#engine-source

1 messages Β· Page 38 of 1

thick storm
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which branch is that ? : D

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ahh nvm i see 4.25

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looks like it is not merged to master yet

jovial widget
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Does anyone know a good tutorial for how to get started with geometry shaders?

lone scaffold
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I got an idea yesterday and wanted to try to implement it right away. Working UHT support for C++ templates.

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I will probably clean up the code for PR, hopefully Epic will atleast consider it :)

lone scaffold
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Feel free to send some feedback, would like to have it in best shape before PR

desert canopy
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has anyone found success building a steam dedicated server with 4.24?

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i cant get mine to show up in the internet tab

stable hemlock
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Is it possible to build only the parts of the editor that you modified, or am I stuck compiling 2,550 actions every time I change a single line? It's a source build of UE4.24, not a project.

elder falcon
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depends on what you modified

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it automatically only rebuilds files that need rebuilding

stable hemlock
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AnimSequence.cpp and .h

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Currently at 187/2550 after pressing F6

elder falcon
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make sure you build your project target only with all the plugins disabled that you don't use

stable hemlock
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Hmm...
And as a complete noob, how would I go about removing unneeded plugins and platforms?

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compile your project, and disable the platforms and plugins you don't want from the editor

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it should edit your project file

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I don't actually have a project created, I'm just trying to set up a barely modified editor

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I'm not a build guy, but afaik you need to compile a project if you don't want other things to compile

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you are better off making a project first, then using that for further edits

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thats how I do it, at least

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Hmm...
And I can edit AnimSequence.cpp from within the project?

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as long as you point to the source build, vs shouldn't lock the files

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Thanks! Oh, and do I actually need my source build of the engine or can I do this with a launcher build?

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I don't think you should attempt it with launcher build, there could be all sorts of things that could go wrong. You might be able to hack it if you really really want it, but it's not worth it. Better to use a source build instead

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Alright, I'll try and figure it out from here. Thanks!

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Hmm...
So I opened up AnimSequence.cpp by double-clicking it in the editor and made my changes, but I'm still not sure how to compile them. The "Build" dropdown in VS is mostly empty and F6 doesn't seem to do anything, screenshot here:

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Never mind, I figured it out - apparently you just have to recompile the engine in Window > Developer Tools > Modules, at least for that specific file

elder falcon
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no

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your solution is just broken

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I have no idea how you managed to get that

stable hemlock
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Hmm...

elder falcon
quick stirrup
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After rebuilding engine from source and attempting to rebuild my project's plugins, I suddenly get this error

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The logs point to this as the error

ERROR: Building would modify the following engine files:

   D:\UnrealEngine-4.25\Engine\Intermediate\Build\Win64\\<projectname>Editor\Development\\<projectname>Editor.lib
   
   Please rebuild from an IDE instead.
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However rebuilding from an IDE creates an Editor.exe that keeps starting itself and never actually starts the editor

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I either greatly broke something when compiling or 4.25 isn't very stable on that front

small cobalt
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Did you set your Project as the Startup Project in VS?

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If not then that could cause it to open the Engine instead of the Editor.

quick stirrup
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It has the UE4 project as the startup project

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I may have done something wrong in the build configurations but I'm not entirely sure

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I rebuilt the project through VS, however it still requires rebuilding the same modules

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Should the build configuration be Development or DebugGame?

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And should it still be Editor or just Dev/Debug for the project?

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I'll have to admit though, if there's a way to package an editor alongside my project (since I plan on supporting modding) that'd be really helpful too

quick stirrup
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For context on what I'm trying to fix, I tried upgrading my project from 4.23 to 4.25 preview as there's features that I'd like to use

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I have Chaos enabled and that's the entire reason I've built from source, though being able to port old plugins into a new engine with a rebuild is nice too

low dust
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anyone know how to get the Substance plugin included in the source version of the engine? I know at one time you had to use their fork but I wanted to see if I can use the source files I already have
@stable hemlock it's never needed a fork, but it's also not included

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you can just place the plugin to your projects plugins folder (if you have c++ files on your project), then just regen the project solution and it'll build substance plugin along with the project

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same applies to all ue4's code plugins really

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technically once built, you can even use them on blueprint projects, but you need the c++ project for building

sudden finch
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hi, i've begun reading a detailed online tutorial about the code and data architecture of unreal 4's rendering system. it's dated 2Β½ years ago. have things changed significantly since then? should I be looking for a more up-to-date guide?

stable hemlock
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it changed a lot since then, and its continuing to change

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anything you're going to read right now will probably be outdated once the renderplat changes finish

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learning now will still give you a good idea about how things work though. sometimes you'll have to work with older versions of the engines anyway, so learning the latest stuff isn't always immediately beneficial

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ymmv

quick stirrup
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After rebuilding a bunch of times I'm actually out of ideas

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Is there a way to unlink the project's own editor and use the UE4 one instead?

