal i was at this 4.20 or so and then suddenly they made every 2 months a release
and then while i had no time, they didnt made any update for a long time
if i am not mistaken
4.23 was actually pretty stable (hence why it only got one hot fix, and like 5 or 6 preview build)
I was able to use 4.23 fine, yeah. But I recall there being a few fixes marked for 4.23.2 that they decided to push to 4.24
It was probably pushed to 4.24 instead.
Hot fixes are only needed when itโs necessary
If the bugs were too minor, then itโs not really logical to push a hot fix that doesnโt affect a large majority of users
Yeah i have little insight into how that plays out within epic
And there crashes and ensures with Chaos on basic stuff (player collision capsule, sometimes traces)
Epic failure
Ok I fixed my level transition issue
it turns out I've been leaking memory in packaged builds for a while, but in 4.24 that causes the persistent level to get nulled out
so this crash helped me fix a long-standing bug
That was the last issue in 4.24 for me, so I might upgrade for realz
i also heard that physx was on the deprecation path
but 4.25 seems optimistic
i did hear there were some big things in the pipe for networking by 4.25
as well as volumetric clouds
and large scale environment rendering
stuff like the kite demo on steroids
yeah, look at all the terrain updates on 24
they are working hard on the open world features
also they have done chats about what they are cookin
one of the most important things is changes to how assets are stored in maps, in a less monolythic way
and being able to edit a "tiled" map in a way that it automatically places actors on its correct map tile
yep
Get a first look at the future of physics and destruction in Unreal Engine as Epic's Benn Gallagher and Jack Oakman walk through features that give content creators the tools they need to build highly interactive worlds that can be fractured, shattered, and demolished.
Learn...
I was under the impression that Chaos was using PHYSX under the hood. So Chaos is its own physice engine? Why write your own if things like Bullet exist?
i.e. you'd have build high level stuff around external libraries and unable to change anything significantly because you want to merge future PhysX/Havok
and PhysX/Havok didn't made huge progress in physics in games for years
now Epic is able to integrate physics with anything in the engine (Niagara, Sequencer, etc) and design physics to work well with it
like destruction can be precached to form playable in Sequencer
custom Field System for managing physical behavior of actors in given area looks so awesome, allows designer/artist to have control over this chaos, art direct physics ๐
also they finally could "fix" issues that vital to making game, but it were ignored by third party SDK
- setting a mass for simulated body in PhysX it was always a joke, mass calculated from object's size?
- tweaking a simple interaction of pushing or kicking object was always a nightmare
- now in Chaos geometry collection you can simply specify mass of mesh directly
and that just for starters (when Chaos replaces PhysX as default solution)
can't find it now, but it some presentation they said they solved performance issues on calculating collision of different shapes (convex or not, whatever)
later on they will able to properly support physics replication in multiplayer
and Tim Sweeney mentioned they want realtime physics of any kind: fluids, soft bodies
closer to offline simulations we could have only in cinema
isn't there bullet for 3D games? it's decent for 2D, right?
but never heard of using it for 3D - it was usually PhysX, Havok or in-house tech
oh, did I confuse it with Box2D? ๐
If Chaos can outperform a Physx, which is GPU accelerated that would be amazing. Though, I'm not sure if Physx even runs on the GPU under UE4.
box2d has stuff from bullet
so confused but not so much
nvm not really
box2d is its own thing
@half talon physx gpu acceleration is only for particles and fluids
not for game rigid bodies and raycasts and the like
yeah, I'd love to use RTX to spam world with traces, but how one would pass result back to CPU and sync it with game thread? ๐ฆ
Hopefully they implement a new Vehicle Movement system with Chaos, considering the current one is pretty much just a Physx wrapper for vehicles.
@half talon I was wondering that too at the time they announced it. How will they integrate it into the current physx related stuff. I know it's modular but UE4 isn't as modular as it seems at times. Taking out those components would probably cause a meltdown :p
personally I'd throw away PhysX vehicles and create Chaos one from scratch ;)
especially they're working on Network Prediction plugin for character movement aiming to replace part of the current character movement, they could refactor vehicle movement too ๐
I'd take a whole refactor too, but I also respect PhysX for what it is. I would prefer to see Chaos take on the tasks that physx makes difficult and refactor them for purpose. But without taking away any potential advantages it has
I'm glad to report I've successfully fixed the "Network saturated" bug that happens with Steam Voice chat. I'm going to submitting my PR soon (https://github.com/MarkJGx). I've stumbled upon another issue with Voice Chat, though I don't think this one is Steam related. If you stop talking and immediately start talking, no voice chat happens, no errors, no nothing. You have to intentionally wait a little bit before using push to talk again. Anyone got any ideas?
Is steam voice chat good (if it works haha)?
from my testing it's pretty decent, if I can fix the issue stated above there would be no point in using services like Vivox really.
Hi, I am making a custom editor asset, but have been struggeling with some unsolvable 'unrecognized external symbol' errors when I use classes located inside a private directory.
I know that this happens if you don't include the necessary modules in your build.cs file.
All the errors are from classes located in this directory: 'Engine/Source/Editor/MaterialEditor/Private/...'.
The module required is "MaterialEditor", which I correctly included inside the build.cs file - and that's why everything from MaterialEditor/Public/... works.
But why does it refuse anything from the private directory? I can't find these classes from the private directory in the inheritance hierarchy online. (Take FMaterialEditor for example, which inherits from IMaterialEditor but is not visible online)
Does anyone know something to try?
If there is none, I am forced to write a duplicate of these engine classes, but this is exactly what I want to avoid doing, because it is already 'there'
Hi anyone know how and where I could find documentation for the config variables like in DefaultEngine.ini? I'm for example trying to lookup r.CustomDepth but cannot find it ๐ฆ
@stable hemlock that's entire point of Private folders, somebody didn't want you to use its content ๐
this could be nice PR, to move headers to Public
I encountered some private headers of tools, that I wanted to use
fortunately, I could just abandon my idea of using it
@silver hollow Ouch, I feared that. Now I have to copy all the classes! I am not crying!
Thank you for helping, it is my first time working with these engine classes and stuff
just one last idea, did class/method you're using is exposed to external modules?
I could be wrong about private folders, although it sounds reasonable - so it's worth checking
you wouldn't be able to use class if it's not exposed by adding something like MATERIALEDITOR_API to the class definition, or blocked by MinimalAPI class specifier
single method can be exposed by adding MATERIALEDITOR_API to the method definition, even if class itself it's "hidden"
which class you're trying to access, btw?
FMatExpressionPreview
It's inside MaterialEditor.h
It's only complaining about some methods in it.
ShouldCache, CompilePropertyAndSetMaterialProperty, NotifyCompilationFinished
And some more classes also located in a similar directory like FMaterialExpressionParameterDetails
inside
Engine\Source\Editor\MaterialEditor\Private\MaterialEditorDetailCustomization.h
It might be that the methods are somehow associated with modules I did not include.
yeah, this definitely looks like private things, this could change anytime without warning
but this could be actually not a bad thing if you'd duplicate a bit of code to your project, editor tools typically has a lot of similar code
however usually it's because overriding API methods, like from UEdGraph
I started entire tool by copy-pasting sound cue editor and modifying it with time ๐
What's fascinating to see that it is perfectly re-creatable because the private classes that rely on inheritance, inherit from classes which are located/defined in public directory.
Very modular approach.
haha ๐
I think they shield us from too much private branching. That's why it is not visible online
You're right
well, material editor is also one of the oldest one, when they didn't expect anybody to play with rendering tools without forking half of the engine ๐
Haha I guess that's the case
@half talon @brisk silo physx is only CPU accelerated on UE4 (and other game engines) by default. there IS GPU rigidbody acceleration mode but it's for nvidia gpu's only so that's only been used in handful of games so far
to enable that on UE4, you'd need to make engine source code change so it'll init the gpu solver on scene initialization
it would be more usable on physx 4 as there the gpu solver actually falls back to cpu version that had similar math in case you don't have nvidia gpu on system (no more big difference between cpu and gpu solvers like on physx 3.x) but ue4 only uses physx 3.4
Conan tries to catch up with Ark with the Dev Kit
189 GB vs 197 GB, its a head to head race \o/
Steam Voice fix: https://github.com/EpicGames/UnrealEngine/pull/6487
Anybody have any experience with setting up Xbox One to ue4?
