#engine-source

1 messages · Page 36 of 1

brisk silo
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for us developers its amazing. Epic Games never had any need whatsoever of using Chaos in fortnite

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but they are doing it to solidify chaos

silver hollow
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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 😉

thick storm
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@silver hollow Yeap

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It is true

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because that Chaos Demo one shot

silver hollow
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😄

thick storm
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hacked for single presentation

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it wont work in future either (;

silver hollow
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seriously? that's sad

brisk silo
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its not as bad as unity tech demos luckily

silver hollow
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it's really nice demo showing off field system 😦

thick storm
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There will be new demos

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when Chaos will get extensions

brisk silo
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those are basically 100% custom code and they only work in a very specific version, or they break xD

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@thick storm GDC hype

thick storm
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and extension are subsystems like Destruction, Cloth, Field Systems etc

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@brisk silo well at least this year GDC looks interesting ; D

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open worlds, physics, rendering

silver hollow
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yeah, it doesn't matter in the end
as soon as we gonna get like the first huge physics overhaul for... a decade? 😄

brisk silo
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more than a decade

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game physics have been locked since Half Life 2

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we barely havent done anything beyond that

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games like Red Faction did nifty destruction

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and cloth physics are common

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but other than that, its just HL2 physics

silver hollow
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oh yes, optimizations for open world gonna make many games faster, wonder how fast is their "async loading 2" 😎

brisk silo
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@silver hollow its getting ready for next gen

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next gen has SSDs

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SSDs with "direct copypasta" functionality

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you can copypasta textures directly into gpu visible memory

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you can also copypasta data into normal RAM for inmediate use

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current unreal async loading systems are.... horrid

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its an area of the engine that really needed work

thick storm
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they are also replacing pak format

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with IoStore

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whatever it is

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i guess it is optimized for linear storage as it is fastest on NVME ssds

brisk silo
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yup

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most likely some sort of semi-uncompressed format or the likes, block storage

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precisely for the copypasta functionality

silver hollow
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oh, so less UE3 crap ❤️

brisk silo
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i think microsoft talked about some stuff with windows apis (both pc and xbox) for hardware-level .zip

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so you can memcopy a .zip file and get it extracted in a ram block

silver hollow
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together with World Partition - every actor instance as separate assets, no more sublevels for huge worlds

thick storm
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now we only need better suport (as in user friendly) for scene tracing on async threads from main thread

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as Chaos doesn't even work on some dedicated thread by default

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so all scene queries are actually blocking ;d

brisk silo
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what about the async traces?

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they run as a parallel-for

thick storm
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you mean the user facing ?

brisk silo
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thats about as good as its going to get

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the problem is that when you move objects, physics are updated instantly

thick storm
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there more time sliced than async

brisk silo
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its not possible to have async queries with that, its some mayor level of data races

thick storm
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well internally Chaos

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is running everything that;s possible in pararell

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including traces

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but onces you make call from game thread it is blocked

brisk silo
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there is nothing you can do about that 😦

thick storm
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I can't just easil queue traces and wait doing something else

brisk silo
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has to be singlethread because game thread can move objects

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or create new colliders

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thats why we also dont have things like async spawn or basically async-ANYTHING in gamethread

silver hollow
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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 😎

thick storm
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for that you need deterministic physics

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something that is not going to happen if you want to have massive simulation

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sa those are depnding on caches

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and it is hell to make deterministic rewindable cache 😄

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Unity Physics is stateless and fairly close to actually making rewind just work

silver hollow
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and I would be afraid of using this since Unity doesn't test anything other way than through marketing demos 😉 😄

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one could never play Fortnite and love this game 😄

brisk silo
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unity physics at this moment are... broken af

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and yes, unity does indeed not have any real project to properly battle-test it

thick storm
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and they have probabaly

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they are most likely going IPO this year

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which means entire board will get billions in stock

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so fuck unity we can have private islands (;

elder falcon
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one more month br_thinking

elder falcon
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why do we need moving things to immediately modify the physics scene though?

