#engine-source
1 messages · Page 36 of 1
exactly, they use Fortnite to make their tech production-ready
the same with Niagara, DX12 and... how you think, why the engine has so many animation features and optimizations for every platform? ain't no coincidence they optimize engine while having a game running on every possible hardware configuration 😉
😄
seriously? that's sad
its not as bad as unity tech demos luckily
it's really nice demo showing off field system 😦
those are basically 100% custom code and they only work in a very specific version, or they break xD
@thick storm GDC hype
and extension are subsystems like Destruction, Cloth, Field Systems etc
@brisk silo well at least this year GDC looks interesting ; D
open worlds, physics, rendering
yeah, it doesn't matter in the end
as soon as we gonna get like the first huge physics overhaul for... a decade? 😄
more than a decade
game physics have been locked since Half Life 2
we barely havent done anything beyond that
games like Red Faction did nifty destruction
and cloth physics are common
but other than that, its just HL2 physics
oh yes, optimizations for open world gonna make many games faster, wonder how fast is their "async loading 2" 😎
@silver hollow its getting ready for next gen
next gen has SSDs
SSDs with "direct copypasta" functionality
you can copypasta textures directly into gpu visible memory
you can also copypasta data into normal RAM for inmediate use
current unreal async loading systems are.... horrid
its an area of the engine that really needed work
they are also replacing pak format
with IoStore
whatever it is
i guess it is optimized for linear storage as it is fastest on NVME ssds
yup
most likely some sort of semi-uncompressed format or the likes, block storage
precisely for the copypasta functionality
oh, so less UE3 crap ❤️
i think microsoft talked about some stuff with windows apis (both pc and xbox) for hardware-level .zip
so you can memcopy a .zip file and get it extracted in a ram block
together with World Partition - every actor instance as separate assets, no more sublevels for huge worlds
now we only need better suport (as in user friendly) for scene tracing on async threads from main thread
as Chaos doesn't even work on some dedicated thread by default
so all scene queries are actually blocking ;d
you mean the user facing ?
thats about as good as its going to get
the problem is that when you move objects, physics are updated instantly
there more time sliced than async
its not possible to have async queries with that, its some mayor level of data races
well internally Chaos
is running everything that;s possible in pararell
including traces
but onces you make call from game thread it is blocked
there is nothing you can do about that 😦
I can't just easil queue traces and wait doing something else
has to be singlethread because game thread can move objects
or create new colliders
thats why we also dont have things like async spawn or basically async-ANYTHING in gamethread
and... determinism in physics simulation, ability to pause/stop/rewind also through Sequencer...
in future real physics replication
and Tim Sweeney was already talking about "Hollywood-grade physics", soft bodies, liquids 😎
for that you need deterministic physics
something that is not going to happen if you want to have massive simulation
sa those are depnding on caches
and it is hell to make deterministic rewindable cache 😄
Unity Physics is stateless and fairly close to actually making rewind just work
and I would be afraid of using this since Unity doesn't test anything other way than through marketing demos 😉 😄
one could never play Fortnite and love this game 😄
unity physics at this moment are... broken af
and yes, unity does indeed not have any real project to properly battle-test it
and they have probabaly
they are most likely going IPO this year
which means entire board will get billions in stock
so fuck unity we can have private islands (;
one more month 
why do we need moving things to immediately modify the physics scene though?
would it not be much more performant to accept that there'll be a frame delay between changing things and traces hitting objects at the new location?
gameplay
it conflicts less
imagine 2 players bumping into each other
player A moves, and he changes the collision
player B then moves, and collides with A, so he stops mid-way
if you have delayed physics, then player A moves, player B moves, and they go through each other
or they just conflict
Im sure this has come up wiht people before but Ive got an issue where an existing USTRUCT file isnt showing up in my editor.....it exists on disk, and I cant create a new asset in that file with the same name, but I cant view it, edit it, and the other map files that reference it are crashing
derp thats a sensible way of whacking it with a wrench
should remember that for next time
Didnt work, but was a good thought
Does anybody have experience with Pixel Streaming outside of a local network? I'm not sure how to do it outside of a local network
Ever since I upgraded to UE 4.24.0 (from 4.23.x) I have never been able to build lighting in my levels
The SwarmAgent launches and shows up in my task bar, but the progress infinitely sits at 0%
Anyone else have this problem?
I'm experiencing it now
Nvm it eventually finished
Hi guys, I'm struggling with super annoying issue. I have described it on forum, if you know how to help take a look: https://forums.unrealengine.com/development-discussion/engine-source-github/1719923-editor-stuck-at-loading-after-modifying-any-asset
Hello, I've got a problem with editor being stuck at loading at exactly 72%. Issue occurs when I modify an asset (it happens with all kinds of assets: animations, montages, data tables etc.), save it and then restart the editor. It is very hard to pin point an asset that cause...
would start investigating with insights
assuming 4.24
run insights, start editor with -statnamedevents -cpuprofilertrace -loadtimetrace, open the live session, reproduce the issue
then see what it's getting stuck on
Okay, will try do
@elder falcon this is how GameThread looks like
I didn't
It just stopped at the point it reached 72%
I can still see the splash screen
I did, nothing there, nothing, is stops always at the same point, like insights log above
zoom in, what's it doing
It was different session, sorry
This is actually a session of the game itself
I guess this make more sense
Loading main thread has some unnamed black boxes 🤔
seems like it crashed then
Without a single message 😢
The next thing I would try for weird hangs is to attach in visual studio, enable the Parallel Stacks window (debug->windows) and look for weirdness. That makes it much easier to identify weird threads then just the Threads window
parallel stacks window looks cool
Will take a look into that in a sec
isn't this.. a little overkill
Parallel stacks didn't help but I think I've pin pointed what might be the issue. Let me explain my environment and steps. To begin with, I have data table class and assets containing various data. One of the field is UAnimMontage* type. Now, until now this montage had no anim notify states, just pure notifies. After I added my anim notify state to the montage it stopped loading. To check if this notify state isn't the bad guy here I added it on several other montages that are not references in data table mentioned before and indeed it didn't break anything. Then, to make sure that it's not anim montage itself being broken I added notify state again but removed reference to the montage from data table. And it worked fine again. So results are: editor stops loading properly when I am referencing anim montage of any animation, and I'm adding new anim notify state (I've checked with two different types of states, C++ based and blueprint based, result is same).
I might try to create repro project based on that data for you guys
That doesn't really make sense, I wonder if it's getting in some weird stack recursion case because of the specific order of loading data
but that should show up in the stacks view or cause a hard crash
That's what I thought. It would then cause OOM crash or something like this but it just sits there silent forever
I'm trying to make a PullRequest to the Engine, but have trouble with ...\Engine\Binaries\DotNET\GitDependencies.exe it is modified when building the engine, but the Engine team won't accept the PullRequest with it. Mean it should be excluded by the gitignore file, but that file explicitly states that this file should be included (exception). Confused!?
Also there is ...\Engine\Binaries\DotNET\AutomationScripts\HoloLens\System.Runtime.WindowsRuntime.xml getting created during a build and is also not excluded by gitignore, though it should not be part of the PullRequest as it is only locally needed.
Can't remember to be honest, but yeah the PR should only contain the files you actually changed.
the .exe should be ignored IMO
ok, thanks. I asked in the PullRequest how to handle these files. Hopefully I get an answer.
we've always gotten that error
I guess it's hard to ignore that file as we do need it to pull the dependencies but once we build the engine, it indeed gets modified
so you end up just ignoring it manually
@obtuse quarry you need to create a patch
any one familiar with PostProcessUpscale.cpp after the major 2.24 changes
when i boot my dedicated server built from 4.24.2 source, i get the following errors, which appear in red as fatal errors but still continue, there seems to be no side effect from the error that i can notice. is this something i need to be concerned about and why would a dedicated server attempt to load a font?