I assume itโs similar to other consoles. You need to prove to epic that you have developer access to the console, then they give you access to an ftp server that will provide you a bunch of platform specific files that you copy into your engine folder
Then you just run generate project files, and compile
Each platform has a different way of proving you are cleared for access to the ftp. Iโm not familiar with xbox in particular
@granite dust already dealt with all of the access stuff but it's not that simple with just compiling
You also need to have the correct sdk installed
Lately if your sdk isnโt up to date it just refuses to package to the target platform and just pulls up a website
yeah i get an error on packaging Unable to instantiate module 'zlib' @granite dust
Maybe zlib doesnโt package to xbox. Gotta black list that module?
would be weird ;)
hey does anyone know if you can use unreal game sync without perforce?
i just want a frontend to build binaries
bugger
also does anyone know what this is all about
Z:\UnrealEngine\Engine\Source\ThirdParty\Eigen\Eigen\src/Core/util/Memory.h(73): error C4834: discarding return value of function with 'nodiscard' attribute
im still scrolling but it appears to only occur on server shipping builds
gamesync is tightly coupled to perforce unfortunately
scratch that, its all configs for both client and server
damn
without ripping out most of the source control stuff and replacing it
i understand though, they made it for themselves where they use P4, theres no reason why they'd make it generic
also, I see the nodiscard error sometimes
I'm not 100% why that happens
I think it has to do with a 3rd party lib using nodiscard when they really shouldn't
it seems to be cpp17 related
if you want to use c++17 globally then you gotta throw out some incompatible plugins
like the alembic and usd importers
no i dont want to, which is why its odd the errors are showing up
it makes me suspect i've set a flag somewhere i wasnt meant to
Anyone know if it's possible to manually specify a buildconfiguration.xml rather than relying on the default location, and secondly, can I provide compiler flags either in said xml or a buildgraph
I'm trying not to touch the source build at all, or as little as possible
@hollow wadi There are a bunch of places it looks for the xml file, they will override each other.
Configure how the engine is built.
As far as I know, it still doesn't expose arbitrary compiler flags though.
But Cpp standard version is exposed if that's what you're after
nah i needed to disable a specific warning as error
i did it in WindowsCompiler.h or whatever though, but i'd rather do it externally
@hollow wadi You could look at AdditionalCompilerArguments in your project's .target.cs file. That would avoid changing the engine. But I think it has implications for reusing a prebuilt engine across multiple projects
Hey. Do you know any ressources to get in depth technical knowledge about how UE4 works or anything I could read before getting into UE4 source code ?
thats a tough one. Everyone here probably knows the pain of struggling to find scraps of information about engine source. But we all end up in the same place. The engine source.
its a lot of code so a lot is undocumented really. Often you dont need the comments. However its all structured in a way you can always find what you want.
looks ok then !
on the flip side, some of it is incredibly well documented
NetSerialization.h is a good example of well documented code
sounds interesting
yeah, the readme explains it pretty well
@spiral mortar have you messed around with the new ToolMenu refactor with node graphs in 4.24?
@rain lake yeah
heh
any gotchas that you've found porting the old system to the new one?
Will any of this affect my compilation?
because it has taken like 3 hours to compile this engine
@stable hemlock if you dont intend to run with the datasmish plugin you are fine
It probably took so long because I compiled the Programs folder too haha
I'm trying to use chaos and it gives me this :/
you have add bUseChaose - true to Target.cs so it would compile
still, Chaos in 4.24 is a mess, most of its content demo doesn't work, unstable in regular gameplay
you've been warned
Yeah
4.24.1 has been really bad since I opened it
All the cubes on the default map fell through the level
I don't get it
Is it supposed to be this bad lol?
Yes that's intentional
Btw the errors you're seeing there stink of old temporary files
Do a clean and rebuild
Oh can I not have two engines on the same computer?
43>Done building project "DatasmithMax2020.vcxproj" -- FAILED. 44>'D:\Users\DQHM\Desktop\UnrealEngine' is not recognized as an internal or external command, it's trying to reference this path but it doesn't exist.
you can have, every folder is a separate installation
Hello! I am new here and I am currently creating an ATC Simulator with Unreal Engine. I do have the basic concept down, as I'm basically recreating this into 3D. http://games144.com/game/35725n-airport-madness-3-game.php#play
Although I am having difficulties... I am starting with having planes spawn in to move into parking spaces, similar to how it works in this game, and I've attempted to visualize that using a flowchart, which is here.
Although with all of that being said, I am confused on how I can put all of that Into Unreal and such, and would like some help with what I have to do exactly. It doesn't have to be anything advanced and such. This is for a Special Project due bg January 29th.
For some reason, my copy of the source is not saving the cache to the the new specified directory in the BaseEngine file. Any tips as to how to fix this?
Nvm, fixed it!
guys, I need fast support on this ๐ Does anybody know how to deselect certain 'plugins' or 'platforms', or other things I don't need in the engine , so the building time is shortened???
he hope he isn't disappointed when he notices that under the line the pain of waiting is not so drastical reduced ;)
Nice improvements coming to UHT!
Also, are they really going to deprecate physx in 4.25? Lots of chaos patches coming in but, can they really make it to the GDC?
i wouldn't put money on it
they announced on UDN that matinee was going to be depricated in 4.24 (which it was) back in the 4.21/4.22 cycle
and nothing of the like has been done for physx
yeah, but matinee could live along sequencer for years
one day Chaos is will compiled by default, so this would a natural deprecation of PhysX ๐
Most of the chaos commits I see seem to be focused on immediate mode physics. I guess they could deprecate physx clothing and immediate mode stuff and leave the rest for later?
It's not like the whole chaos is immediate mode physics, right?
wait, that can't be can it? ๐ฎ
I'm physics noob - what that would mean? ๐
Chaos in 4.25 would be interesting, that would mean stable on every platform, wonder how much they stressed about switching everyone to the new physics engine ๐
Need some Jenkins/P4 help ;)
I configured compiling project, P4 workspace for Jenkins, even a separate workspace for submitting build, so P4 reconcile command would run only on narrowed list of folders (Binaries folders).
Still... post-build action "Perforce: Publish assets" seems to totally ignore .p4ignore.txt set for the workspace and reconcile keeps adding all local files to the changelists (Intermediate folders, .vs., etc.).
Reconcile works correctly on the same workspace if call command on workspace tree in P4V...
what I'm doing wrong? ๐
@silver hollow try contacting this guy
he's done a lot of UE4 with P4, Jira, Jenkins, etc (CI) recently
in version 4.23 i have following bug with point lights if world composition is enabled
how to fix it ? ๐ข
All, I updated my VS2019 (I had something like 16.3.x and I upgraded to 16.4.x) and now I can't build my project anymore. I keep getting this error:
Severity Code Description Project File Line Suppression State
Error Visual Studio 2019 (14.22.27905) must be installed in order to build this target. MyGameProject E:\Source\MyGameProject\Intermediate\ProjectFiles\UnrealBuildTool 1
Does anyone know how to fix this?
VS 2019 isn't even 14.x, it's 16.x
Anyone know if theres a tutorial that will show me how to integrate the engine source into visual studio? I would like to be able to jump to a function definition in editor instead of manually looking for it.
Hey guys, please help! If i build engine from source is it normal that i have to build it every time i restart my pc? I thought I'd have to only build my engine once ?
what do you mean "have to build it every time"? does it mean rebuilding engine code every time? If then, no you don't have to.
Well after i built my engine and rebuilt my project in VS i restarted my PC and the engine version just disappeared from epic launcher (with ue4editor.exe) and i couldnt open my project. So i just built my engine from source again and now am worried that i have to build the engine every time i close UE4 and VS.
Never heard of that... don't have to build engine source until i change it
Got it, thanks! Well this time i'm trying to use the select engine version.exe thingy and save everything in VS before exiting, so hopefully it helps
@soft storm
source builds doesn't appear in launcher, so it couldn't disappear - compiled build won't magically auto delete itself from hard drive, you ten of gigabytes added in folder where you downloaded source code, look for binaries there
if you had project using launcher version, you need switch project to using your engine from now on
@worldly escarp buy Visual Assist, it's basic extension for navigating and operating on huge C++ codebases
@quick crystal 16.4.x is the version of VS 2019. 14.22.X is the compiler.