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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?

brisk silo
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gameplay

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it conflicts less

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imagine 2 players bumping into each other

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player A moves, and he changes the collision

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player B then moves, and collides with A, so he stops mid-way

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if you have delayed physics, then player A moves, player B moves, and they go through each other

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or they just conflict

thick storm
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in multiplayer it will happen anyway

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if you have lots of client prediction

celest viper
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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

stoic sedge
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@celest viper re name it

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itll reload refs to it

celest viper
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derp thats a sensible way of whacking it with a wrench

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should remember that for next time

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Didnt work, but was a good thought

night sapphire
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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

quick crystal
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Ever since I upgraded to UE 4.24.0 (from 4.23.x) I have never been able to build lighting in my levels

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The SwarmAgent launches and shows up in my task bar, but the progress infinitely sits at 0%

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Anyone else have this problem?

night sapphire
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I'm experiencing it now

night sapphire
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Nvm it eventually finished

wind ibex
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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

elder falcon
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would start investigating with insights

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assuming 4.24

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run insights, start editor with -statnamedevents -cpuprofilertrace -loadtimetrace, open the live session, reproduce the issue

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then see what it's getting stuck on

wind ibex
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Okay, will try do

wind ibex
elder falcon
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you closed the editor

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this doesn't seem like it's stuck

wind ibex
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I didn't

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It just stopped at the point it reached 72%

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I can still see the splash screen

elder falcon
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maybe it crashed? br_thinking

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check the log file

wind ibex
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I did, nothing there, nothing, is stops always at the same point, like insights log above

elder falcon
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yeah but that trace makes no sense

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unload modules doesn't run during startup

wind ibex
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Here, render thread is still going

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So it didn't crash I assume

elder falcon
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zoom in, what's it doing

wind ibex
elder falcon
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it's dead

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not doing anything actually useful anymore

wind ibex
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It was different session, sorry

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This is actually a session of the game itself

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I guess this make more sense

elder falcon
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is it still doing things though?

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or did the session just stop there

wind ibex
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Only render thread is doing hearth beat

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Other threads are basically dead

elder falcon
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seems like it crashed then

wind ibex
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Without a single message 😢

shrewd thorn
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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

elder falcon
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parallel stacks window looks cool

wind ibex
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Will take a look into that in a sec

elder falcon
wind ibex
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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).

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I might try to create repro project based on that data for you guys

shrewd thorn
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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

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but that should show up in the stacks view or cause a hard crash

wind ibex
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That's what I thought. It would then cause OOM crash or something like this but it just sits there silent forever

obtuse quarry
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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.

long wave
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Can't remember to be honest, but yeah the PR should only contain the files you actually changed.

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the .exe should be ignored IMO

obtuse quarry
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ok, thanks. I asked in the PullRequest how to handle these files. Hopefully I get an answer.

low dust
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we've always gotten that error

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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

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so you end up just ignoring it manually

limber jacinth
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@obtuse quarry you need to create a patch

turbid sigil
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any one familiar with PostProcessUpscale.cpp after the major 2.24 changes

pale smelt
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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?

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[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```
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looks to be related to hud code in my project, but that shouldnt load server side, right?

white oriole
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It would because the server tells the client what HUD to activate

low wedge
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Does UE have support for indirect drawing? e.g. draw a number of primitives/instances based on a counter value stored in a UAV.

fleet wraith
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Any one else having their source build crash in 4.24, inside SteamVRRender cpp file

hardy mirage
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Anyone knows where the preprocessor definitions (PublicDefinitions) generated by a .build.cs file are placed?

elder falcon
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a Definitions.h file in Intermediate folder

hardy mirage
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thanks

obtuse quarry
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@obtuse quarry you need to create a patch
@limber jacinth how do I do that?

violet sleet
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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.

limber jacinth
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if you use perforce, ue4 has a tool in the source engine

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to keep builds in sync

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or it did.

violet sleet
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yes we do use perforce, thanks gonna try to find that.

shrewd thorn
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I've set it up at 2 studios recently, massively improves productivity on a team with 2+ coders and 2+ artists

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Artists can set their client to use prebuilt binaries which it downloads from p4 and unzips for you

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You just need a batch file or build machine to make the binary file zips

violet sleet
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this looks really good, thanks a lot going to give it a try 🙂

silver hollow
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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

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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

violet sleet
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been trying that and I managed to get the new changes to work in the editor, but when I package the game it crashes.

silver hollow
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trying to convince my team to at least try UGS, no luck so far 😄

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if non-programmer tries to package?

violet sleet
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looks like a really use full tool

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if I package it in the binary version.

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been copy pasting the hole binary folder.

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for it to work I have to copy and paste the hole plugins, Intermediate and source folder.

silver hollow
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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

violet sleet
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yehh, but I want them to be also able todo it.