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I tried Test, DebugGame, Development, all produced the same result of rebuilding the project's editor too, and that editor starts when attempting to start the project

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Opening UE4Editor.exe from the source build and then selecting the project simply starts the project's editor again and it goes into an infinite loop of spawning itself over and over

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The only notable lines in the logs are:
LogInit: Display: Running incorrect executable for target. Launching D:/UProjects/Paraded/Binaries/Win64/ParadedEditor.exe... LogCore: Engine exit requested (reason: EngineExit() was called) LogExit: Preparing to exit.

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The logs keep spawning as long as the editor restarts itself, but there's no error that keeps being added to the logs

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There's only 1 warning in the logs that a content-only plugin (for testing modding support) is duplicate, the duplicate being the cooked version

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Removing that version didn't do anything sadly

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Now the logs have 0 errors, 0 warnings, the editor simply keeps starting the same process recursively and nothing beyond that happens

silver hollow
granite dust
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I don’t think it does with default settings, but I know it’s possible to get it to fully utilize the cores and then the 128 thread machine did a full rebuild in 60% of the 64 thread build

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Maybe it was 70%. I can’t find the link anymore

quick stirrup
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I suppose that's more linked to not being able to read data for compiling

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Perhaps a raid of M.2s would be good enough to supply data for compiling at full force

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I'm compiling from a SATA SSD and it almost hits the limit for I/O ops on a 16 thread + 12 thread machines

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Tho I gotta note one of them is a 10 year old Xeon and the other is a Ryzen 2nd gen, none of those have as much power in a single thread as a 3rd gen TR

silver hollow
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well, 32 thread Threadripper 2nd gen makes good use of NVMe, 100% utilization - so it's limitted by itself πŸ˜‰

crimson violet
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Can anyone give me a little instruction on getting the gpu light mass built? I am running the latest oculus source build, but as I understand I need to pull the graphics branch and build something else?

silver hollow
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@crimson violet 4.25 got experimental support, just try the preview

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hints how to use it are probably in Lightmas thread on forums πŸ™‚

spring yacht
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how do you run dumpticks in the command?
It did nothing when I run it

silver hollow
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thanks @granite dust @quick stirrup :)
updated page with your info

if you'd to find guide on how to properly utilize 128 threads, I'd put it there too πŸ™‚

astral warren
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Upon opening uproject can you force launcher editor to actually check and recompile project binaries when there is any change in project's cpp?

quick stirrup
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I mean, you usually start the editor with "Start new debug instance" anyway

noble hare
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@astral warren this bat file is exactly what you want ..\Engine\Binaries\DotNET\UnrealBuildTool.exe Development Win64 -Project="%CD%\ProjectName.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE start ..\Engine\Binaries\Win64\UE4Editor.exe "%CD%\ProjectName.uproject"

silver hollow
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@median scroll don't post in multiple rooms, please :)
#cpp is enough

median scroll
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this was first πŸ™‚ and dead

near spire
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I added PublicSystemLibraryPaths.Add("...") to my Build.cs file and when compiling I'm getting "CS0103: the name PublicSystemLibraryPaths does not exist in the current context". I'm using UE 4.23 on Ubuntu 18.04. Any suggestions?

slow pendant
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I added PublicSystemLibraryPaths.Add("...") to my Build.cs file and when compiling I'm getting "CS0103: the name PublicSystemLibraryPaths does not exist in the current context". I'm using UE 4.23 on Ubuntu 18.04. Any suggestions?
@near spire Try using PublicAdditionalLibraries

near spire
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Thanks, I'll try that

near spire
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For now I was able to just make it work by passing a full path to the lib

near spire
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I'm hitting a dead end again. Not sure if this is the channel for this or #cpp, but I had no help there and it's not exactly Game-creation-C++-related. I'm trying to use Breakpad to send crashes from Linux. I built breakpad from sources, but when I'm linking to it, I'm getting errors about undefined references std::__cxx11::basic_string and the likes. I've enabled rtti in the Build.cs file (because breakpad refused to be built without it), but that didn't really help. I do see Breakpad in third party libs, but from what I can see, it's there only as a dependency for Android. Any suggestions?

near spire
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Okay, is it because maybe I need to link against the stdlib myself?

minor jewel
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i'm trying to install the 4.24 source version but i keep getting this error. how can i fix this?

quick stirrup
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We see the line where you get the error, but we don't see the error @minor jewel

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Are you trying to compile with/without Chaos?