Yeah it would not compile even though I had that installed. I even confirmed that I had that version under the visual studio tools folder. I had that one and three other versions
One thing I noticed was that in the includes, vs was pointing to vc 4.24. I just updated the unreal build tool to use that version and it stopped complaining
Did any one here accomplish disabling pixel snapping?
@worldly escarp use Resharper C++, it has that
Help D:
That didn't happen before ?_? idk how to solve it, I rerun Setup.bat & GenerateProjectFiles.bat but that also didn't solve the problem
Idk Windows restart solved the issue ๐
Hello Folks
I am facing Engine crash while working on a Physics simulation
Hello,
I am working on Unreal Engine project, where I need to do Physics Simulation of Female character. I need to move Girl's hair with Body movement. But the engine crashes again and again while I am working.
Crash arises during simulation of character's physics asset an...
I have shared Log files in the forum post
Is there anyone, who can assist me to avoid this crash
I am loosing my work again and again
The file gets corrupted after the crash
trying to build the engine
but its failing compile cause it thinks its using the intel ispc
lol
this happened to me once
the trick is to open the ispc files and resave them
then it magically works the second time
alt shift o "ispc" or "isph"
@worldly escarp just press ctrl + t and start typing of what you are looking for, fuzzy find will find it then - i still prefer ReSharpers implementation of that feature tho
Is that kinda fine that I'm compiling engine like over 6 hours (excluding all previous modules before this countdown). If so, what time it should take to compile
I'm guessing you don't have an ssd and you are doing a full recompile
with an ssd and a project based compile it should take about 10-15 minutes depending on how many cores you have
if you have a recent cpu like ryzen you could get that down to 5-7 minutes easily
on my 5 year old PC with i5 4 core cpu and an average ssd, a full recompile of the engine takes about 1.2-1.5 hours
thankfully I don't need majority of the plug ins included with the engine ๐
Seems like it's compiling every cpp file individually, did you disable unity builds? The absolute longest time it should take to compile the engine should be around an hour. If it's taking drastically longer than that then something's wrong.
5-7 minutes clean engine build? On a single computer? Maybe just for your project module, but I doubt for the engine. Timings in our studio using Incredibuild using 150 cores of all our computers for a fresh engine:
~2 minutes compiling UHT. (small module, doesn't distribute well because of small amount of files due to unity builds)
~1 minute generating headers. (not distributed)
~5 minutes compiling the entire engine, plugins and game code (fully distributed).
not compiling the entire engine, pretty much everything disabled, also not the latest version, some parts are modified and removed (mainly rendering side) but it shouldn't influence things much time
if you just pull the latest engine and do a naive compile there is no way it'll take any less than 15 minutes from my experience in a project only compile
besides distributed builds have their own issues at least from my experience, we had a few odd bugs that blew up the compile time
I'm not the build guy so I don't really know what the issue was
@silver hollow @half talon @storm cradle It seems like it works automatically with intellisense I just had to install the source through the epic launcher. I'll take a look at ReSharper though. Thanks!
@worldly escarp You can also look for Visual Assist, who is much better than resharper (even is resharper have some lovely features too)
Let's start a war: visual assist is actually way inferior
i'll get in on that. I don't use either. I take the full force of Intellisense crapness in the face like a tornado chaser.
they disabled chaos in 12.00, I assume that's fortnite 12.00?
oh, that's what they meant with "12.00" ๐
getting compile error on 4.23
fatal error: 'Chaos/Vector.isph' file not found
1> #include "Chaos/Vector.isph"
is anybody else have this error also? ๐
its fresh checkout from git 4.23 version. so im building only whats on git and it's failing on that module
i had that before
i ended up deleting and checking out again
intel compiler crap
something might've gone wrong with the gitdependencies
ispc/h files weren't in the git repository before 4.25 changes iirc
yea that was it tnx ๐
Hi Everyone! :)
I have a question about ALT (Asynchronous Loading Thread). Has anyone been able to enable it on PIE?
From what I inspected in the source ALT and PIE won't work together, it's something that seems to be hardcoded to work only on standalone builds. I've implemented my own asynchronous loader but it's not as robust as ALT. Anyone who has explored this area could maybe share their findings, please. Thanks!
Sigh. WTF. I am working on my C++ project code. I build from source but I have not ever made engine changes. Been on 4.24.1 for a bit now and been building my project many, many....many times. While changing one of my header files, suddenly my compile is now compiling the engine. Fine. But now I get this "1> [1/34] Module.Chaos.cpp
1>E:/UE4Source/Engine/Source/Runtime/Experimental/Chaos/Private/Chaos/PBDCollisionConstraint.cpp(27): error C2146: syntax error: missing ')' before identifier 'int32'"
Wait...forgot I did a clean...going to go back and do dependencies and generate....
Ok. Nope. Why now? Seems to be an issue with this
open the file PBDCollisionConstraint.ispc and save it
Will do after this next build. Frustrating.
@nocturne rampart I know that code pretty well, the async load thread won't work in PIE because it depends on the Event Driven Loader which is only available in cooked builds. The fact that EDL only works in the cooked build is one reason the editor load times are bad, fixing it is very difficult and has been a low priority engine task for like 2 years now
But all that does is speed up the CPU part of loading, it shouldn't matter in the editor anyway because it'll only be like a 20% speedup. All of the async loading logic like StreamableManager and AssetManager work in PIE builds, except that the editor never UNLOADS things, so some of the logic is weird. To actually improve editor load times you're going to have to split up your data and use those async/on demand loading methods
@shrewd thorn I would be happy if async loading would just happen in another thread for PIE. The only async work I see during loading time is texture compression and some DDC work. What ALT is doing, on Editor build, is loading everything inside the game thread which produces terrible hitches when streaming in data, even with the time slicing using the async loading time limit you get terrible hitches or not so terrible hitches but with very long loading times.
Do you know if there is a plan for the future to move loading to another thread in PIE?
YEah, even with ALT on it still hitches
ALT just moves some of the low level serialization stuff and loading code to the other thread, most of it still happens in game thread and it's bound by I/O latency
Also a lot of the PIE hitches are things like Blueprint Compiling, which are editor only
I wish package loading was more decoupled from ALT code. While investigating this problem I went crazy on how much al of them depended on each other. Even loading sync packages would go through ALT code. I thought on implementing my own loader for PIE but I don't think it'll be worth the time, plus the lack of documentation is amazing.
Good evening.
I wanted to build engine source, to implement a joystick plugin, that has to be implemented that way to use it. It's a Flightstick i want to make accessible ...
Somehow i built for Chaos some time ago, and have had a good article on how to do that.
I know i had to install some additional SDK or sth. like this in my visual studio installer to make that work.
Lately i don't remember where i read about that, and running "GenerateProjectFiles" will lead me to an Error: Unable to find a valid installation of Visual Studio.
So .... What am i missing ??
This SDK, right ?
Please help ^^
and the MSBuild component is selected as part of your installation
that's what i am missing
let's see ....
worked !
but i want raw input, as i see ...
for now
@mint portal technically you shouldn't need it as there is Raw Input in the engine now. Older joystick plugins required some kind of interface via SDL or another lib to get HOTAS and things to work. But now it should just be able to be mapped in engine. However, you will need visual studio if you want to load a plugin and build it.
yes, stumbled about it lately
just don't really know, how to access my hotas in windows that way ^^
i am looking it up, it's not in the device manager ๐
thats not an Unreal issue though. Thats a driver problem
ah
maybe becaus i plugged it into the monitor
let's see ...
no
just a different way to access it ...
It's in Printers and Devices ! ^^
why is the 0x added ?
just to know, if i learn it now
I'm having some issues with the engine build process
using engine 4.23.0 Basically, I have made some changes to the engine. They compile. I can open the engine binary. All is well. But when I try opening a simple project that works with the vanilla engine, it tries to rebuild the project on opening
and fails
and when i open the vs studio project for the game project
it builds
but it has a different project file for the unreal engine (in its intermediate folder)
and even after I build it in vs, when I go to open it with the engine, it asks to build it again and fails again
I also cant seem to use the game project in vs to launch and debug either the engine or the game. it says debug settings are misconfigured.