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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.

silver hollow
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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 😉

violet sleet
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and it's only 100mb

silver hollow
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entire engine binaries just 100mb?

violet sleet
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yehh that sounds need af

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😄

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I got a 1950x and it eats code :D, thanks for the advice so far.

silver hollow
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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

violet sleet
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geez

silver hollow
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TeamThreadripper rejoice 😄

violet sleet
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but I really want the new one 😦

silver hollow
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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 😉

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I wonder if UE4 handles all 128 threads which means 2 NUMA nodes under Windows

spiral mortar
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It's not that impressive compared to the latest gen ones 😛

silver hollow
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yeah 😄

violet sleet
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love it, it took for ever on my old machine and I would never have been able todo what I have done sofar.

spiral mortar
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What do you have?

limber jacinth
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im happy with my 3950x

violet sleet
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1950x, befoe I had the fx-9370

spiral mortar
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Shhhh kaos

limber jacinth
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15mins to full build engine

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😄

spiral mortar
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Probably different 15min lol

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Or different engine 🤔

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Damn nice caboose

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And here I am stuck with a 6 core laptop CPU

limber jacinth
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honestly, Build Soloution took 15mins

spiral mortar
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Not even thinking about doing a source build :(

violet sleet
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@spiral mortar shieet

spiral mortar
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It's not too bad

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But I wouldn't mind moar cores lol

violet sleet
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6cores on a laptop is nice, I used to have one with 4cores.

spiral mortar
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Ye it's a good laptop

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2080 too

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But still no match for any recent desktop cpu

violet sleet
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yehh nah mine is like 4 years old. 970 or so.

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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.

sturdy laurel
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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 ?

spiral mortar
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@sturdy laurel the 3600 just is no match for a 3950

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The 3950 is literally 2.7 times faster

sturdy laurel
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@spiral mortar Ahah indeed and thoses core are definitively use during compilation...

spiral mortar
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Yeah hehe

sturdy laurel
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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

spiral mortar
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Might be memory related

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Or disk related

sturdy laurel
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I think my individual core are bottleneck by disk access even tho I have a NVM ssd

spiral mortar
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Or OS related

sturdy laurel
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32 DDR4 3200mhz, nvme ssd 600p

spiral mortar
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k and sure you're not running out of memory or disk space?

sturdy laurel
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I don't tho my nvme ssd have only 100gb remaining on it's 480 maybe that could slow down

spiral mortar
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Nah should be fine

sturdy laurel
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ue4 take a lot of space when build ...

spiral mortar
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Yeah lol

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That's why I don't use source builds when I can :)

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Too much of a pain

sturdy laurel
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I've made a few pull request that's why

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I would not use the source if it wasn't to try to contribute

spiral mortar
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Yeah PR are the only time I use source builds :)

sturdy laurel
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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

spiral mortar
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Apart from work ofc

sturdy laurel
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^^

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Where are you workign ?

spiral mortar
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PR are a complex matter

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They could be accepted in a few days

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Or ignored for years

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(literally)

sturdy laurel
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:S

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Thoses are 3 fixes

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and 100% reproductible problems, so hopefully they take the fixes 🙂

spiral mortar
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Mind giving a link?

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I'm curious now

sturdy laurel
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Sure ^^

spiral mortar
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AddRaw seems a bit spooky

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Isn't FStaticMeshEditor a shared ptr?

sturdy laurel
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I've used that because they use the same system for another ccallback in the same place

spiral mortar
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I see

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Generally if possible you want to use AddSP (in case you didn't knew that already :))

sturdy laurel
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I didn't, fairly new to ue4 source

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what's the difference ?

spiral mortar
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@sturdy laurel are you familiar with shared pointers in C++?

sturdy laurel
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yes

spiral mortar
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Cool

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AddSP will keep a weak ptr to the object

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And will pin it when calling

sturdy laurel
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got you

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That's great

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Where AddRaw will save a pointer ?

spiral mortar
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That way no need to remove etc

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Yes

sturdy laurel
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Got you

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Indeed that's a good idea, that would have prevent the crash I had to fix after I discovered an issue yesterday 🙂

spiral mortar
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The object itself needs to inherits from TSharedFromThis

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But that's pretty common in editor tools

sturdy laurel
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(I had forgot to remove the callback in the destructor)

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I had open and close an editor on a mesh and reopen when and modify it and boom

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would have been prevented witrh AddSP !