[2020.02.12-07.52.23:241][ 0]LogStreaming: Error: Found 0 dependent packages...
CDO Constructor (TowerBattleHud): Failed to find /Engine/EngineFonts/RobotoDistanceField
[2020.02.12-07.52.23:241][ 0]Error: CDO Constructor (TowerBattleHud): Failed to find /Engine/EngineFonts/RobotoDistanceField
[2020.02.12-07.52.23:241][ 0]Error: CDO Constructor (TowerBattleHud): Failed to find /Engine/EngineFonts/RobotoDistanceField
[2020.02.12-07.52.23:263][ 0]LogUObjectBase: Warning: -------------- Default Property warnings and errors:
[2020.02.12-07.52.23:263][ 0]LogUObjectBase: Warning: Error: CDO Constructor (TowerBattleHud): Failed to find /Engine/EngineFonts/RobotoDistanceField```
looks to be related to hud code in my project, but that shouldnt load server side, right?
It would because the server tells the client what HUD to activate
Does UE have support for indirect drawing? e.g. draw a number of primitives/instances based on a counter value stored in a UAV.
Any one else having their source build crash in 4.24, inside SteamVRRender cpp file
Anyone knows where the preprocessor definitions (PublicDefinitions) generated by a .build.cs file are placed?
a Definitions.h file in Intermediate folder
thanks
@obtuse quarry you need to create a patch
@limber jacinth how do I do that?
Hey, anyone having experience with sharing engine code changes to team members without them having to compile their own source or needing to use Visual Studio for it, I want to keep the binary version to make it as easy as possible for them. I been already using this tool
https://forums.unrealengine.com/development-discussion/engine-source-github/105030-tool-create-your-own-binary-build-for-your-team which was working but I found it really time intensive, and the size of the final folder is way to big for me to upload every time I make a change.
I just made a small app that can help you build binary version of UE4 from source build.
https://i.imgur.com/z9u42gI.png
Users can now zip their rocket builds for
if you use perforce, ue4 has a tool in the source engine
to keep builds in sync
or it did.
yes we do use perforce, thanks gonna try to find that.
You want to use UnrealGameSync: https://docs.unrealengine.com/en-US/Programming/Deployment/UnrealGameSync/index.html
An overview of UnrealGameSync (UGS), an internal tool used by developers to sync their Workspace with a project's stream.
I've set it up at 2 studios recently, massively improves productivity on a team with 2+ coders and 2+ artists
Artists can set their client to use prebuilt binaries which it downloads from p4 and unzips for you
You just need a batch file or build machine to make the binary file zips
this looks really good, thanks a lot going to give it a try 🙂
what's the improvement of getting engine binaries with UGS compared to plainly getting it directly through p4 client?
I mean, I'm used to the pipeline where build machine simply reconciles Binaries folders after each build and submitting binaries to the p4
I'm guessing UGS can be more convenient for non-programmers - it allows to get matching assets from the programmer commit only if build appeared on the repo? preventing from downloading assets that needs a new build
been trying that and I managed to get the new changes to work in the editor, but when I package the game it crashes.
trying to convince my team to at least try UGS, no luck so far 😄
if non-programmer tries to package?
looks like a really use full tool
if I package it in the binary version.
been copy pasting the hole binary folder.
for it to work I have to copy and paste the hole plugins, Intermediate and source folder.
well, generally with the modified engine, you would need to build non-editor binaries yourself so you could cook a game
if engine is being built on build machine, I use to run cooking there too
yehh, but I want them to be also able todo it.
the way I done it before is to just let my team mate compile the source and then provide the engine/source/runtime folder via p4. that was really easy and always worked.
yeah, I see
luckily wherever I go it's decided that people don't cook, they can eventually run packaging on server and grab cook from there - especially useful when build machine is stronger than every other machine in the team - "pack Threadripper there and enjoy blazing fast cooking" technology 😉
and it's only 100mb
entire engine binaries just 100mb?
yehh that sounds need af
😄
I got a 1950x and it eats code :D, thanks for the advice so far.
you'd love it: crunching anything on such server, man
cooking, data validation, automation tests, generating HLODs - everything done every night and the brand new cook waiting for you every morning together with performance reports from automation tests
geez
TeamThreadripper rejoice 😄
but I really want the new one 😦
yeah, although 128 threads wouldn't make that incredible difference... 1950x already shortened heaving operation like 3-6 times compared to the old i7
full editor rebuild in 15 minutes, full cook in 20 minutes 😉
I wonder if UE4 handles all 128 threads which means 2 NUMA nodes under Windows
It's not that impressive compared to the latest gen ones 😛
yeah 😄
love it, it took for ever on my old machine and I would never have been able todo what I have done sofar.
What do you have?
im happy with my 3950x
1950x, befoe I had the fx-9370
Shhhh kaos
Probably different 15min lol
Or different engine 🤔
Damn nice caboose
And here I am stuck with a 6 core laptop CPU
honestly, Build Soloution took 15mins
Not even thinking about doing a source build :(
@spiral mortar shieet
6cores on a laptop is nice, I used to have one with 4cores.
yehh nah mine is like 4 years old. 970 or so.
thanks for the chat and the tips been sitting here for 3full days copy pasting files and trying to figure out on how todo it the best way. and somehow when I googled for it I never seen any post with UGS.
I use a Ryzen 5 3600x and a full build take a lot more than 15 minutes... Do you have special build settings @limber jacinth ? Do you build the whole solution ?
@sturdy laurel the 3600 just is no match for a 3950
The 3950 is literally 2.7 times faster
@spiral mortar Ahah indeed and thoses core are definitively use during compilation...
Yeah hehe
Tho I think it's surprising that while using 100% of all core I can still use the computer very well where at work when I build something sometimes the pc become unresponsive
I think my individual core are bottleneck by disk access even tho I have a NVM ssd
Or OS related
32 DDR4 3200mhz, nvme ssd 600p
k and sure you're not running out of memory or disk space?
I don't tho my nvme ssd have only 100gb remaining on it's 480 maybe that could slow down
Nah should be fine
ue4 take a lot of space when build ...
I've made a few pull request that's why
I would not use the source if it wasn't to try to contribute
Yeah PR are the only time I use source builds :)
I'll see the outcome 🙂 I have submitted 3 pull requests this weekend and I was wondering how quick and if it would be accepted
Apart from work ofc
PR are a complex matter
They could be accepted in a few days
Or ignored for years
(literally)
:S
Thoses are 3 fixes
and 100% reproductible problems, so hopefully they take the fixes 🙂
I've used that because they use the same system for another ccallback in the same place
I see
Generally if possible you want to use AddSP (in case you didn't knew that already :))
@sturdy laurel are you familiar with shared pointers in C++?
yes
Got you
Indeed that's a good idea, that would have prevent the crash I had to fix after I discovered an issue yesterday 🙂
The object itself needs to inherits from TSharedFromThis
But that's pretty common in editor tools
(I had forgot to remove the callback in the destructor)
I had open and close an editor on a mesh and reopen when and modify it and boom
would have been prevented witrh AddSP !
@spiral mortar where do you work btw?
I wonder if RemoveAll will do anything when you use AddSP
@elder falcon it's still usefull if you want to stop receiving updates
(before the destruction)
@elder falcon it should
ye just checked it does
@sturdy laurel I don't like to disclose where I work on public channels :)
You blew his cover !
I am trying to build UE 4.24.2 Oculus branch, but getting errors related to chaos destruction system. How do I omit chaos from being compiled so that I don't get those errors?