If anyone has seen things like this please @ me
Otherwise I'm on the verge of doing a clean build or just trying a clean engine pull on a later version.
this plugin needs a naming capability !
just a field, that's enough
i have 5 axis and 12 buttons ^^
can i just insert me one ?
fabulous plugin
is it possible to have fully destructible map in a mobile game
I have not found examples of Unreal chaos being used for mobile
@tight glade it's because Chaos doesn't work on mobile yet, it's on the roadmap
maybe it will supported in 4.25, maybe not ๐
I'm trying to learn some in and outs of the engine and so far I'm very confused about the ticking process.
Correct me if I'm wrong, but FTickableObjectBase, Actor and Component ticks seem to all be called from different places. It gets confusing way too quickly
I wanted to code a custom poller/update manager just for lulz that worked with interfaces. The manager cannot be an actor or a component because those are tied to the scenes, so it at least needs to be a UObject.
However, UObject by itself cannot receive ticks, so there's FTickableObjectBase for that, but I am completely lost on where it's called from and in what order.
So my strategy was to:
-Create a custom game mode which will create an instance of the update manager in the InitGame callback
-My interfaced classes subscribe to it
-The update manager distributes its tick to all the subscribed interfaces
I repeat, this is all just for lulz, a practice, a sanity check.
So, if anyone could briefly explain how the overall ticking loop is handled in UE4 I would be extremely grateful.
@sand stream for your purpose i would use FTicker singleton instance, you can access it through FTicker::GetCoreTicker() and then use AddTicker(); function to call your delegate/lambdas whatever.
Are all ticks executed via delegates?
ticks are executed in a variety of different ways
I would say mostly? it depends on various systems
Also try to search for FTickFunction and you will see how each of the classes uses that in different ways. i.e CharacterMovementComponent uses a FTickFunction for PostPhysicsTickUpdate group, ActorComponents also use such FTickFunction structure for their Tick
All of those FTickFunctions are handled in TickTaskManager.
This is all exceptionally confusing. For one, it seems that there's no way to create new structs that inherit from FTickFunctions (dll linking errors happen). Do we really need to modify the source code for that?
And even then, I don't think FTicker allows you to dig more into the loop system. You just bind a method to it and it ticks, but it's still unknown at which point it ticks: before the actor-component ticks, after them, after physics, after rendering, etc.
Please correct me if I'm wrong.
well of course not, those only exist within a specific world
But there must be some kind of a way to do it. Like, just imagine a game instance subsystem for a bit: you'll need some kind of a method to execute a method after, say, physics tick in a world, and you need to do that for each of the active worlds. The subsystem's ticks must not be polled from actors or components.
FTicker is, if I understood it correctly, executes outside of the worlds. Implementing Ticking functions directly is not possible because they require Actor or Component and the base FTickFunction is abstract so you can't inherit from it (not to mention dll linking errors).
So, what in the world one is supposed to do in such a situation? If the answer is to just go and modify the engine then, I'm sorry if I sound like a complete douche, some very wrong decisions have been made down the line.
to achieve that exact thing you can add an FTickFunction to the game instance for every world of interest, set their tick group to post physics, and register them with the worlds
Yes, that's exactly what I've been looking for it seems.
I'll come back in around 5 minutes once I get linking errors lol
Thanks
(why a game instance subsystem? if you want this per world then use world subsystem)
Or that. I'm just speaking hypothetically.
it would simplify it quite a bit as you only got one tick function per instance then
But wait, something's not right here
ExecuteTick is the abstract method that gets called during ticks.
I cannot override it and there don't seem to be any delegates to attach to.
How exactly are you supposed to get ticks from it?
what makes you think you can't override it
struct FMyTickFunction : public FTickFunction
{
virtual void ExecuteTick(...) override;
};
Wait, you can? I say it because linking errors happen, I figured that it's deeply integrated into the engine
Yeah, but that sits just neatly under the FTickFunction in the same header file
Alright, I'll try making a struct again
it's ENGINE_API so there will be no issue
anyone familiar with the DDC or know which chat might have people who know a little about the DDC?
derived data cache
(i got it to work,not as compressed.ddp,but working non the less thanks)
In my current project I'm loading assets from user-supplied files on disk at runtime via 'proxy' assets. This is working quite well, especially for audio files, where I can derive from USoundWaveProcedural and simply read the data in on first request. USoundWaveProcedural is great for this because I can use it directly in-editor whereever I'd normally use a USoundWave, and everything's transparent, because my custom asset is a USoundwave.
Textures are another matter, though. Pretty sure the last time I tried to derive from Texture2D myself, the engine still insisted on trying to cook/save the texture data in the editor. What parts of Texture2D would I need to alter in a subclass, so I can implement what is essentially UTexture2DProcedural?
My current implementation is a class which has a transient Texture2D that's loaded with the data, but that means I can't use my asset directly in, say, a material or whatever, I still have to use a Texture Parameter and swap it in at runtime, which I don't want to do.
this whole "proxy asset" things seems like "doing it wrong" to me
that's not how you're meant to use assets
creating a transient texture 2d and swapping it in with a texture parameter is the way to go
it's not any less efficient to do that
textures need mips and gpu readable compression format
unreal is allergic to procedurally generated textures, the support is very basic
you'll need to generate mips and compress them at runtime, afaik those parts of the importer is in the editor section of the code, so you can't just ship it
I'd imagine you'd have to write it from nearly scratch
if you compress and generate mips at every runtime, you are going to baloon up the load times. There is a reason why the editor itself takes a long time to import textures
if you delegate that to the user, ie let them handle the compression and the mips, you'll probably have a better time
that would mean requiring the user to use some kind of specialized tool for saving an image in that format
yep
which is 
well, the alternative is 5min+ load times ๐
depends on the use
that is average by the way, even cooked games sometimes take 10 minutes to load with mods
not gonna take 5 min unless you have hundreds of textures
if you are not going to load hundreds of textures there is no need to resort to this technique in the first place
plus, with things like normal maps, roughness maps etc it is easy to baloon up the texture count
Ok so I will just vent a bit...
There was this change accepted in 4.24 that made the "Possess" node force the controller that is possessing the pawn become its owner, no matter if there already was an owner set.... this broke my code and there was no real notice of this change. Took me a bit to track down...
While it sort of makes sense that the controller should own the pawn at the same time if the owner is already valid it should not change the value of it and leave it up to the programmer to decide what is the owner.
End rant... ๐
#6067 on github for those interested
Edit: My proposed "fix" #6576
Hi, I'm currently working in 4.23.1 and it seems like the HUD's DrawMaterial and DrawMaterialSimple functions are buggy in this version. I upgraded to 4.24.1 and everything worked as intended. Does anyone have a clue where the fix was, so I can maybe copy the fix into 4.23.1?
iirc possess always changed the owner, even back in the unrealscript days
the behavior where it didn't change it might've been a regression from the beginning
to be fair I didn't really pay attention to in ue4, I always assumed the the owner would be the controller ๐ค
Actually the owner of the spawned actor could be a spawner actor, I also rely on it systems.
We already have access to controller through proper methods, setting controller as owner always is a bad change.
I think that setting the possessing controller as owner is fine if there is no owner... that change is right and was added just 5 months ago... But at the same time Owner is exposed on spawn and that setting should be respected if it is set.
just imho
Obviously I reworked everything that relies on this .. so that my code is not broken but this change is confusing as it did not behave like this before 4.24 ๐
To follow up on the earlier discussion, with a little work it ended up not being too tricky to inherit from UTexture2DDynamic to have it function as a proxy. Its already configured to not use compression or mip maps, and because they're only being used in UI that seems just fine - there'll be only up to about 10 or so on-screen at once, and the maximum size is about 512x512, so it doesn't seem terribly taxing at the moment to just copy my raw image data into the associated dynamic resource as necessary. Swapping the dynamic texture in for a parameter in materials would have worked just fine, Im sure, but I am loading some other asset types in using proxies already so wanted to do everything in a consistent (and transparent) fashion if I could.