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@spiral mortar where do you work btw?

elder falcon
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I wonder if RemoveAll will do anything when you use AddSP

sturdy laurel
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@elder falcon it's still usefull if you want to stop receiving updates

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(before the destruction)

spiral mortar
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@elder falcon it should

elder falcon
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ye just checked it does

spiral mortar
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@sturdy laurel I don't like to disclose where I work on public channels :)

sturdy laurel
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@spiral mortar no worries

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Damn I destroy the mood sorry :S

limber jacinth
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@phy works for a secret organization

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😄

silver hollow
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secret Voxel plugin organization 😛

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but that's probably just CIA cover 😉

sturdy laurel
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You blew his cover !

gilded halo
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this video is showing a problem on how my ai wont follow my character

lime cape
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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?

sick pasture
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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 ?

stoic crane
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fix your DefaultEditorSettings.ini @sick pasture

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so it says

[/Script/SourceCodeAccess.SourceCodeAccessSettings]
PreferredAccessor=VisualStudio2017

instead of 2019

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it's erroring because someone set it to 2019

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so it's requiring 2019

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also if it's just set to VisualStudio it will default to 2017 even if both are installed

granite dust
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@lime cape for some reason the oculus branch deletes a bunch of ispc and isph files

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Check your engine repo to see if those files are listed as deleted and restore them

lime cape
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Thank you @granite dust I will take a look

lilac isle
silver hollow
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perhaps a special branch with shiny toys for GDC show 😉

stable hemlock
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accidentally exposed branch?

limber jacinth
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nah

grizzled breach
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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?

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I want to make custom version of it for my needs.

silver hollow
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@grizzled breach material editor nodes (there's no "material blueprint") are called Material Expressions, so you're probably looking for UMaterialExpressionIf class

grizzled breach
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@silver hollow Ah well said, I'll try looking for that

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I found the class, but is there no .ush file for it?

robust timber
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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

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I've never had this issue before.

nocturne island
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@robust timber what version of visual studio are you using>?

robust timber
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2019 @nocturne island

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Worked just fine in 4.24.1, but I pulled 4.24.2 and this error is happening now.

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Also has worked just fine in previous versions with 2019.

robust timber
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I think it's because I'm using VS 2019 Preview.

pale smelt
robust timber
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Wow that's descriptive.

pale smelt
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why is a copy of ue4 built from source so unstable compared to one thats packaged by epic?!

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just about every other time i click compile im getting this, or worse, an empty error box

elder falcon
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stop using hot reload

fading dagger
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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?

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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

ocean wolf
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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

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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?

rancid shell
#

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.

teal plinth
#

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

elder falcon
#

fix that you don't have enough space

heady sparrow
#

My current 4.24 source build appears to be about 140gb

granite dust
#

4.24 got about 40gb bigger than 4.23 for me

hollow wadi
#

Anyone know if epic is planning on making cpp17 the default any time soon?

elder falcon
#

they can't until all 3rd party libraries compile with that, like usd importer

cold robin
#

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?

frail hound
#

can anyone help me setup the source code?

stable hemlock
#

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

elder falcon
#

physx api is c++17 compatible just fine

stable hemlock
#

well, there were a few physx related problems during visual studio updates, so I might be a bit prejudiced about it I guess 😄

low dust
#

@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

normal siren
#

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)

spiral mortar
#

@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

normal siren
#

@spiral mortar will give it a go! Thanks - and will check the engine next time

spiral mortar
#

haha

#

So yeah you do something like

normal siren
#

Guess I need to be careful not to disable real errors too

spiral mortar
#

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

normal siren
#

I was just starting to think about replacing the #if with #ifdefs

spiral mortar
#

yeah never fix third party code that way

#

might have unwanted results

#

C++ is tricky, preprocessor even more 😛

normal siren
#

it seems to be the intention in this case - checking if using a GNU compiler

spiral mortar
#

Probably is 🙂

#

But at some point you don't trust anything lol

elder falcon
#

fix the third party code by sending angry github issues and emails about it

normal siren
#

Things do seem less sane developing in windows...