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Some special build rules?

minor jewel
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im just following this tutorial

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uninstalling vs 2019, gonna try with 2017

quick stirrup
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And what is the error exactly?

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We can't see what manifest it's attempting to read

minor jewel
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cant tell you right now, i just uninstalled vs

minor jewel
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yep, using vs 2017 solved the issue

silver hollow
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and that's why telling other people "yeah, go use VS 2019, all good" before Epic even made it default IDE is simply harmful πŸ˜‰

stable hemlock
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I mean, I just compiled vanilla 4.23 with vs2019 🀷

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you most likely had wrong windows sdk installed, or some of the config files were messed up for some reason

hasty warren
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anyone have experience trying to debug PIE hitching / freezing issues ?

grizzled panther
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@hasty warren I've been getting it since The New Audio engine was made standard. I debugged it a bit and it always a thread in a loop that seemed audio related. In 4.24 if I change my audio device (monitor speaker, headphone VR head phones) it usually freezes the editor. (frustrating as hell...) Upgrade to 4.25 preview to see if things got better but but my project is completely broken with AI systems. Blueprints and EQS files are corrupted....

hasty warren
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ugh

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it's not audio for me

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it's whenever I delete / duplicate an item in editor

grizzled panther
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that functionality always worked for me

hasty warren
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I should say.. it's a honking detailed scene

grizzled panther
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ahh mine are quite light as my project is for VR

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I wish there was more documentation for errors like this - Warning: CreateExport: Failed to load Outer for resource 'EdGraphPin_0': EnvironmentQueryGraphNode_Option. The search in this discord and online basically says - delete temp data and pray

vast whale
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Not sure where to ask this, but has anyone been able to compile UT source from github recently? Seems like it only works with older versions of VS 2017 which is a pain to get

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Current error is: __declspec attributes before linkage specification are ignored, which I think is due to VS2017 being "too new" and was turned from warning into error

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Maybe I'll even need to downgrade to VS2015..

hasty warren
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2015 is depreciated

west dune
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When compiling UE4 from source, I'm getting this every time I compile the UnrealInsightsCLI, is there a way to just not compile UnrealInsightsCLI and use the engine as normal?

Error C1083 Cannot open include file: 'TraceServices/SessionService.h': No such file or directory

I've tried to add the header, but then it spits out errors for other headers that are missing

grizzled panther
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Sorry @west dune , haven't tried the source version, I've been finding the binaries + debug symbols are just as good. Looking at the preview thread, someone else has come across the same issue.
I had issues compiling the last one due to Chaos and decided to stop wasting time with it unless I was making engine changes. If you're just using it for debugging maybe consider the binary distro with symbols?

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@vast whale Sorry haven't tried in years. Are you resurrecting it? πŸ™‚ (btw thanks for your tutorials)

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Will save you a ton of time

limber jacinth
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@vast whale vs2015 is easy to get

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and it works with ut4 build (i built it 2 years ago, and kept the built copy)

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and removed vs2015 πŸ˜„

vast whale
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Thanks I'm giving 2015 a try

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Just wanted to peak into source for some hidden gems, as they did neat things I recall, but the process of getting it running has been far too long. the download alone was absurdly large (and slow)

zealous birch
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I get this crash right away everytime I'm editing a blueprint structure, 4.22 any clues ?

oak crane
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Hey guys so I'm getting large lagspikes in editor. 120 down to 0. I get an error in the error log
LogAudioMixer: Error: Audio Platform Device Error: 0xE000020B: UNKNOWN (File D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/AudioMixerXAudio2/Private/AudioMixerPlatformXAudio2.cpp, Line 305)
This happens in new projects as well. totally empty projects this happens. Lags the whole computer

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Stat Raw also jumps up insane ammounts

gray glade
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Anyone sync 4.24.3 and have issues with some *.ISPH and *.ISPC files?

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Setup.bat wouldn't succeed until I made them not read-only. At which point... it deleted them.