I just compiled the engine for the first time, and it crashes on editor start-up.
Any ideas what to do other than recompile the whole engine again? https://i.imgur.com/0P1Feji.png
What windows are you on?
x64
and compiling x64 editor
I started rebuilding the editor, hopefully that will fix it
@stable hemlock probably would be enough to clear this Binaries folder or specified dll
sometimes if you'd interrupt compilation, binaries could be messed up
so you just need call compilation to re-deploy them
yes it did get interrupted, I was missing MSBuild and didn't restart PC after installing it so it failed
so you just need call compilation to re-deploy them
@silver hollow so if I delete just one file, then press "Build", it will only rebuild that one file?
kinda ๐
can I cancel the Rebuild that I've already started?
Its gonna take like 2 hours ๐
sure
Just out of curiosity...is there a statistic somewhere about how many "Engine Contributors" there are?:) Not sure you can search by the badge on the forum.
Just out of curiosity...is there a statistic somewhere about how many "Engine Contributors" there are?:) Not sure you can search by the badge on the forum.
@hardy palm is this helpful? https://github.com/EpicGames/UnrealEngine/graphs/contributors 507 contributors
is that "Accepted"?:D Because the way Epic does it makes it non transparent
Those are people who have contributed code and it was accepted into the engine
curious that somebody is able to beat UnrealBot ... ๐
Sup guys, i want to build shaders outside the editor(possibly at night :P) Is there a way i can use UBT to build only shaders that changed? Will Fill DDC work fine?
@tiny wigeon If you setup DDC corectly, than yes. But remember that some child shaders must recompile due to changes in their parent.
Why in void UObject::CallFunction
GetFunctionCallspace is called only for net functions ? (in other cases it's always FunctionCallspace::Local)
Up to 4.22 it was always calling GetFunctionCallspace.
My custom class override it and it's never called.
Ofcourse I can skip that check and always GetFunctionCallspace, but I'm curious what was the reason to apply this change.
an attempt to make it less horribly slow
not doing much though
bp still 100x slower than c++
@elder falcon AFAIK BP is 100x slower in the editor, according to synthetic tests on running loop like 10k times - which maybe not the best test case.... (especially that ForEachLoop is a dump blueprint macro vs C++ for-loop)
according to similar tests, it's much better in packaged game, like 10x slower :D
and much better with nativization, more like 2-3x
but that's simple tests, I've never seen comparison a "game heavily using blueprints" and the exactly same logic in C++ version (as is probably nobody would care to perform such "test")
in the editor it's even worse than 100x
I don't have a full, proper bench suite of course - only made a really simple one for basic branching and arithmetic (not even considering function calls, which are a whole other nightmare in bp)
even that took 18ms in native and 1700ms in bp (ship build with clang)
pretty insane
@halcyon root Well, i'll try ๐
Hey, anyone familiar with chaos?
I managed to get it to run with 4.24.1 and I can fracture stuff etc, but my collection is automatically destroyed when I start the game. How can I change it so that it's only destroyed by collision?
Hey Guys, I'm trying to colab with 2 programmers (I'm not a programmer myself, I'm an artist) I made some levels but after they have implemented the programming and shared it through Bitbucket I can't open it anymore. I get the following pop-up
I can press yes and a loading bar will appear going to 99.9 % waiting for a VERY long time. In the log it tells me:
License is invalid:
License information is invalid. Please try reloading your license file using the Coordinator Monitor application on the Coordinator machine, or reinstall IncrediBuild.
This build will run in standalone mode.
Not sure what Incredibuild is and/or if this is causing the problem but eventually it continues ( too quick to make a screenshot) before it comes up with the following message
In both cases the editor just closes. I have updated unreal eventhough we use 4.22.3 and this resulted in more errors. I don't know how to "manually rebuild" this or what it even means ( restart ???)
- I have re-installed virtual studio
- reinstalled unreal
- installed a newer version
- made sure I have the unreal package installed in V.S and any other remotely close plug-ins in V.S.
Can anyone please help me =/ ?
I've been stuck with this for a few days and it's becomming more and more difficult to work together as updating levels / assets has become a struggle now.
Keep the version the project is supposed to be on... and uninstall incredibuild from VS
You can uninstall it in Add Remove Programs or however that thing is called ๐
@native haven
I'll give that a try. 1 moment
also probably wrong channel for this
oh, woops =X
but not sure where else this would go ๐ just a visitor here ๐
probably the general #ue4-general ๐
Cheers, It's building now if it doesn't work I'll post it there
so chaos won't be in 4.25 either ๐
they'll reenable it after they branched
probably 4.26? ๐ค
what is this 
it wants a .timing.bin file 

to make that file you turn on WindowsPlatform.bCompilerTrace = true; in your Target.cs file and that causes the engine to rebuild
lol
I am trying to package project into Dev build and getting this error: https://pastebin.com/MnV186SB
only happens when packaging with mobile Vulkan
has anyone encountered this issue?
I'm having issues linking with a plugin. I can include most header files shown here -- IGenericGraphEditor.h, GenericGraph.h, etc. -- but as soon as I try to include a header from the highlighted folder (there are .h and .cpp in there) I get unresolved external errors for every function in that included class. Any ideas for what I'm missing? I've tried messing with my .build.cs, forward declarations, moving the headers to a Public folder, no luck.
@weary jetty Most private files don't have their symbols exported
the SMTHG_API
No way around it
just can't use them
You're not supposed to include private files anyways
So what would I do if I want to make a variation of this plugin? Just make a copy of it and edit it rather than deriving from those?
I started working on that about an hour ago and it seems like it'll work fine, but it isn't as neat as I'd like. oh well
Did you follow the tutorial?
What you can do is add the SMTHG_API to every class that doesn't have it
regarding the physx deprecation talk from weeks ago
4.25 cycle is starting, so definitely not there
but fortnite is going all in on Chaos
starting next month
so i wouldn't be shocked to see a physx deprecation in 4.26 or 4.27
Chaos is fully useable in master right now
it is enaled by default
all scene queries/complex collisions are going trough chaos
and does the game is stable? that would be sweeeet ๐
@stable hemlock
https://github.com/git-lfs/git-lfs/wiki/File-Locking
File locking looks like the path?
Thanks Dan taking a look at it
im not sure what is causing this error can anyone please help thank you
Check your plugins for one called derived data cache and make sure itโs on.. maybe
@granite dust I don't but it's not a plugin
Does anyone know if 4.23.2 is still on schedule to be released?
you mean 24? yes
No, there was supposed to be an update for 4.23, which is currently at 4.23.1
https://issues.unrealengine.com/issue/UE-81742
I'm mostly concerned with this bug, which is targeted to be fixed with 4.23.2.
the linked commit explains why it wont be in 4.23
Disable UseAllowTearing, as it crashes when alt-tabbing from fullscreen. A proper fix is added to 4.24 in cl 9749870. It changes public headers so it can not be submitted for 4.23
it would cause a version incompatibility, so they shipped the fix in 4.24
if you want it, you'd need to make the change yourself
Alright, thanks.
To test any type of build on consoles you need special hardware. Either a devkit or a testkit, that's not something you can avoid.
@nocturne rampart that's completely fine with me, i just wish i could talk to someone with some experience in the matter
there just doesn't seem to be a whole lot out there other than for people publishing full games.
To test your demo you need to be an approved developer
right, but how do i do that when i'm not planning on publishing a full game?
one of the requirements is filling out a game information form which states what your plan is basically for publishing a full game
so i need that first to get my dev id?
That could be negotiable if youโre for example developing a tool. But if itโs just for testing itโll be difficult to get access
that's sort of what i'm developing yeah
it's a proof of concept and it works fine on pc, but the ultimate goal is to display its use for console users.
Then you might be able to negotiate, but itโs not a process I am familiar with. I work with all consoles but only because the company I work is a partner with the vendors
i see. thank you for the information
You could start with one console vendor and see how it goes
@thin acorn you could go UWP route I suppose, it doesn't give all console resources for you tho
UWP on Xbox One supports developing both apps and games. You don't have to be part of a developer program to experiment, create, and test games or apps on Xbox. All you need is a developer account in Partner Center. When you are ready to publish and sell games on Xbox One or take advantage of Xbox Live on Windows 10, you need to join the Xbox Live Creators Program or be an ID@Xbox developer.