#

(or perhaps just different less familar brand of insanity)

spiral mortar
#

lol wait before you start including windows headers 😬

normal siren
#

😢

spiral mortar
#

These things are a mess

normal siren
#

@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

spiral mortar
normal siren
#

Kinda surprised that define is still in use, remember thinking it was cool on nehegamedev ~10 years ago

spiral mortar
#

lol

elder falcon
#

removing it isn't possible, must support stuff from 10 years ago br_thinking

normal siren
#

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)

elder falcon
#

introducing Windows10.h

normal siren
#

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

spiral mortar
#

Might have to install older compilers

normal siren
#

makes sense

finite shard
#

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

normal siren
#

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

frail hound
#

can anyone help me compile the UE4 4.21 it keeps erroring out for me

low dust
#

@normal siren @frail hound if you build 4.21 with VS2019, you need to bring back few things from newer engine

#

nothing major

#

just ignore the blast fix

normal siren
#

@low dust I was going for vs2017 on your flex branch... Perhaps I should've used 2019

low dust
#

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

normal siren
#

Don't hurry on my behalf, also eying up cataclysm

low dust
#

it's just, many people want those fluids rather

#

oh, cataclysm is like some prototype

normal siren
#

Quite a tempting looking prototype :)

low dust
#

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

normal siren
#

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

low dust
#

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

normal siren
#

I got the impression flex was still more performant

low dust
#

might not need more than few lines of code to expose it on ue4

normal siren
#

Though - still not got libtorch linking with ue4 yet, which is a more vital requirement

low dust
#

what do you need that for?

#

like is it some experiment or want to use it on actual game etc?

normal siren
#

Ideally - use in actual game

low dust
#

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

normal siren
#

That one is new to me - but I'm currently avoiding CV, more directly drawing data form the sim

low dust
#

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

normal siren
#

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?

low dust
#

yes

frail hound
#

@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?

low dust
#

pretty sure you need to generate the project files again

normal siren
#

I just installed unity a couple of days ago to try it out - but would rather work with unreal if possible

frail hound
#

do i need to delete the old one?

low dust
#

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

frail hound
#

i hope this all this works i been trying for the past few weeks

low dust
#

why are you building for 4.21?

frail hound
#

because its what i have my game on and i do not feel like updateing just yet

low dust
#

ah ok 🙂

frail hound
#

last time i did broke evrything

normal siren
#

@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

frail hound
#

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?

stable hemlock
#

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.

frail hound
#

Yea it now loads the Editor but how do i get my marketplace plugin to load with it?

dire crag
#

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?

winged herald
spiral mortar
#

@winged herald Yep

manic condor
#

@spiral mortar Thanks, yeah I'm unfortunately well aware ^^

#

Never assume though, I appreciate the mentions

clear quiver
#

hello guys, did anyone know its possible to get navigation mesh like static mesh? or may be where func how it generated?

granite dust
#
Scene proxy creation can now happen on worker threads after load time optims. So logic needed updating for that.```
#

Multithreaded rendering in 4.25?

spiral mortar
#

Interesting

frail hound
#

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

frail hound
gilded plover
#

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

pale smelt
#

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. 😦

elder falcon
#

@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

opaque aspen
#

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

stable hemlock
#

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

elder falcon
#

yes

stable hemlock
#

Adds "Add Entity Component" button to Valkyrie Level Editor and removes access and display of old Actor Components. Part 2

spiral mortar
elder falcon
heady sparrow
#

Valkyrie?? Entity Components?

elder falcon
#

plot twist: intentional "leak"

heady sparrow
#

If this is some kind of ECS framework for Ue4 I'm all fucking in

stable hemlock
#

Huh, interesting.

brisk silo
#

@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

elder falcon
#

this better be mentioned in the gdc streams br_omegga

heady sparrow
#

Are we even getting the GDC streams as they happen?

elder falcon
#

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

turbid sigil
#

how do I create a MacOS binary of the engine on windows

elder falcon
#

you can't

turbid sigil
#

Oh. How do I make a binary build from a Mac then?

thick storm
#

tried to stalk those two guys mentioned in commit

#

unfortunetly nothing special ;/

stable hemlock
#

that entity thing might be an internal name though, might refer to something project specific, or some other type of paradigm

thick storm
#

doubt it

stable hemlock
#

it might also be an internal test that isn't supposed to be shown at gdc

thick storm
#

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

stable hemlock
#

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

thick storm
#

simple shit like moving character with a lot of attached component is bottleneck right now

#

whaaat ?