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Now, I can't build the engine as two of the files it deleted don't exist apparently. Both are compile-time conditional on INTEL_ISPC

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I don't know why the engine isn't compiling out of the box here

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I saw someone else asked about this about a month ago. @void oar

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DenverCoder9, what did you see?!

gray glade
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Welp, trying to get Git to "checkout" each of the deleted ispc and isph files, see what that gets me.

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Despite setup.bat (or I guess, GitDependencies.exe) deleting them.

gray glade
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Well, that seemed to help, along with deleting the Intermediate files for the affected modules.

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And then using BuildConfiguration.xml to specify that UBT should not be looking at Git to figure out the "working set" of files.

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Because I'm using Perforce, but have Git there for the sake of being able to upgrade in the future.

void oar
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yeah AFAIK if you do anything with git, it will delete the ISPH files and you need to setup.bat to download them again (or git reset)

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why? I have no idea, maybe to reset file timestamps?

elder falcon
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for a while the ispc files used to installed by the dependency tool, then they removed them there and added them to git instead, maybe that did not work as expected?

gray glade
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Doesn't seem like it behaves right, no. The dependency tool insisted on deleting them.

elder falcon
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does it delete them every time you run it?

spark merlin
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Has someone an idea how to fix this error, when I try to package my project. If the complete log file is needed, I can also sent it. UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError
UnrealBuildTool.Main: bei UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List1 ActionsToExecute) in C:\Program Files\Epic Games\UnrealEngine-4.23\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:Zeile 175. UnrealBuildTool.Main: bei UnrealBuildTool.BuildMode.Build(List1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in C:\Program Files\Epic Games\UnrealEngine-4.23\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:Zeile 323.
UnrealBuildTool.Main: bei UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in C:\Program Files\Epic Games\UnrealEngine-4.23\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:Zeile 197.
UnrealBuildTool.Main: bei UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in C:\Program Files\Epic Games\UnrealEngine-4.23\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:Zeile 477.

gray glade
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@elder falcon Haven't tried again.

broken nacelle
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Hello everyone

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I'm trying to build the engine from source (4.24-release)

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But I keep getting this error

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MSB3075 The command "....\Build\BatchFiles\Build.bat DatasmithSDK Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. DatasmithSDK C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44

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I couldn't find nothing that helps in google or the forums

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I'm already running MS VS as Administrator

void oar
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@broken nacelle if you don't need datasmith plugins, you don't have to compile them, they are mostly for Unreal Studio workflow (importing whole scenes from Max, Maya etc) and most of them require SDK for those 3D programs to be installed

broken nacelle
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Oh I see

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Where is the build command of ue4 to remove the datasmith?

long wave
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They are excluded by default

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That particular error usually means you don't have write permission to the drive or the editor is open

distant anvil
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I've been trying to optimize vram usage and noticed that, running in editor, the engine correctly starts out using a low mip for my texture and increases it as I get closer. But, moving away does not cause the opposite to happen. The highest mip stays in memory, according to the ListTextures command. Is this intended behavior in-editor?

opaque pendant
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Hello, How to get DX version supported by user GPU?

broken nacelle
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That particular error usually means you don't have write permission to the drive or the editor is open
@long wave The problem is that I'm running MS VS as Administrator

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I don't know what I can do anymore

cursive spade
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Hey all. I want to start adding some features to the UHT. I've been looking through the source code, and it honestly doesn't look nearly as intimidating as I expected it to be. But if any brave souls have hacked away on this thing before, I'd appreciate any articles or pointers for getting started, just in case I miss anything that may help.

shrewd thorn
proper vine
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Don’t ask him he’s an idiot

versed rapids
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lol that's rough

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anyone having trouble compiling 4.24 with latest VS version?

broken nacelle
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I've done a build with VS2017

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It worked fine. Didn't tried with another VS

versed rapids
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I had some issues with latest 2019

broken nacelle
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I think 2019 compatibility with UE4 isn't stable

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the default and most secure decision is using 2017

stable hemlock
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@versed rapids Hey, I know what are you talking about

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I've had the same issue, it was fixed in UE_4.25

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Lemme find this fix

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Just a few mins

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Can you tell me the issue name?(Or DM me)

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@versed rapids

versed rapids
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that's not all, there is an issue with livecodingserver too