@low dust that sounds exactly like what i need. can i buy a dev kit then too?
you can use regular xbox one I think
for that purpose
don't quite on me that tho, but that's how MS initially planned this to work
I've never even owned any xbox ๐
for actual devkits, you'd need to be in the id@xbox program and then you'd probably get the first dev kits as freebies anyway
but you do need a proper project for that like you've already found out
I guess if you really have some spectacular tech to promote, you could still contact MS about it
Good day everyone,
I am currently migrating my application from ue4.19 to ue4.24.
I'm fixing issues along the way and today I noticed that one of my UI animations look weird and the image doesn't scale properly.
Long story short there were changes made to the SRetainerWidget.cpp and there is a variable named Scale that is declared in the PaintRetainedContent but no longer used because the line where it was used is now commented out.
This basically results in the child widget of the retainer box to not properly scale
So this line is now commented out, but no comment why ๐
So how can I reuse this Scale variable that is now unused?
Hey all, having an odd issue compiling my C++ project built in 4.24. It builds from source and runs from the engine just fine, however once I have shared this to any other machine, it fails the build and almost every line of code gets flagged for syntax errors. Seems like maybe the project is targeting a different windows SDK ? Although I'll be honest, i'm just guessing! If anyone could give some advice would be greatly appreciated
@broken knot generating project files would fail if you wouldn't have required Windows SDK, unless you didn't regenerate on the other machine (but I did successfully compiled engine moved from 4.23 to 4.24 although I forgot to regenerate project files)
difficult for me to say more without seeing errors
@still ember dunno, but #slate could be better for this
@silver hollow Yeah I had definitely regenerated VS project files, deleted binaries, intermediate etc. Interestingly, when reopening the zip on my workstation and trying to compile there it also fails. Attached the build log from VS
I'm sure I've missed something super obvious and going to face palm afterwards, but i'm at a loss right now!
Edit: Solved the problem. In case anyone might like to know for future reference. It turns out when I was downloading from the git repo, the directory was getting renamed to the project branch's name, which had a number at the beginning...
Seems like the project directory having a number at the beginning of the name is a real illegal move when it comes to compiling headers ๐
Lesson learned
Pulled down 4.24.2. Getting these Chaos.dll link errors. Anyone else experiencing it? I have not done anything to work with it and I compiled 4.24.1 without issue.
did you have bUseChaose = true in your Target.cs
although you probably have if you compiled it before...
seriously, did they make Chaos even more troublesome in the hotfix? ...
I did not add it. Running through to see what has changed.
Other than a plugin I put in the engine, I haven't touch settings for the engine. I only build from source for the dedicated server.
ok, but you did enable Chaos at all? Or you don't care and Chaos errors just popped up?
non-Chaos build from weekend works fine for me, if that helps
although I didn't build dedicated server, mhm...
I have not enabled it at all. I compiled 4.24.1 just fine. Did a pull into my repo. Compile and get that error.
I ran setup.bat and generatefiles for fun and am in process of recompiling
Pulled from Release ... 4.24.2 release.
1>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
Still getting Datasmith errors in release. I swear I pulled new changes...
Found my problem's source was the ispc files being removed when I pulled down 4.24.2.
Hi, someone knows how to add target into UnrealBuildTool? I add public const global::UnrealBuildTool.TargetType mytarget = global::UnrealBuildTool.TargetType.mytarget; into TargetRules.cs with UE4mytarget.Target.cs but i get invalid target
@celest pagoda how did you solve the issue?
@versed rapids Not sure about how he did it, but I had a bunch of uncommited Changes that deleted a bunch of files, I just discarded those changes and was able to succesfully build to fix my GeometryCollection/Chaos errors.
2nd for what Syx did. Did the same and the files reappeared.
@versed rapids I use SourceTree for my GitHub client. For each file I did a "Reset to Commit" to get the files back. Like others, my source code control allowed me to get the files back.
I see
the thing I don't understand is why .ispc has a generated.h
like sometimes things are kinda infuriating... the generated.h files for ispc are in Engine\Intermediate\Build\Win64\UE4Editor\Development\GeometryCollectionEngine when everything else is in Inc instead of Development god damn it
it has a generated.h because ispc outputs a h and c file
you include the h one to call your function
since you can't include the actual ispc file
hey guys dunno if anyone has tried to cook a dedicated server build with chaos enabled, im trying to get it to work atm but my build is very sad my geometry collections just wont break. it all works fine in the editor on dedicated server. anyone managed to do this yet? or is it even possible?
Guys, can someone help me? I'm trying to build a project from UE4 sources, but when I run RunUAT.bat I'm getting this error
ERROR: Failed to build "c:/Unreal/UE4-Latest/Engine/Programs/AutomationTool/Saved\UATTempProj.proj":
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(2106,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "System.Runtime.WindowsRuntime". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors. [C:\Unreal\UE4-Latest\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
HoloLensPlatform.Automation.cs(945,133): error CS1061: 'IAsyncOperationWithProgress<DeploymentResult, DeploymentProgress>' does not contain a definition for 'AsTask' and no accessible extension method 'AsTask' accepting a first argument of type 'IAsyncOperationWithProgress<DeploymentResult, DeploymentProgress>' could be found (are you missing a using directive or an assembly reference?) [C:\Unreal\UE4-Latest\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
This is what I have installed
Hi, I'm trying to build the engine from source bur I get the Visual Studio not found, is there a way to edit some file to point where VS is? since my installation is no on C:, even changing VS to the same Drive The generate files bat could not find, does it need some sort of ProgramFiles standard path?
thanks @grizzled geyser innt better to change the GetMSBuildPath.bat line 12? I always feel bad to regedit things.... ๐
ยดยดยด
'''
rem ## Try to get the MSBuild 15 path using vswhere (see https://github.com/Microsoft/vswhere). VS2019 preview puts the executable in a "Current" subfolder.
if not exist "%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\vswhere.exe" goto no_vswhere
for /f "delims=" %%i in ('"%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\vswhere" -prerelease -latest -products * -requires Microsoft.Component.MSBuild -property installationPath') do (
if exist "%%i\MSBuild\Current\Bin\MSBuild.exe" (
set MSBUILD_EXE="%%i\MSBuild\Current\Bin\MSBuild.exe"
goto Succeeded
)
if exist "%%i\MSBuild\15.0\Bin\MSBuild.exe" (
set MSBUILD_EXE="%%i\MSBuild\15.0\Bin\MSBuild.exe"
goto Succeeded
)
)
:no_vswhere```
I think it's better to change the registry since that is where the actual wrong thing exist; that is, the reg edit value is incorrect while the code at line 12 is probably "correct", even if it can be better.
but if you prefer to change the .bat file and it works for you, go ahead.
Thanks for the advive @grizzled geyser, not sure about that wrong registry specialy since MS is the maker of both, I'm no win registry or VS expert but all other stuff finds VS with no problem, the script above will always fail if VS is not in program files or UE source is not in the same drive as win sytem, since keeping uncommited changes in a source is no good too. I will try first install VS in a new Program files folder in my E: drive, then edit script and last resort go to regedit ๐
it doesn't matter who made what; I'm the one that actually answered (and asked) the question I linked, and it's a bug that keep left over of a path.
oh ok, thanks for both, intrested if the other options will succeed?
can anybody help to build from sources? ^^^^ what's up with that hololense dependencies?
sorry @gloomy gulch not sure why u executed RunUAT.bat, did you installed all the VS correct dependencies listed on the readme?
yes, of cause. In fact, it was running just fine on other versions of UE4, but in 4.24 I have that problem with hololense dependency
solved
Hi. Anyone has ever experienced issue, that my UE4 is not showing when I run it from source? So what happens is, I press F5. it starts debuging, in task manager I see it opened UE4Editor, but I never see actuall application where I could create new project
ok if I run a project everything is ok. Now problem is, idk how to transfer Varest plugins to source
Project say it cant find it
has anybody tried single layer water rendering?