Hi everyone,
We have a huge issue here.
I have an error trying to create projects with 4.24.2 because it's telling me to have VS2019 installed. Problem : We are console developpers and we HAVE TO use VS2017. Is there a way to force Unreal to use VS2017 as a compiler (my engine is built from source with VS2017) or from now we have to install both VS2017 AND VS2019 to make UE4 works ?
fix your DefaultEditorSettings.ini @sick pasture
so it says
[/Script/SourceCodeAccess.SourceCodeAccessSettings]
PreferredAccessor=VisualStudio2017
instead of 2019
it's erroring because someone set it to 2019
so it's requiring 2019
also if it's just set to VisualStudio it will default to 2017 even if both are installed
@lime cape for some reason the oculus branch deletes a bunch of ispc and isph files
Check your engine repo to see if those files are listed as deleted and restore them
Thank you @granite dust I will take a look
Does anyone know what's 4.25-Plus? https://github.com/EpicGames/UnrealEngine/tree/4.25-plus
perhaps a special branch with shiny toys for GDC show 😉
accidentally exposed branch?
nah
Trying to find the source code for the If node in the material blueprint but it can be pretty hard to find. Anyone have any tips or just so happen to know the code for it?
I want to make custom version of it for my needs.
Looking in here for the moment https://github.com/EpicGames/UnrealEngine/tree/release/Engine/Shaders/Private
@grizzled breach material editor nodes (there's no "material blueprint") are called Material Expressions, so you're probably looking for UMaterialExpressionIf class
@silver hollow Ah well said, I'll try looking for that
I found the class, but is there no .ush file for it?
When building from source I'm getting the error ```Severity Code Description Project File Line Suppression State
Error C4800 Implicit conversion from 'ADODB::_Connection *const ' to bool. Possible information loss UE4 C:\Program Files (x86)\Microsoft Visual Studio\2019\Preview\VC\Tools\MSVC\14.25.28508\INCLUDE\comip.h 311
I've never had this issue before.
@robust timber what version of visual studio are you using>?
2019 @nocturne island
Worked just fine in 4.24.1, but I pulled 4.24.2 and this error is happening now.
Also has worked just fine in previous versions with 2019.
I think it's because I'm using VS 2019 Preview.
ffs....
Wow that's descriptive.
why is a copy of ue4 built from source so unstable compared to one thats packaged by epic?!
just about every other time i click compile im getting this, or worse, an empty error box
stop using hot reload
Does anyone have first hand experience with USceneComponent and applying velocity to it but also how the calls chain upward to the movement component classes?
I see in the code they Apply velocity to the component but from the scene component I don't see it being used in that class
Dear community,
I was trying following this Tutorial https://wiki.unrealengine.com/Dedica...e_version_4.18
but at step; "5. Building the server" @valid surge
Where I need to Build my Project i get some weard errors and i really dont know how to fix it... is it because my UE4 Version is 4.24 and my Target File is V 4.18?
Can someone send me a Target File for version 4.24 then?
kind regards,
theMarzhmo
These are the errors i get
Severity Code Description Project File Line Column Suppression State
Error C2332 'class': missing tag name ProjectT D:\UE4\Projekte\ProjectT\Source\ProjectT\CPP.h 10 1
Error C2059 syntax error: 'constant' ProjectT D:\UE4\Projekte\ProjectT\Source\ProjectT\CPP.h 10 1
Error C2447 '{': missing function header (old-style formal list?) ProjectT D:\UE4\Projekte\ProjectT\Source\ProjectT\CPP.h 11 1
Error C2059 syntax error: 'constant' ProjectT D:\UE4\Projekte\ProjectT\Source\ProjectT\CPP.cpp 6 1
Error C2589 'constant': illegal token on right side of '::' ProjectT D:\UE4\Projekte\ProjectT\Source\ProjectT\CPP.cpp 6 1
Error C2143 syntax error: missing ';' before '{' ProjectT D:\UE4\Projekte\ProjectT\Source\ProjectT\CPP.cpp 7 1
Error C2447 '{': missing function header (old-style formal list?) ProjectT D:\UE4\Projekte\ProjectT\Source\ProjectT\CPP.cpp 7 1
Error C2059 syntax error: 'constant' ProjectT D:\UE4\Projekte\ProjectT\Source\ProjectT\CPP.cpp 10 1
Error C2611 'constant': illegal following '~' (expected identifier) ProjectT D:\UE4\Projekte\ProjectT\Source\ProjectT\CPP.cpp 10 1
Error C2143 syntax error: missing ';' before '{' ProjectT D:\UE4\Projekte\ProjectT\Source\ProjectT\CPP.cpp 11 1
Error C2447 '{': missing function header (old-style formal list?) ProjectT D:\UE4\Projekte\ProjectT\Source\ProjectT\CPP.cpp 11 1
Error MSB3075 The command "D:\UE4\Source\UnrealEngine-4.24\Engine\Build\BatchFiles\Build.bat -Target="ProjectTEditor Win64 Development -Project="D:\UE4\Projekte\ProjectT\ProjectT.uproject"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. ProjectT D:\UE4\VS-IDE\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 44 5
How can I fix this? Or is there any tutorial for a source server with 2.24?
Hey guys i am quite new to using source and i am currently using the Oculus branch of Unreal, when i try and create a fork in GitHub Desktop its saying two different locations, would it be best to Update or Ignore. I only want the Oculus Location.
I ran out of disk space building source
1>UnrealBuildTool : error : Unhandled exception: System.IO.IOException: There is not enough space on the disk.
idk if i have to wait
theres this symbol at the bottom
fix that you don't have enough space
My current 4.24 source build appears to be about 140gb
4.24 got about 40gb bigger than 4.23 for me
Anyone know if epic is planning on making cpp17 the default any time soon?
they can't until all 3rd party libraries compile with that, like usd importer
I keep getting this error: UATHelper: Packaging (Linux): LogTargetPlatformManager: Error: Invalid target platform specified (LinuxServer). Available = { AllDesktop, Android, Android_ASTC, Android_ATC, Android_DXT, Android_ETC1, Android_ETC1a, Android_ETC2, Android_PVRTC, AndroidClient, Android_ASTCClient, Android_ATCClient, Android_DXTClient, Android_ETC1Client, Android_ETC1aClient,
Android_ETC2Client, Android_PVRTCClient, Android_Multi, Android_MultiClient, IOSClient, IOS, Lumin, LuminClient, TVOSClient, TVOS, WindowsNoEditor, Windows, WindowsClient, WindowsServer, XXX }
I'm running UE4 source built engine on 4.24.2 and have installed the cross compilation tools for linux, but the engine does not see a linux option :/
Anyone knows what can I do to fix this?
can anyone help me setup the source code?
I think one of the biggest restraints was physx for switching to the new cpp versions
they're not going to upgrade to physx 4.0 aafaik
if current physx isn't compatible with cpp17 I doubt they would switch to cpp17 until they remove physx completely
physx api is c++17 compatible just fine
well, there were a few physx related problems during visual studio updates, so I might be a bit prejudiced about it I guess 😄
@stable hemlock there used to be issues with VS2017 with physx in past
they've been long resolved at least on regular physx repo, I dunno if UE4's version got patched too (would expect it to)
like, nvidia used to straight up block building with VS2017 due to some compiler bugs but they lifted the limits like year after
but the bottom line is, if it lets you build it on VS2017, it's all good
can I set bStrictConformanceMode = false; on my project? I get the impression it may help with errors like Error C4668 '__GNUG__' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' but it seems unavilable in context of *.Build.cs
(trying to build a project with libtorch - looking it up, disabling conformance mode seems required to build with MSVS)
hm, https://forums.unrealengine.com/unreal-engine/marketplace/1464902-stuck-in-the-submission-process-help revealed how, and perhaps removed some errors further down my list, but not that one...