#

first hear of this 😄

stable hemlock
#

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

thick storm
#

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 😄

stable hemlock
#

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

thick storm
#

ECS might be underpinning then

#

I mean

#

unreal will scale worse than unity on next gen consoles without it

stable hemlock
#

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.

thick storm
#

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

stable hemlock
#

I'd far prefer engine becoming concurrent and data oriented rather than gameplay code though

#

so I hope it isn't just fun research!

brisk silo
#

@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

stable hemlock
#

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

brisk silo
#

ah yeah

stable hemlock
#

I'm just saying what if it is something different than unity's

brisk silo
#

there are many ways of doing it

#

basically anything would be a huge upgrade vs current stuff

stable hemlock
#

I think the current experimentations has to do with a scripting language as well

#

we'll see in the future I guess

thick storm
#

on GDC i hope

#

or

#

Prague

stable hemlock
#

there doesn't seem to be a specific talk about this, but they might mention it on the keynote maybe

thick storm
#

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 😄

stable hemlock
#
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"

thick storm
#

Unreal Engine for Next-Gen Games -> sounds prety ECS 😄

stable hemlock
#

I'd laugh out loud if their version of ECS gets released before Unity's 😄

brisk silo
#

significant chance of that happening

stable hemlock
#

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!

thick storm
#

also investing money in engine

#

and actually hiring people helps 😄

#

so

stable hemlock
#

well, on the last one Unity is far ahead of epic

brisk silo
#

yup

#

unity has hired tons of people lately

thick storm
#

Unity this year is owned again on stage for AA+ development -;-

stable hemlock
#

most of them might be doing non-engine stuff, but so is epic guys with fortnite and epic store stuff

thick storm
#

ok I do not track unity hiring usually, just look how Epic is hiring

stable hemlock
#

unity 2000+ in 2018 vs epic 1000+ in 2019

thick storm
#

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

stable hemlock
#

well, so far it hasn't been working well for them in my humble opinion

brisk silo
#

tech debt

stable hemlock
#

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

thick storm
#

they are awarse to sweeping engine changes

stable hemlock
#

they've been working on dots for years, and even their newly release packages are still non-dots

#

it is insane

thick storm
#

mainly because

#

they do not really have engine

#

unity is more like framework

#

i really can't imagine unity doing something like epic recently

stable hemlock
#

I get the feeling that they have a lot of politics going

thick storm
#

where epic changed all UProperty to FProperty -;-

stable hemlock
#

it feels like it was a dots vs everyone else for years

thick storm
#

you mean all engineers want go DOTS and then there is managmnet and customers ;d

stable hemlock
#

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

brisk silo
#

its better tho

#

unity tiny getting fully restarted 2 times

stable hemlock
#

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

brisk silo
#

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

stable hemlock
#

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!"

brisk silo
#

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

elder falcon
#

probably because keeping those unity projects working in new versions is too much work br_dab_left

silver hollow
stuck patrol
#

Hello, does anyone in here has tried GPULightMass by LuosHuang on source build?

tall rock
#

@silver hollow what do you mean?

silver hollow
#

@tall rock Post Process Volume wasn't exposed previously to other modules, couldn't simple extend it 😉

tall rock
#

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

astral sapphire
#

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"

simple pond
astral sapphire
#

there is no 4.24.3

simple pond
#

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?

astral sapphire
#

not related

simple pond
#

The text string isn't important to me. I'm curious when the code will ship

#

How do issues get fixed and delivered?

astral sapphire
#

you can grab 4.24 branch on GH

simple pond
#

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.

astral sapphire
#

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

simple pond
#

Ok, got it. Thanks Alexey!

astral sapphire
#

I see now what my issue was. It is compressed!

native dome
#

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.

spiral mortar
#

@native dome Wait

#

45% is shader compilation

#

will take a while

native dome
astral sapphire
#

I think Epic should make it more clear

native dome
#

Like showing what it loading?

astral sapphire
#

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

native dome
#

Ye, that would be helpful

granite dust
#

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

astral sapphire
#

but all ue4 do that...no matter source or from launcher

granite dust
#

Ah I didn’t realize.. it’s been so long since I’ve used a vanilla engine

heady sparrow
#

Just spent over an hour building the wrong branch 😔

limber jacinth
#

an hour to build?

#

o_0

#

if it takes me more than 15mins i start moaning 😄

heady sparrow
#

I just leave it on while doing schoolwork.