Does anyone know of a good way to get started with making your own Editor system for a system (similar to how BehaviorTreeEditor works)? The amount of code in there is... a lot.
what I can say, the best is to copy-paste it :D
most of editor code is actually overrides of Ed Graph API + some generic things like breakpoint debugger
I did copy-paste Sound Cue editor as base for the custom editors
you just throw away Sound Cue and Sound Cue Node internal stuff, you don't copy Sound Cue nodes (just make your own later) rename editor classes
even if you'd copy-paste entire editor, you'd a lot its stuff on your know, but it would take a time to figure it all out
when working on editors in Unreal I often steal some bits of code or helper classes from editors: Sound Cue, Material, Behavior Tree
and sometimes getting inspiration from Blueprint editor ๐
writing custom editor only seems to be frightening at the beginning, API is really clean and straightforward, you just need to write a lot of code if you'd would do it from the scratch
My friend is unable to build the oculus fork of UE4.24.1 on his computer. It built once, but hasn't been able to build again since. Has anyone seen the following build error before? Suggestions?
Error MSB3075 The command ""B:\Big Code\UnrealEngine\Engine\Build\BatchFiles\Build.bat" DatasmithSketchUp2018 Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. DatasmithSketchUp2018 C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44
Hello. I am that friend.
My best hunch at this point is that I have UE and projects on a separate, larger B:\ drive
And all the windows SDKs and toolchains are in the C:\ drive
I've spent lots of time enabling every folder with the same FULL ACCESS permissions.
Oddly enough I can build the editor
But I cannot build my generated solution file for my project through VS
I am several days into this effort and out of ideas ๐ง
@grim ermine Just as a wild, leftfield comment, the A: and B: traditionally were assigned for floppy disks long long ago
can you confirm you have the exact same behavior if you change the drive to D:
I got some sort of datasmith error at one point, too.. I canโt remember what fixed it
Make sure all those modules are disabled and then rebuild
How do I disable them?
Also I mapped to a new drive letter and started fresh so we can isolate everything
Still building tho โ
Bad news
I changed the drive to X:/ and cloned a whole new version of UE and rebuilt overnight. Getting those errors again.
Originally I could build the engine/editor. Now I can't
My best guess is "disabling module" = unloading project in VS. I'll try that for all DataSmiths and the Hololens.Automation
So if I unload those DataSmith modules, I get this for hololens.automation:
Error CS0234 The type or namespace name 'Management' does not exist in the namespace 'Windows' (are you missing an assembly reference?) HoloLens.Automation X:\Big Code\UnrealEngine\Engine\Source\Programs\AutomationTool\HoloLens\HoloLensPlatform.Automation.cs 934 Active
I tried unloading that module too but hololens seems to build a required DLL for UE4
@granite dust any ideas? You seem to be onto something ๐
I just linked my github account on unrealengine.com, but I still don't have access to the github. Does it take a while to grant permission?
Should be instant
is 4.24 crashing for anyone else?
I have a weird use where the editor keeps resizing to fullscreen (like a small shake) and keeps crashing the whole time while 4.23 runs good for me
what could be the issue??
there can a hundred reasons for that, you need to provide some callstack ๐
or just save your editor layout, nuke Saved folder and try now, it sooometimes helps in "weird" situations like this
Quick question: When adding a custom shader model (ala http://blog.felixkate.net/2016/05/22/adding-a-custom-shading-model-1/) Is there any worry when updating the enum in EngineTypes.h? Do materials save out their shader model by the enum value directly? Mostly Im just worried about taking new engine updates from Unreal and now theyve added to the enum as well and any existing materials we have are now jacked
There is a more recent series about adding a shader model here:
https://medium.com/@lordned/ue4-rendering-part-6-adding-a-new-shading-model-e2972b40d72d
hmmm ok Ill dig in thru that too, thanks!
Not sure if this is the place to ask this...I know to link my project with a 3rd party DLL I need to include the dlls in the binaries folder, but I don't know exactly what to do in the Build.cs file as there are many different answers, old and new. Anyone know how to do this?
I am already including source and linking against libs just fine, it's just this one library also needs DLLs (I think) and that's giving me problems
Hi, I'm investigating a crash I have 100% involving a Mesh with Custom Collision mesh that happen in the static mesh view : Assertion failed: IsPrimValid(InPrimData) [File:D:/Projects/UnrealEngine/Engine/Source/Editor/StaticMeshEditor/Private/StaticMeshEditor.cpp] [Line: 855]
I was wondering if there was already an issue for that, afaik I haven't found any linked issue on the issue website but I'm also novice with that website
Okay so I have a better understanding of the issue now
When a mesh doesn't have convex collision but just a ComplexCollision Mesh, the Click event think we hit a convex shape and assert later because we don't
When we do have a convex and a ComplexCollisionMesh when we click on the ComplexCollision mesh we don't crash because he think we click on the convex
Therefore I need a way to check if we click on the convex for real or that we just had clicked on the ComplexCollisionMesh which should result in nothing (I suppose) or at least not a crash and not a bad selection
anyone experienced this
\Engine\Source\Runtime\Core\Public\Misc/MemStack.h(233): error C4018: '<=': signed/unsigned mismatch
the line in question
@limber jacinth Is this something you worked on ?
no engine code
What version are you synched to ?
I think what is going here is that someone submit this and build on a difference compiler that the one you are using
and you compiler is more picky
Weird I don't see this code in the history
@limber jacinth Okay nevermind the thing you have have been introduce in the latest commit from Marc Audy 4 days ago
It's a merge it seems
yeah
its crashing my visual studio
since i updated
aswell
only since i updated 2 days ago
Any particular reason you are sync on latest and not release ?
testing features
In that case you could check a previous version on that file specifically
seems to be pretty self contain
yeah i might roll back to 6 days ago
cause nothing interesting has happened
and that was stable
^^
Oh
doesnt crash with 4.24 source engine
When you saying crashing you mean no compiling or actual crash ?
hu
Yeah
thing is, i think the project is just too large
but with the code you show maybe there is some kind of memory leak idk
yeah but why would code crash the editor?
Are you using any plugin ?
no
We have the same problem where I work
If the application you run take too much ram VS get out of memory
And some of us have 128gb of ram
Oh that's weird
but the vs project
mmh
at System.Collections.Generic.Dictionary`2.Resize(Int32 newSize,Boolean forceNewHashCodes)
at System.Collections.Generic.Dictionary`2.Insert(TKey key,TValue value,Boolean add)
at Newtonsoft.Json.Linq.JPropertyKeyedCollection.InsertItem(Int32 index,JToken item)
at System.Collections.ObjectModel.Collection`1.Insert(Int32 index,T item)
at Newtonsoft.Json.Linq.JContainer.InsertItem(Int32 index,JToken item,Boolean skipParentCheck)
at Newtonsoft.Json.Linq.JObject.InsertItem(Int32 index,JToken item,Boolean skipParentCheck)
at Newtonsoft.Json.Linq.JContainer.AddInternal(Int32 index,Object content,Boolean skipParentCheck)
at Newtonsoft.Json.Linq.JContainer.AddAndSkipParentCheck(JToken token)
at Newtonsoft.Json.Linq.JTokenWriter.AddParent(JContainer container)
at Newtonsoft.Json.Linq.JTokenWriter.WritePropertyName(String name)
at Newtonsoft.Json.JsonWriter.WritePropertyName(String name,Boolean escape)
at Newtonsoft.Json.Serialization.JsonProperty.WritePropertyName(JsonWriter writer)
at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject(JsonWriter writer,Object value,JsonObjectContract contract,JsonProperty member,JsonContainerContract collectionContract,JsonProperty containerProperty)
at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeValue(JsonWriter writer,Object value,JsonContract valueContract,JsonProperty member,JsonContainerContract containerContract,JsonProperty containerProperty)
at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.Serialize(JsonWriter jsonWriter,Object value,Type objectType)
at Newtonsoft.Json.JsonSerializer.SerializeInternal(JsonWriter jsonWriter,Object value,Type objectType)
at Newtonsoft.Json.Linq.JToken.FromObjectInternal(Object o,JsonSerializer jsonSerializer)```
is one exception i caught
What is your editor ?
vs 2019
And you have this error just when opening the VS project ?