@normal siren Do it the dirty way 😛
eg that's how unreal does it
Instead of disabling warnings using global compiler options, use pragmas
with warning push and warning pop to restore the normal warning level
tbh it's the clean way not the dirty one 🙂
Disabling global warnings is dirty
@spiral mortar will give it a go! Thanks - and will check the engine next time
Guess I need to be careful not to disable real errors too
You can only disable warnings using that syntax 😛
And should be fine as long as it's on third party code?
It's not like you're going to fix it
I was just starting to think about replacing the #if with #ifdefs
yeah never fix third party code that way
might have unwanted results
C++ is tricky, preprocessor even more 😛
it seems to be the intention in this case - checking if using a GNU compiler
fix the third party code by sending angry github issues and emails about it
Things do seem less sane developing in windows...
(or perhaps just different less familar brand of insanity)
lol wait before you start including windows headers 😬
😢
These things are a mess
@elder falcon Normally I try to send a PR 😉
Thinking back, I remember getting into opengl on linux, after a fairly painful time with directx(or opengl) on windows... Fairly sure it does actually make more sense
Kinda surprised that define is still in use, remember thinking it was cool on nehegamedev ~10 years ago
lol
removing it isn't possible, must support stuff from 10 years ago 
that said, many old windows programs have issues running on windows 10, and no chance of modern windows apps running on win98 (or perhaps 2k to be more fair)
introducing Windows10.h
on legacy apps - should we still be able to compile UE4.21 without issue? I'm starting to suspect an issue with my build env
Might have to install older compilers
makes sense
I bet most modern apps are compiled for Seven+
if UE4 uses some recent win32 api, you won't manage to build it for older versions and will need to add workarounds/stubs
Thinking more on my attempt to compile 4.21 (for 0lentos flex branch, or older for cataclysim) - if I try again, prob makes more sense to merge the changes into 4.23 or 4.24
can anyone help me compile the UE4 4.21 it keeps erroring out for me
@normal siren @frail hound if you build 4.21 with VS2019, you need to bring back few things from newer engine
nothing major
this is what I did for 4.21-GameWorks branch: https://github.com/0lento/UnrealEngine/commit/5fbaa6dfceca5db2e26e64562befeef095070d6b
just ignore the blast fix
@low dust I was going for vs2017 on your flex branch... Perhaps I should've used 2019
that fix is only on the merged GW branch, I didn't bother applying it to rest of the branches
but should be trivial to cherry-pick that to flex branch too
it'll give conflict on that blast but that's safe to ignore
tbh, I should get back to FleX on newer UE4's
only the fluid rendering is broken on 4.22+ but rest apparently work fine on ue4 shaders
Don't hurry on my behalf, also eying up cataclysm
Quite a tempting looking prototype :)
it also had some requirement on certain DX11.3 etc feature which all GPUs didn't have back then
also good luck in porting cataclysm to newer ue4 if it has custom rendering code 🙂
everything can be done of course
it's just not trivial port
Thanks for the warning, will evaluate before committing to it
Motivation behind flex is not just the fluids - found a really nice nvidia paper on training humanoid agent nns with flex as physics engine
faster iteration due to it being on gpu?
you could force phsyx on gpu mode too
I think they made it super simple since 3.4
I got the impression flex was still more performant
might not need more than few lines of code to expose it on ue4
Though - still not got libtorch linking with ue4 yet, which is a more vital requirement
what do you need that for?
like is it some experiment or want to use it on actual game etc?
Ideally - use in actual game
ah, then doing something like they did on https://github.com/microsoft/AirSim isn't ideal
I just heard of this project few days ago
they do actual sims on python side, sync the stuff through RPCs to the game engines
That one is new to me - but I'm currently avoiding CV, more directly drawing data form the sim
Unity got quite neat setup on ML, they actually have their own inference engine that runs on c# side so there's no python dependencies on actual game itself, you only need tensorflow and python for training part
Happy to skip some of the often self-imposed restrictions from robotics research (I never need my agent to function on a real robot, can cheat and draw extra data from game world hen needed)
unity-ml-agents?
yes
@low dust ok i did the changes do i have to run the setup and the GenerateProjectFiles bat files or just build from in VS?
pretty sure you need to generate the project files again
I just installed unity a couple of days ago to try it out - but would rather work with unreal if possible
do i need to delete the old one?
setup doesn't matter as it just handles dependencies and stuff
well, you can wipe the old sln file
and .vs folder if there's one
I don't really remember what all gets left behind
i hope this all this works i been trying for the past few weeks
why are you building for 4.21?
because its what i have my game on and i do not feel like updateing just yet
ah ok 🙂
@frail hound could be worth opening a copy of the project (in a more recent version of the engine) to find out? may end up being an easy upgrade
i might after i know i can do dedicated servers first i do not want players hosting own servers lol
do i just hit the ok button on the retarget projects?
ue4 doesn't use visual studio to build, so it should be fine. there might be some problems with intellisense though
the fact that you have that screen shows that you are using a different version though.
try to match what that particular version of the engine supports
oh, if you don't have the correct versions of the sdks installed, even normal compiling might be an issue.
Yea it now loads the Editor but how do i get my marketplace plugin to load with it?
I had made a really good concept which installed a specific key in the Builds registry entry to load up my correct editor for the correct project and it works very fine here on my computer and actually worked on others too. But since recently we got the problem that someone just deletes the registry key, it just disappears, and that before you can even use it, although no Epic tools run. It might be that my solution itself is faulty tho, but it does still work fine on my computer, its just others where it appears (it was just one computer at first, but now its too and i question my solution hehe)
someone doing something similar in that direction?
anyone else cannot reach bug reports? https://issues.unrealengine.com
@winged herald Yep
@manic condor You're probably already aware of this, but just in case: https://issues.unrealengine.com/ is down for us
@spiral mortar Thanks, yeah I'm unfortunately well aware ^^
Never assume though, I appreciate the mentions
hello guys, did anyone know its possible to get navigation mesh like static mesh? or may be where func how it generated?
Scene proxy creation can now happen on worker threads after load time optims. So logic needed updating for that.```
Multithreaded rendering in 4.25?
Interesting
Anyone know how get steam to work correctly on source? i can get it so i can Shift + tab to show steam overlay but the game still thinks OnlineSubsystem is none and not Steam
anyone know how to fix this?
its a roof
but the textures seem to be placed inside ?
i dont really get it but need help
anyone else here encountered a bug in 4.24.2 from source build, where if the project youre working on adds a new module, you have the editor loaded and you hot-reload the project, it crashes with a 'fatal error' dialog box?
hmm. no, you wont have done. because its a my-bad error. 😦
@granite dust nah, says it right there, load time improvements
they've moved a bunch of stuff that had to be done on the game thread to be possible to happen during async load
Hello everyone, I just wanted to ask if anyone has any clue about this. Either the error or how to know the file it is having issues with
is chaos still disabled by default in 4.25?
I am searching for the compile switch but git search is terrible and I cant pull it on my current pc
yes
just saw this on another discord server: https://github.com/EpicGames/UnrealEngine/commit/207271a4bfa513d4f54795234ed0b1719e3d3b41
Adds "Add Entity Component" button to Valkyrie Level Editor and removes access and display of old Actor Components. Part 2






















Valkyrie?? Entity Components?
plot twist: intentional "leak"
If this is some kind of ECS framework for Ue4 I'm all fucking in
Huh, interesting.