#

Question: should I rerun setup.bat after pulling changes every time?

elder falcon
#

git hook runs it automatically

proper vine
#

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

runic cove
#

Does anyone know where I can find NavmeshBase.cs ?

simple pond
#

@astral sapphire Good news! I just started downloading 4.24.3

sick pasture
#

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

stable hemlock
#

Fixed! UE-88122 UHT runs unnecessarily for installed engine builds

#

is that a fix for the uht always running for live coding? 😮

stable hemlock
#

nice! it did fix uht running every damn time during live coding!

long wave
#

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.

still dawn
#

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

still dawn
#

nvm

#

had to add it ot the build tools part of the vs too

#

... idk why it got seperated

brisk silo
#

@stable hemlock about fucking time

#

it made livecoding so much worse running UHT every time

elder falcon
#

I don't understand why it took so long, that was reported immediately after they integrated live++

brisk silo
#

now it should be possible to achieve the glorious 2-second iteration time

#

1 second to compile, other second to link

spiral mortar
#

heh

#

finally

sleek sand
#

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

dusky ridge
#

di you check solution configuration?

sleek sand
#

it looks ok 🤔

#

not sure what I should look for exactly tho

sleek sand
#

editor build seems to work ok 🤔

sleek sand
#

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

#

🤔 🔫

summer spindle
#

hey guys, has anybody tried new water shading model?

turbid sigil
#

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?

elder falcon
#

remove the compiler version thing

#

also why the hell would you disable pch files?

#

that makes your build massively slower for zero benefit

runic cove
#

"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

round pagoda
#

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

turbid sigil
#

@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.

elder falcon
#

sounds like a big oof with fastbuild then

turbid sigil
#

It was excellent caching so there is really no need

elder falcon
#

sure but each individual file is going to take like, 5x as long to build as it should

turbid sigil
#

Not with the caching but ok

elder falcon
#

the caching doesn't do anything besides check for identical files (with some looseness like ignoring whitespace changes)

turbid sigil
#

Nope

#

Fastbuild caching can use cache even if files have changed it can mix and match parts of the file

elder falcon
#

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

turbid sigil
#

But it does

raven condor
#

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?

astral sapphire
#

Question:
Is MergeSkeletalMesh - runtime component, and MergeStaticMesh - editor one?

wraith crystal
#

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

wraith crystal
#

nvm found it

#

for anyone looking it's simply the PublicAdditionalLibraries() function in build.cs

indigo dirge
#

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

silver hollow
#

@indigo dirge did you synced to the latest hotfix, I've seen some struct-related fixes

indigo dirge
#

@silver hollow i don't. How can i sync?

silver hollow
#

well, get it from GitHub - if using source build
although I'm not sure as question doesn't seem to belong to this room 😛

round pagoda
#

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???

stable hemlock
#

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

round pagoda
#

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 🙂

silver hollow
#

@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
round pagoda
#

@silver hollow Thanks for the reply, I'm sorry but I don't understand 😅

#

Why would I edit the Setup.bat file?

silver hollow
#

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 😉

round pagoda
#

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?

round pond
#

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

spiral mortar
#

@round pond You'd also have to update all the code from all the unreal projects using these enums

#

Not worth it 🙂

round pond
#

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

hollow thicket
#

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?

sick pasture
#

it's erroring because someone set it to 2019
@stoic crane It's an installed build made with the BuildGraph files with VS2017

sick pasture
#

so it says

[/Script/SourceCodeAccess.SourceCodeAccessSettings]
PreferredAccessor=VisualStudio2017

instead 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.

gritty night
#

networking legit is fun

round pagoda
#

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

dire crag
#

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)

spiral mortar
#

You made a binary build?

dire crag
#

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

spiral mortar
#

Nothing in the log?

#

It should tell you which dll is missing

#

Are you using VS 2019?

dire crag
#

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

spiral mortar
dire crag
#

but i am one of those "do not if not necessary"

spiral mortar
#

Had this issue with vs 2019 ^

#

Hence why I'm asking

#

Probably not that then

dire crag
#

there is no C++ code in the project

#

beside the basic to be able to have plugins

spiral mortar
#

Well you're still compiling the engine right lol

dire crag
#

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

spiral mortar
#

So there's c++ code everywhere :p

dire crag
#

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

dire crag
#

upgraded to 4.24.3 now, and i am really surprised that it all just went through without error 8-D

dire crag
#

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

dire crag
#

puts some soda and cookies on the table in hope of activity 8-D

#

HA! i got it

#

damn

formal flower
#

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.