That is indeed weird
let me rollback
I wonder if there is some kinf of macro in the project that create this
see if it still happens
I mean that run something
well something is definitely crashing it when its parsing something
tho i have intellisense and everything turned off
Do you have the Unreal Engine extension ?
yes but its disabled
how do i roll back with GIT
im used to perforce
and svn lol
lol
you use checkout
git checkout {revision}
you can also checkout a branh
like git checkout release
if you want to clear your change (BE CAREFUL) use git reset --hard
yeah im using tortoise git
it's suppose to be called checkout still (hopefully)
just want to change my current files to a prev revision
i have no clue what im doing
lol
oh
right click on the file and checkout to your revision I think
with commandline it's:
git checkout <commit> path/to/file
switch works ?
seems to be working
I don't know tortoise very well
๐ฆ
was that tortoise?
vs2019
thing is, fresh windows install a week ago, fresh vs install
i did a memory test last night, no errors
my cpu is fine
only two files
you could try to csave the two files and make a big clean
if you want to do a big clean I suggest you that :
git checkout release
git reset --hard
git clean -fdx
./Setup.bat
./GenerateProject.bat
This will put it back in an original stat and clear everything
(that isn't part of the git)
well i got the latest
run setup
generated, lets see what happens
and still crashing the editor
:S
really would like to find out what is causing it
Is there a place to see the build status of master ?
yes, build it
FString UEditorAssetLibrary::GetMetadataTag(UObject* Object, FName Tag)
{
TGuardValue<bool> UnattendedScriptGuard(GIsRunningUnattendedScript, true);
if (!EditorScriptingUtils::CheckIfInEditorAndPIE())
{
return FString();
}
#if WITH_EDITORONLY_DATA
if (Object)
{
return Object->GetOutermost()->GetMetaData()->GetValue(Object, Tag);
}
}
is there any way to force unreal to try and read meta data at runtime? both this function and the UMetadata definition have very tightly protected checks to make sure it's not running play in editor
I presume metadata is stripped as the package is built?
Yep
hmm
so i loaded 4.24 engine source, no crash
4.25 engine source == crash of editor
visual studio*
lol
I only have 5009 errors with the latest (clean build) ...
I haven't had time to look into it tho, it's probably something that make the whole poutine not compiling ๐
thng is
something somewhere in there commit
is causing vs to crash
when parsing
this is the managed memory
when loading 4.24
so something in master is causing this
eventually hits a point where it just crashes vs with out of memory
Searching how ti disable plugin build, is there a good way to do it please ?
@sturdy laurel the same you enable them ;)
A) through Plugins menu in editor (which adds entry to .uproject file)
B) by manually adding entry to .uproject file (so you don't have open editor to enable/disable plugin)
C) changing EnabledByDefault flag in .uplugin file of plugin ๐
once disabled shouldn't be build anymore
hi
i cant build from source, im trying to build the release branch from github
ive ran the setup.bat to fetch and install deps
but then i get this when running generateprojectfiles.bat
The reference assemblies for framework ".NETFramework,Version=v4.6.2" were not found. To resolve this, install the SDK or Targeting Pack for this framework version or retarget your application to a version of the framework for which you have the SDK or Targeting Pack installed. Note that assemblies will be resolved from the Global Assembly Cache (GAC) and will be used in place of reference assemblies. Therefore your assembly may not be correctly targeted for the framework you intend.
im building on vs2017, windows 10
it looks like this has come up before
im trying some of the previous solutions from the chat history, e.g. making sure the developer pack for 4.6.2 is actually installed
turns out that the .net developer pack isnt installed as a prerequisite by ue4, probably should be. i didnt have it.
i downloaded it manually
its all working now
@silver hollow Sorry I mean't while building the editor but actually one of the failing one is Niagara so there other plugins that require it
@sturdy laurel so you would have to disable all dependent plugins ๐
is it normal for the first run of the editor, built from source, to take ages to start?
i assume its compiling editor resources e.g. materials etc on first-use
@silver hollow So you are saying (sorry I missed that information the first time I read you) that just by changing the EnabledByDefault and maybe generateprojectfile again it will not compile anymore ? Thanks
it will be compiling global shaders and building the ddc for engine resources on first start
yeah its running a few instances of shadercompileworker.exe
when you get a launcher engine that stuff comes prebuilt
i assume when we download a prebuilt copy of ue4 theyve done part of that first-run before shipping it
you can manually fill the ddc if you want and leave that running for an hour while you afk
then it starts immediately after
well ive got a long drive home in half an hour, so it'll have plenty of time to boot up
@sturdy laurel yeah, although it's better practice to disable it through entry in the .uproject, so it's visible for everyone
AFAIK you don't need to run "regenerate project files", header tool reacts on changes made to .uproject (so you can just enable/disable plugin and run compilation)
and in case of Niagara - it's not enabled by default yet, so probably you'd be fine just by removing Niagara-related entries from .uproject that are enabling it ๐
@silver hollow I see thanks, the thing is I'm working on a fix in the StaticMesh view and while trying to compile the editor from source on master I got a bunch of error related to two plugins and I figure I should disable them so I could still run the editor without it
for what's worth, sometimes if I have "missing modules" while compiling engine (because I simply deleted item), compilation goes fine if I run build with game's project selected - not the engine project
in that case, if problematic dependent modules aren't used by the game module, it won't try to compile it ๐
@silver hollow But in my case I don't build a game at all, I'm simply trying to run the editor but I guess disabling it like you said should do the trick hopefully
@silver hollow Well I tried again and the plugin DatasmithCADImporter that currently doesn't compile isn't enabled by default and the system is still trying to compile it by default :/ There is other issue as well it seems...
@limber jacinth have the same issue for like three weeks
I just gave up
and started using Rider
had invitation to some EAP version earlier
it really wouldn't be issue if VS was 64 bit
the shell is just shitting on itself and crashing
@sturdy laurel you can always simply remove entire Enterprise folder with the Datasmith source (if nothing else depends on it), get slightly UHT/UBT times as bonus ๐
@thick storm Would you recommend using Rider right now or is it a pain to setup and all that?
Ok I've been trying to fix this issue but have had no luck
when ever I try to build a game(the editor loads fine) I get:
Assertion failed: CookedMesh != 0 [File:C:/Users/sgidi/CGWUnrealEngine4/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysXSupport.cpp] [Line: 544]
then the build crashes
I am using the RTX 4.24 fork by nvidia
@blazing crown no. I mean the released verions have no support for C++ or unreal. I have some private EAP. The first Rider with C++ and UE support should be ouit somwhere next month
wow.... a build of ue4 from source really is MASSIVE
i filled my SSD without realising that the UE4 source build had eaten 106gb
i know where does it get 106gb from like 16gb of starting data
Is anyone here actually using CHAOS??
Please @ me I'd love to talk your brains out about it
just updated to a custom 4.24 engine so I'm considering enabling it
@stoic sedge forget Chaos in 4.24, it's not stable, most of the Chaos content demo doesn't even work
chaos is getting a lot of love in 4.25, but even then it'll be disabled by default
fortnite is going all in though, but probably in the version 13
@stable hemlock its already in
fortnite now doesnt use physx
the live version
its incredible that they have managed to do the "switch" like that, and have it working as well as it has
there are some bugs on physics assets like cloths and random stuff on animations, but other than that its pretty solid
really? didn't they miss the version 12? I thought they disabled it completely and were waiting for a new version
its already live
people have complained because they were expecting high end destruction physics XD
oooh, they delayed it from the original date
well I guess they'll do chaos stuff with 12 ? ๐
i dont know
Beginning with the release of the 11.50 update in early February, Fortnite will be moving to Unreal Engineโs Chaos physics system. At launch, the goal is to ensure that Fortnite still feels like Fortnite. Along the way there will be some bumps, so weโre starting tests with a small group of players. Weโll also closely monitor feedback and make improvements over time.
thats the update that is live
and yes, its exactly as they have said
all the core stuff is unchanged, only some skins with stuff like cloth physics got kinda janky
season 12 was supposed to be at feb 6 but delayed to feb 20, I also saw a few comments about explicitly disable some chaos stuff for that version
makes sense that they test it out first
I'm wondering what they'll do with the new season update, if they weren't going to do something with chaos/destruction, why rush it like this in the first place? ๐ค