@heady sparrow they were asking around about ECS stuff like a year back
i sent them my experiments
so timing seems about right. Cant wait to see what they are actually working, but its interesting that its so secret
part 1 didnt show, this is a mistake
i would be ok basically with any sort of ECS lib, there are plenty of types
whatever takes to get rid of ActorComponent system
this better be mentioned in the gdc streams 
Are we even getting the GDC streams as they happen?
yes
there's a live stream like last year
and you better not miss it because they take like 3 months to upload the videos after
how do I create a MacOS binary of the engine on windows
you can't
Oh. How do I make a binary build from a Mac then?
that entity thing might be an internal name though, might refer to something project specific, or some other type of paradigm
doubt it
it might also be an internal test that isn't supposed to be shown at gdc
unreal scales really badly with threads
i don't think it will ever replace game framework
there is no need for that
but it will replace what is under game framework
tim sweeney made good progress with that transactional framework of his, if it is a gameframework replacement/improvement, it might be a transaction based replacement/improvement
simple shit like moving character with a lot of attached component is bottleneck right now
whaaat ?
first hear of this 😄
he posts it regularly on his twitter, even includes performance numbers
I think a variable read was 2 cycles? can't remember exactly
he was also ranting a lot about c++ exceptions and so on
i will check it but i don';t think it is much related
ECS is about eleminated cache misses and efortless multithreading
Unreal have all low level API needed to do it
but UObject system shits on it 😄
his aim was to create a fast gc'd environment for maximum productivity for the programmer
afaik the gameframework itself was started by tim sweeney after ue3
ECS might be underpinning then
I mean
unreal will scale worse than unity on next gen consoles without it
Multiprecision integer addition, sub-48-bit case: 3 clock cycles; heap allocated case: 250 clock cycles.
Copy a reference: 6 cycles. Read a transactional variable: 25 cycles. Write or read-modify-write a transactional variable: 40 cycles. Can probably be optimized a bit further.
finally found tweets
oh well
Tim seems like expertimenting
but hard to say if for research fun
or for engine
i would say research fun
I'd far prefer engine becoming concurrent and data oriented rather than gameplay code though
so I hope it isn't just fun research!
@stable hemlock very big difference beetween ecs y mentality and what he was building
he was building a software transactional library
transactional libraries are used as building blocks for parallel algorithms
generally they make kinda effortless to do pointery data structures from multiple threads
but thats the weaknes. Pointery
ecs lends itself well to data orientation, but it doesn't mean using it will give you data orientation by default
there are plenty of non-data oriented ecs implementations
ah yeah
I'm just saying what if it is something different than unity's
there are many ways of doing it
basically anything would be a huge upgrade vs current stuff
I think the current experimentations has to do with a scripting language as well
we'll see in the future I guess
there doesn't seem to be a specific talk about this, but they might mention it on the keynote maybe
I won't be at GDC
but pretty sure I'm going to Unreal Fest this year
worst case scenario we can grope some developers and talk it out of them 😄
The Future of Unreal Rendering
The Evolution of Real-Time VFX with Unreal Engine's Niagara
Building Worlds in Fortnite with Unreal Engine ```
oh they might mention it on "Unreal Engine for Next-Gen Games"
Unreal Engine for Next-Gen Games -> sounds prety ECS 😄
I'd laugh out loud if their version of ECS gets released before Unity's 😄
significant chance of that happening
chaos and unity physics started around the same time, but unity physics is no where near production ready, meanwhile chaos is on fortnite
turns out, using your own engine is a great way of developing your engine! who would've thought!
well, on the last one Unity is far ahead of epic
Unity this year is owned again on stage for AA+ development -;-
most of them might be doing non-engine stuff, but so is epic guys with fortnite and epic store stuff
ok I do not track unity hiring usually, just look how Epic is hiring
unity 2000+ in 2018 vs epic 1000+ in 2019
they just take all seniors from engine teams from other companies
Dice, Ubisoft, Avalanche etc
i mean Epic is making games, and hiring people that made games in the past
well, so far it hasn't been working well for them in my humble opinion
tech debt
the new hdrp stuff is great, but urp stuff is still way behind their internal renderer
its not even tech debt, it is an organizational issue
they are creating tech debt right now
they are awarse to sweeping engine changes
they've been working on dots for years, and even their newly release packages are still non-dots
it is insane
mainly because
they do not really have engine
unity is more like framework
i really can't imagine unity doing something like epic recently
I get the feeling that they have a lot of politics going
where epic changed all UProperty to FProperty -;-
it feels like it was a dots vs everyone else for years
you mean all engineers want go DOTS and then there is managmnet and customers ;d
no I think there was a politics issue with the cto
dots started from his attempts, but it feels like he had to spend years convincing other people in the company
not just the management
dots started around the same time as asset management and input, when both released they were incompatible with dots
visual scripting was pulled off at the last second and changed completely
ui elements is incompatible with dots even though it started development much later
hdrp does not even use burst
its mind blowing at this point to me
yeah it is better now, but it doesn't give confidence to me
networking is still awful for example
even the new solution is built on top of a flawed at best foundation
new networking sucks
hard
their new tps demo that they market so much
is awful
and for the ecs, they still refuse to have normal editor support
and go with the conversion workflow which is janky at best, and it removes the entire point of unity, which is being able to tweak the scene while game runs
the fact that they have been working on this for 2 years and this is what they have to show.....
the compiler and job system stuff is all mighty fine, but ECS and all editor support is garbage atm
they need to dogfood their own stuff, but they seem to have extreme aversion for that
fps demo was supposed to be that, they were going to keep supporting and maintaining that
they silently dropped any mention of it after a while
"oh, never mind that! look at this new tps demo!"
which, btw, is 50% the old FPS demo repackaged
which is why it sucks
unity will go nowhere without proper dogfooding, and man they are bad at it
they let all of their samples and demo projects die
instead of keeping them updated to unity versions, and having more test data
unreal engine keeps ShooterGame alive for so many years so they can check if stuff like the online framework still works version-to-version, and as something easy to port to the newer console sdk
probably because keeping those unity projects working in new versions is too much work 
so you can finally extend post process volume without modifying the engine :D
https://github.com/EpicGames/UnrealEngine/commit/43b17b79b7b2e11dfe1c86fb60af18b3ed80b987
Hello, does anyone in here has tried GPULightMass by LuosHuang on source build?
@silver hollow what do you mean?
@tall rock Post Process Volume wasn't exposed previously to other modules, couldn't simple extend it 😉
I never tried doing so but it's good to have it as a feature, not sure why would anyone want to extend it though
I'm having an issue with Master Setup dependencies
Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-6550956-1c306f258fd64028a871dd92ab6159f3/ffdc6f4b43ce187877a10800a60973afef33a50f': The process cannot access the file 'Z:\Dev\UE4\_SourceBuild\Engine\Source\ThirdParty\PhysX3\Lib\IOS\libPhysX3PROFILE.a.incoming' because it is being used by another process. (IOException)
I've downloaded the file manually and its SHA1 is different from expected
Downloaded - 5048F82D65C121AD4BD62CA619B5588C59FEC34A
ExpectedHash="c991b2f444a5122cfb5b683c31047c19be3a5fed"
Hey there, I have a 4.19 project I'd like to upgrade to 4.24.3 to get the fix for this issue: https://issues.unrealengine.com/issue/UE-86988
there is no 4.24.3
Is there a preview for 4.24.3 or a timeline?
Hmm... Maybe you should check the link under "Target Fix"
If there isn't a 4.24.3, then what's the timeline for a fix?
not related
The text string isn't important to me. I'm curious when the code will ship
How do issues get fixed and delivered?
you can grab 4.24 branch on GH
Ok, fair enough.