dire crag
#

you probably should ask that guy from the fork

dire crag
#

oh you are the guy from the fork 😉 then you might wanna ask on some mobile related channel

dire crag
#

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

astral sapphire
#

Anyone here knows why engine uses references as they are now?

elder falcon
#

what do you mean references

astral sapphire
elder falcon
#

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

astral sapphire
#

I was thinking if it may be related to version control...but there should be a better way

shrewd thorn
#

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

haughty stirrup
#

Where do I find the Unreal Insights tab?

silver hollow
#

@haughty stirrup it's the separate application

bold isle
#

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.

dire crag
#

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

bold isle
#

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.

dire crag
#

@bold isle should be really a plugin 8-D

stable hemlock
#

anybody

#

help

#

plz

dire crag
#

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

dire crag
#

Gaming Networking is kinda black magic, not even a precise science someone could say 😉

sage sparrow
#

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

spiral mortar
#

Start from VS

still wren
#

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

silver hollow
#

@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

still wren
#

ok man thank you 👍

molten wadi
#

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

sturdy socket
#

hello, I'm wondering how could I share Custom Project Launcher Profiles with other co-workers? is there a workflow for this?

dire crag
#

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

ripe phoenix
#

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

dire crag
#

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

reef tapir
#

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

dire crag
#

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

reef tapir
#

yes and FFields are non extending UObject

dire crag
#

but the thing the FFields are in probably

#

?

reef tapir
#

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*

dire crag
#

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

reef tapir
#

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 😄

dire crag
#

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/

reef tapir
#

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

dire crag
#

well thats how the world rotates

#

for a C++ project its marvelous clean

#

this can go way more horrible

reef tapir
#

right

dire crag
#

way way way way way way more horrible

reef tapir
#

but can become much better with full blown cpp20

dire crag
#

if everything they support would support cpp20 probably 😉

reef tapir
#

including drafts

dire crag
#

especially all that already exists

reef tapir
#

that are not implemented ye

dire crag
#

yeah dont dream <whip> reality bites

#

hehe

reef tapir
#

😄

#

Also the guObjectArray dont seem to include the runtime objects for me

#

i dumped it and its just like the virtual objects classes

dire crag
#

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?

reef tapir
#

No i am dumping the internal offsets for a legit dll injection memory read of a game

#

complex shit 😦

#

here's guobjarray dump

dire crag
#

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?

reef tapir
#

guObjArray is a list of all the UObjects

#

including the ones that are virtual classes within the reflection system

dire crag
#

nice, that is kinda helpful

reef tapir
#

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.

dire crag
#

@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)

reef tapir
#

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

dire crag
#

yeah logical

reef tapir
#

and also all the subtypes like FInt32Property and stuff are refactored like that

#

Uinte32Property etc.. deprecated

dire crag
#

yeah sure

reef tapir
#

UE4 best engine in industry atm

#

Unity is bleh

dire crag
#

well yeah 😉

#

the next concept of Unity is ACTUALLY really good, IF it works out, that will be the challenge for them

reef tapir
#

Unity always ends up having way more objects than UE4 engine in real time eating up good chunck of mem

dire crag
#

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

reef tapir
#

strange they should easily fix that by copying white papers or atleast UE 😄

dire crag
#

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

reef tapir
#

C# based alone is a concept problem tbh 😄

dire crag
#

while in unreal its all one clear system

#

Unity has no "root", its all random components being sticked together by the slaves

reef tapir
#

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

dire crag
#

no mannequin, no animation base

reef tapir
#

=/

dire crag
#

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

reef tapir
#

at least it still seem to be a little more performant on mobile but i bet UE4 still does fine with proper optimization

dire crag
#

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.

reef tapir
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i hate mobiles for anything other than talking and surfing web when inneed

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game experience on phone or even a whole console cant beat pc for me

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not even remotely close

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that control and precision and gfx wuhu, only fools dont use pc for games 😄

dire crag
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hey i like angry birds

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😄

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and i played one sniper game all the time

reef tapir
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ye platformers only

dire crag
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and that game with the crane was funny

reef tapir
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only exception

dire crag
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yeah sure 😉

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just saying

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its not totally worthless

reef tapir
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2d simple things better than fidgets

dire crag
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it just cant replace 3 x UHD displays in front of you

reef tapir
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or playing LoL or PUBG or such games on phone