I'm looking at this issues that's been referenced. Is there any way to know when/where these issues get resolved or when they'll be delivered?
However it happens is how it happens. I'm trying to understand how to relate to it.
if issue has "Fixed" status, it's fixed and commit related to it pushed to "Target Fix" branch
in your case it's 4.24 branch
but when 4.24.3 will be...and if it will be released at all, no one can answer
if that happens that 4.25 released sooner fix will be there
Ok, got it. Thanks Alexey!
I see now what my issue was. It is compressed!
Can someone help me figure out why I can’t get my build of ue4 to get past 45% loading? It does this when open a project or just the editor. I already rebuilt it and no change.
I guess that explains this lol
I think Epic should make it more clear
Like showing what it loading?
yeah, most applications have this string printed on the banner, even if you cant see all of them, it's some indication of the progress, and if it hangs somewhere you will see what stage it is on
Ye, that would be helpful
I have also been guilty of assuming it was stuck and alt+f4ing at 45%
It’s kind of a rite of passage for UE4 source builders
but all ue4 do that...no matter source or from launcher
Ah I didn’t realize.. it’s been so long since I’ve used a vanilla engine
Just spent over an hour building the wrong branch 😔
I just leave it on while doing schoolwork.
Question: should I rerun setup.bat after pulling changes every time?
git hook runs it automatically
you should only run setup.bat once :o
wait, unless you mean pulling changes from an epic engine repo
but I don't think that is normal to do often
Does anyone know where I can find NavmeshBase.cs ?
@astral sapphire Good news! I just started downloading 4.24.3
fix your DefaultEditorSettings.ini @sick pasture
fix your DefaultEditorSettings.ini @sick pasture
@stoic crane Thanks a lot 🙂 Well that strange that Binaries Builds generated with the RunUAT bat cmmands force to use VS2019
Fixed! UE-88122 UHT runs unnecessarily for installed engine builds
is that a fix for the uht always running for live coding? 😮
nice! it did fix uht running every damn time during live coding!
Nice. Hope it fixes it running all the time for additional modules too..
Always runs for my %sEditor module even when it hasn't been touched.
UE4 requires the NuGet Package Manager to be installed to use "C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\MSBuild\15.0\Bin\MSBuild.exe". Please run the Visual Studio Installer and add it from the individual components list (in the 'Code Tools' category).
after 4.24 if i build the engine i get this
even though i've build the engine before with my current setup
and i do have the nuget package manager
nvm
had to add it ot the build tools part of the vs too
... idk why it got seperated
@stable hemlock about fucking time
it made livecoding so much worse running UHT every time
I don't understand why it took so long, that was reported immediately after they integrated live++
now it should be possible to achieve the glorious 2-second iteration time
1 second to compile, other second to link
I can't debug engine code anymore 😐 it is marked as "external code" in the callstack and can't jump to functions and etc.
breakpoints also don't work and if I press alt+g to list definitions/declarations of functions, only the declarations are listed
the .cpp files are iun the vs project but it seems that they are ignored? 🤔
any idea wth and how can I fix this?
I did not switch engine version or did anything, it just stopped working 😐
removing intermediate and rebuilding the project did not help 😦
it seems that it happened with all my projects and engine versions
di you check solution configuration?
editor build seems to work ok 🤔
if i right click on call stack and click on show external code I see the function names 🤔
but i don't have any module information showing which dll does not have debug info
🤔 🔫
hey guys, has anybody tried new water shading model?
when ever I use this Build Configuration:
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<WindowsPlatform>
<CompilerVersion>14.24.28314</CompilerVersion>
<Compiler>VisualStudio2019</Compiler>
</WindowsPlatform>
<VCProjectFileGenerator>
<Version>VisualStudio2019</Version>
</VCProjectFileGenerator>
<BuildConfiguration>
<bUsePCHFiles>false</bUsePCHFiles>
<bUseFastPDBLinking>true</bUseFastPDBLinking>
<bAddFastPDBToProjects>true</bAddFastPDBToProjects>
</BuildConfiguration>
</Configuration>
I get this error when building:
1>UnrealBuildTool : error : Visual Studio 2019 (14.24.28314) must be installed in order to build this target.
1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "....\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -FastPDB" exited with code 5. Please verify that you have sufficient rights to run this command.
help?
remove the compiler version thing
also why the hell would you disable pch files?
that makes your build massively slower for zero benefit
I get this while trying to package
"UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for 'Voxel'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Voxel.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for 'Voxel'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Voxel.build.cs to override."
Its from the free version of voxel plugin
Hey, trying to build 4.24.3 using VS 2019 and I get this prompt when I open the generated .sln. What should I do?
Should I just stick to 2017? Don't want to run into build errors
@elder falcon I changed it to latest and that fixed it. I am using (trying to) fastbuild and PCH files can not be distributed over the network.
sounds like a big oof with fastbuild then
It was excellent caching so there is really no need
sure but each individual file is going to take like, 5x as long to build as it should
Not with the caching but ok
the caching doesn't do anything besides check for identical files (with some looseness like ignoring whitespace changes)
Nope
Fastbuild caching can use cache even if files have changed it can mix and match parts of the file
the cache works on the file level
it does nothing to accelerate an individual build where you changed something
it's there to make future builds of that same change, by other developers, faster
But it does
Hello, I'm wondering if there is capability to inject render commands after CopySceneCaptureComponentToTarget() in the DeferredShadingRenderer.cpp file (line 2721) ? Is there capability for a Plugin to be able to submit commands in between there and PostProcessing?
Question:
Is MergeSkeletalMesh - runtime component, and MergeStaticMesh - editor one?
I'm trying to get the engine to compile and link Intel ispc files correctly - I know they're in 4.25 but I'm still on 4.22. What would be the quickest way to make this work?
basically I'd just need to make the linker pick some .obj files up from a directory
nvm found it
for anyone looking it's simply the PublicAdditionalLibraries() function in build.cs
Hey guys! Whenever i restart the engine, all this values that i set in childs BP of an actor that has this struct is beeing desapearing. I mean, if i set a value and restart the engine, is like i doesn't do nothing. This started when i added the last integer to the struct. I have github in the project, so if there is a way to back in some point in the progress i can do it. Can someone help please? btw sorry if that's not the right chat for this
@indigo dirge did you synced to the latest hotfix, I've seen some struct-related fixes
@silver hollow i don't. How can i sync?
well, get it from GitHub - if using source build
although I'm not sure as question doesn't seem to belong to this room 😛
While I'm messing around with source control and upgrading the engine... How do you all manage working collaboratively with the source built engine?
When you build an engine from source, it assigns a random 'engine association' key that binds in your .uproject. Not a problem when working solo, but becomes a bit of a pain when working with others. Even if they download and build the engine from source, they will have a different random engine association and thus your uproject files (and hence .sln files) will always be out of sync
Currently; my arty colleague uses the normal precompiled engine. But it's a bit of a chore with SC as he has to stash his .sln and .uproject file each time he pulls, and re-apply it before working
Essentially juggling and re-doing the engine association at each sync point
I've read about uploading the source built engine so you can both essentially work off 'one' engine, but that seems a bit heavy to work around essentially a FString field. Is there an easier workflow?
For clarity - I'm using a vanilla source build just to be able to build servers for my project, not making any changes to the source code
Is there any way to manually change a source built engines random identifier???
why is he fiddling with .sln files if all he does is art?
distribute the binaries, then it doesn't matter if the sources files change by pulling the changes
same with the source build, make an art branch, and coding branch, only distribute the binary once you do a merge to the master branch
never make an art person compile the engine
I've just been digging and apparently the 'random identifier' is just stashed in the registry that links to the source built area. So what might be easiest if he builds a source version of the engine himself (which is well documented and not that hard), and just manually changes this to be the same as mine!
Best of both worlds - No different .uproject, no different engines, no need to source control the vanilla engine 🙂
@round pagoda you can always simply make custom .bat adding proper registry key - just modify existing Setup.bat
- remove calling GitDependencies in the "user .bat" as they already have engine content on repo
- add registering key for the custom engine
@silver hollow Thanks for the reply, I'm sorry but I don't understand 😅
Why would I edit the Setup.bat file?
I meant that people won't have add this registry key manually
just that 😉
or it would also work if you'd make a shortcut to the custom UE4Editor.exe and add path to .uproject as parameter 😉
so there are few ways to set this up 😉
Ahh I see 🙂
I think I'll just keep it as simple as apples for him 🙂 I'll walk him through manually adding the Reg Key and get him a shortcut to the Editor exe buried in the binaries
Is the Setup.bat file where the engine creates the reg key?
what other than time is stopping someone from converting all of the enums to enum classes to make TEnumAsByte go away? are there other tie ins
@round pond You'd also have to update all the code from all the unreal projects using these enums
Not worth it 🙂
well but is there anything actually stopping them other than all the updates to move from enums to enum classes are there any disadvantages to raw enums @spiral mortar
Did any of you ever manage to load .cso shader files to use instead of the exposed .usf ? Do you have any idea about how to start with those?
it's erroring because someone set it to 2019
@stoic crane It's an installed build made with the BuildGraph files with VS2017
so it says
[/Script/SourceCodeAccess.SourceCodeAccessSettings] PreferredAccessor=VisualStudio2017instead of 2019
@stoic crane Unfortunately it still doesn't work :/ I'm putting this line in other BaseXXXX.ini files to see which one is correct
Hi everyone,
We have a huge issue here.
I have an error trying to create projects with 4.24.2 because it's telling me to have VS2019 installed. Problem : We are console developpers and we HAVE TO use VS2017. Is there a way to force Unreal to use VS2017 as a compiler (my engine is built from source with VS2017) or from now we have to install both VS2017 AND VS2019 to make UE4 works ?
@sick pasture Sooooo in fact you can passtrough this when making a 4.24 installed build. By creating a Blueprint project first then go to Editor Settings and inside the "code editor" value putting "Visual Studio 2017" instead of 2019. Add a New C++ class and hurray.
networking legit is fun
I don't know how your getting that error... When I load up the latest 4.24.3 with VS2019 it says all of the files are for VS2017
@sick pasture
Compiling the editor topic drives me crazy. I have no several remote places where it complains about missing chaosniagara, but i cant find out why he complains. The files are there in the ZIP i spread for the people and in my fresh compiled. It must be something that i dont include in the zip that makes the .dll void if its not there.. something in that direction
but i cant find out what (as if someone makes that easy)
You made a binary build?
yeah and in general it works, so there is nothing conceptional wrong, but if i only take the zip of my build and use it on another machine it gives that ChaosNiagara missing error, but it still startsup if i say to disable it
Nothing in the log?
It should tell you which dll is missing
Are you using VS 2019?
good idea, will do when he finally started up, its still starting up 😉
no made it with VS 2017
"classic"
should i use VS 2019?
i always thought about switching that since i heard that its possible
Make sure your Character (or Pawn) class is inheriting from Voxel Character.
but i am one of those "do not if not necessary"
Well you're still compiling the engine right lol
yeah 😄 i have to actually
if its not about the team people who shouldn't get into VS at all
it is about the GameServer
So there's c++ code everywhere :p
no
you need to compile the engine if you wanna build gameserver
the binary build of UE doesn't have the project target for this
so everyone who wants to make a gameserver for his game must compile the engine source
(and so the chain of pain starts)
but my primary reason is still the team, i want them to have a "unpack and run" experience on the editor usager part and SO FAR this is all running good
I learned a lot about bat files 😉 I never thought that this again becomes relevant haha
the log says something about 3 missing dlls, and it crashs at the end of the loading haha
but.,... no i dont
upgraded to 4.24.3 now, and i am really surprised that it all just went through without error 8-D
I am not grasping this part: https://github.com/EpicGames/UnrealEngine/blob/bf95c2cbc703123e08ab54e3ceccdd47e48d224a/Engine/Source/Programs/UnrealVersionSelector/Private/GenericPlatform/GenericPlatformInstallation.cpp#L8 cause it feels like it is just checeking for the binaries directory to exists
but it seems that is not what is actually happening cause i gave him all of them and it still denies that its a valid engine
feels lonely
@spiral mortar it was an idiotic mistake btw, i had in some previous version of the zip building script excluded /Niagara/ path, that was of course stupid wrong 8-D
How to get custom toon shaders (that work fine on PC) working on mobile?
A user is saying the custom toon shader models in this fork I've been maintaining: https://github.com/kusogaki77/UnrealEngine
doesn't work.
Curious if anyone knows if getting the above fork to work on mobile platforms is difficult. I've never messed with mobile.
you probably should ask that guy from the fork
oh you are the guy from the fork 😉 then you might wanna ask on some mobile related channel
Wow... 1 GB alone of the minimum distributable engine is just localization
(overall something of 2-3-4 GB depending on plugins)
oh wait, no, its more 5-6< GB uncompressed the other was compressed
Anyone here knows why engine uses references as they are now?
what do you mean references
"references"
probably because one man 20 years ago was like "oh yeah this format looks nice"
same reason for most things in core doing what they do
I was thinking if it may be related to version control...but there should be a better way
You mean the fact that it has uselessclassname'/path' ? Or the fact that it uses /path instead of file names?
The uselessclassname is in fact useless, it's completely a legacy thing and should be removed
The /game virtualization is quite useful as it allows abstracting file locations and merging different sources together
Where do I find the Unreal Insights tab?
@haughty stirrup it's the separate application
Hello everyone. How are you ?
Recently I had a hard time figuring out how to create a little tool to merge skeletal meshes inside the editor. I tried to use the SkeletalMeshMerger feature, but I'm not able to serialize the generated mesh properly. It looks like the SkeletalMeshMerger forgot to generate some stuff to make the mesh viable for serialization. I have explained the issue here : https://forums.unrealengine.com/development-discussion/engine-source-github/1730237-issues-using-skeletalmeshmerge-to-merge-meshes-inside-the-editor
Do you have any idea on how I can make it work ? Or maybe I'm missing some existing features which would help me here.
Hello everyone,
lately I tried to create a little tool to merge two skeletal meshes inside the editor. Basically I tried to use the skeletal Merge Mesh feature described here ( https://docs.unrealengine.com/en-US/Engine/Animation/WorkingwithModularCharacters/index.html ) but a...
I actually had some view myself into that topic, as I want to help Mr.Mannequin plugin guy to get into the next level 😉 but the bone topic is somehow f**king with us. There are no functions for it really, and what we found out is that there is a SkeletonEditor class for the skeleton while its being edited in Editor and I assume only this one can actually store something back to be permanent
i assume Skeletons itself, as a class, are non permanent and disappear from the editor after closing
but thats just theoretical talking here, might give you some hints
so or so: Would be really good to get some serious "Skeleton Plugin" which adds up those functions we dont have yet to modify skeleton for import/export procedures
Thanks for the answer @dire crag . I managed to find a workaround which seems to work. My issue was that the skeletalMeshMerger only generates the mesh RenderData and not the ImportData. And those ImportData are used inside the editor. So it looked like it was working... But under the hood the generated mesh had no real persistent data. Which caused the crash when it was loaded.
I tried to re-create the ImportData from both the input meshes to merge and the actuel RenderData generated by the MeshMerger. It kind of work (For unknown reason, I still had to manually force a call to PostEditProperty at the end, otherwise the data are not properly save ^^'). I posted the code in the forum in case it's useful for someone else.
@bold isle should be really a plugin 8-D
Sadly can't give a productive statement but i am kinda curious, what made you look into this?
so you got some non-UE gameserver and want UE-clients to connect to it? Interesting
Gaming Networking is kinda black magic, not even a precise science someone could say 😉
Does anyone know what this error can be? It shows up every time I try to open my unreal project
Assertion failed: Export.Object == nullptr [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 4317]
0x00007ff9a6e1a839 KERNELBASE.dll!UnknownFunction []
0x0000023d1b482b00 UnknownFunction []
0x0000006b94d6fd20 UnknownFunction []
0x0000006b94d6fd20 UnknownFunction []
0x00000000ffffffff UnknownFunction []
0x0000000000004000 UnknownFunction []
after trying to start the editor it just loads forever now with no errors shown
Start from VS
i built ue4 from source following a tutorial and now i want to build toon shader build here https://forums.unrealengine.com/development-discussion/rendering/1537277-toon-shading-models-stylized-rendering-experiments
but its downloading the dependencies again when i use setup.bat. is that a normal behavior? is there a workaround to not download 5.5gb dependencies since i downloaded 11 gb dependencies while building 4.24
@still wren basically no, if content changed (because you updated engine, switched branch or switched to the engine fork) you need to update content to match the code
especially that fork used there is over the year old
and you should have it downloaded as entirely separate engine from the official 4.24 branch, so you can simply integrate changes to your branch and delete someone's fork
ok man thank you 👍
I want to see how World Position Offset is being applied and I'm trying to look for where it happens in the source code. Any ideas/pointers on where to look?
So far I've only found out where the graph pins are being linked together
hello, I'm wondering how could I share Custom Project Launcher Profiles with other co-workers? is there a workflow for this?
Custom Project Launcher Profiles?
oh that thing
That should be just stored in some INI, probably one that is in the excluded areas, you would just have to add it somewhere
Can some one help me ? Im getting this weird yellow and blue stripes in my transforming actors and even in my lines i dont really know whats going on with my project
LOL
you for sure updated your gfx driver? i mean that would be my first guess
but damn, that looks funky
now i am curious if any of the gfx settings you define in the project do impact the actual editor or not
hello guys, anyone knows when one would use TPropertyIterator vs TFieldIterator?
TFieldIterator seem to be used to iterate UFields while TPropertyIterator for FFields
which confuses me about the difference b/w both
not a 100% professional statement, but in general to everything in unreal there are layers, so a value down under still have an upper level representation that is not the same type, just the fitting type on that different level
so without knowing details i would assume that the FFIelds have UFields on top through the next layers and its relevant on which layer you iterate to use the right class
be clear that C++ is a strict language, you have to make a new Iterator for every new Class that can be iterated on
yes and FFields are non extending UObject
but the more confusing thing is that there is no more UProperty it is just a typedef to FProperty
which doesn't extend UObject anymore
since 4.25
latest patches
one sce
sec*
that sounds reasonable
if you are able to eliminate the purpose of a layer on types then you can merge that stuff, could be a regular iteration of the target plan
this is the new UStruct since 4.25
private:
/** Struct this inherits from, may be null */
UStruct* SuperStruct;
public:
/** Pointer to start of linked list of child fields */
UField* Children;
/** Pointer to start of linked list of child fields */
FField* ChildProperties;
you see the extra ChildProps being added
both having same descriptions 😄
ah F-Field U-Field, i think i get it
yeah the text is probably just wrong cause someone forgot
but it feels like that UField is "things that have fields" and FField is the list of Fields those things with Fields have
\o/
You know how annoying this is 😄
I had to go through whole engine
studying it, i am actually writing an SDK generator/ offsets dumper for a legit Overlay for a UE4 game
the engine src is really confusing for the most parts specially with all the dirty macros
well thats how the world rotates
for a C++ project its marvelous clean
this can go way more horrible
right
way way way way way way more horrible
but can become much better with full blown cpp20
if everything they support would support cpp20 probably 😉
including drafts
especially all that already exists
that are not implemented ye
😄
Also the guObjectArray dont seem to include the runtime objects for me
i dumped it and its just like the virtual objects classes
wait.....
i am still no expert, but i somehow feel, that what you wanna do should be done on blueprint layer or at least with Blueprint-used-C++ functions
or are you doing that?
No i am dumping the internal offsets for a legit dll injection memory read of a game
complex shit 😦
here's guobjarray dump
i dont mind if its legit or not legit, technical challenge is technical challenge haha <joke>
thats an interesting list
guObjArray dump is part of unreal or where its from?
guObjArray is a list of all the UObjects
including the ones that are virtual classes within the reflection system
nice, that is kinda helpful
so UClass is a UObject
but its brain fuck sometimes i am getting lost thinking specially now with the property stuff
i still see UProperty although UE4.25 patch notes says UProperty no more extends UObject and is now FProperty while thats another class-.-
FProperty Refactor. UProperty are refactored to be FProperty, which means that UProperty is no longer a UObject after this release. Note that this is an API update, and the refactor should go unnoticed by end-users who don't work with the source code.
@reef tapir yeah but that statement is kinda clear and the flow of this change understandable
its like other around to what i said before, they didnt merged it away they made a more clear distinction
its kinda the classic "is an attribute in itself a class" question that always comes up with any meta concept (the answer btw as usual: it depends 8-D)
the old one is still there but they just added the Fproperty which extends FField which doesnt extend a UObject, so i can just use that now
using UProperty would screw it up for sure since it extends a whole hierarchy so its size differs
but i just saw searched in vscode its not being used, just FProperty now
for (TFieldIterator<FProperty> It(InStruct); It; ++It)
that's how its to be iterated
yeah logical
and also all the subtypes like FInt32Property and stuff are refactored like that
Uinte32Property etc.. deprecated
yeah sure
well yeah 😉
the next concept of Unity is ACTUALLY really good, IF it works out, that will be the challenge for them
Unity always ends up having way more objects than UE4 engine in real time eating up good chunck of mem
but the current concept is like gigantic garbage
Unity is not even able to make proper lightning 😉
Every single unity game i ever saw had a lightning problem
best was empyrion
with the lighting coming in through walls
strange they should easily fix that by copying white papers or atleast UE 😄
although i have to admit, the Ark guys also proved that you can f**kup lightning in Unreal 😉 but its like half as bad as empyrion
yeah no, its a concept problem
in Unity you LITERALLY have to code in the lightning
C# based alone is a concept problem tbh 😄
while in unreal its all one clear system
Unity has no "root", its all random components being sticked together by the slaves
I mean ok we do have a reflection system and its own GC but for a section of it for whatever is marked to be exposed to this system
no mannequin, no animation base
=/
but their next gen is clearly a nice idea
they would (in theory) have a system where you can run on different threads dfifferent versions of any game engine
in theory
at least it still seem to be a little more performant on mobile but i bet UE4 still does fine with proper optimization
seriously, i do not think that UE4 mobile stuff is something we should be proud of 😉 its like totally not their field, and I dont blame them to be not so good on it.
i hate mobiles for anything other than talking and surfing web when inneed
game experience on phone or even a whole console cant beat pc for me
not even remotely close
that control and precision and gfx wuhu, only fools dont use pc for games 😄
ye platformers only
and that game with the crane was funny
only exception
2d simple things better than fidgets
it just cant replace 3 x UHD displays in front of you
or playing LoL or PUBG or such games on phone