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5>  D:\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.25.28610\INCLUDE\comip.h(311): note: consider using explicit cast or comparison to nullptr to avoid this warning
5>  D:\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.25.28610\INCLUDE\comip.h(310): note: while compiling class template member function '_com_ptr_t<_com_IIID<EnvDTE::Thread,& _GUID_9407f466_bba1_11d2_8ad1_00c04f79e479>>::operator bool(void) noexcept const'
5>  D:/Epic Games/UE_4.24_git/Engine/Source/Developer/Windows/LiveCodingServer/Private/External/LC_VisualStudioAutomation.cpp(401): note: see reference to function template instantiation '_com_ptr_t<_com_IIID<EnvDTE::Thread,& _GUID_9407f466_bba1_11d2_8ad1_00c04f79e479>>::operator bool(void) noexcept const' being compiled
5>  D:/Epic Games/UE_4.24_git/Engine/Source/Developer/Windows/LiveCodingServer/Private/External/LC_VisualStudioAutomation.cpp(399): note: see reference to class template instantiation '_com_ptr_t<_com_IIID<EnvDTE::Thread,& _GUID_9407f466_bba1_11d2_8ad1_00c04f79e479>>' being compiled```
versed rapids
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right so I can't build UE because of Live coding server and their use of EnvDTE

versed rapids
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Alright I think I'm good but I had to edit a few files in LiveCodingServer to fix this

leaden nova
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anyone know how to solve this ?

abstract vector
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Desperately need some help here. Updated Visual Studio before taking a month off my development journey. When I returned my project would not compile nor would unreal engine.

I was getting the errors described here and the commit fix was successful at getting the engine to build. https://stackoverflow.com/questions/60943495/error-compiling-unreal-engine-4-24-1-after-updating-visual-studio-2019

But I can no longer get my project to compile no matter what I try. I've now done 3 reinstalls attempting 2 clean VS2017 ports and another VS2019 and cannot get it to compile again.

Here is a pastebin of my output log. What its claiming is syntax errors was all compiling and working before this

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@leaden nova You need to install the mentioned pack. You can install it inside Visual Studio Installer

leaden nova
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yes, thank you for the information !

quick crystal
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I had to reformat my computer. After reinstalling VS2019 Enterprise and re-cloning my unreal engine fork, it will not compile. I don't understand. I should have the same C++ version installed and I pointed the BuildConfiguration.xml to use both VS2019 and to use compiler version 14.22.27906

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Any ideas as to what I am doing wrong?

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[1/581] Module.GeometryCollectionEngine.cpp
1>C:/Source/UnrealEngine/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionComponent.cpp(1948): error C2440: 'initializing': cannot convert from 'FPhysScene *' to 'Chaos::FPhysScene_ChaosInterface *'
1> C:/Source/UnrealEngine/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionComponent.cpp(1948): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
1>C:/Source/UnrealEngine/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionComponent.cpp(1949): error C2027: use of undefined type 'Chaos::FPhysScene_ChaosInterface'

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I'm using Microsoft Visual Studio Enterprise 2019
Version 16.5.4

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I don't have the same errors as mentioned in the post before mine about needing to install a "pack"

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so I don't think they are related

leaden nova
leaden nova
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@quick crystal VS2019 would be version 16.xx.xx.xxxxx .. no ?

quick crystal
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@leaden nova Correct

leaden nova
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i downloaded the zip-file version to see if it will build better

quick crystal
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I've always used the actual git repo. I've been building UE 4.24.3 since about two weeks after it came out with no issue

leaden nova
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because i think i had pulled the latest build from Github

quick crystal
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but then I reformatted and I started to receive errors

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same branch

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still targeting the release branch

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of my forked repo

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so nothing was pulled from the upstream

leaden nova
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Ya, that it weird that suddenly we get those errors

quick crystal
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then I tried I pull the latest upstream / release by doing a merge

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still got errors. How do we confirm which MVSC (or however the acronym is spelled) C++ version we need to build proper?

leaden nova
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Hmm .. good point there .. although i think it should not matter but i am not sure

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AFAIK, 2017 should work with 4.24 .. but maybe i am wrong

quick stirrup
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I also got those errors when rebuilding 4.23

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I simply removed all references to HoloLens from the UnrealBuildTool program and it works just fine

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It's safe to simply comment out each of the relevant lines around the errors

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Unless you need HoloLens as a platform (I highly doubt a majority of UE4 devs ever will), you'll be fine

broken knot
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Hey all, having a bit of trouble compiling a 4.24 source build as development server. I'm currently working with gamelift plugin and I can build and run my project as development editor just fine. But when I try to build my server I just get these errors. I have recompiled the server dll and lib again to no avail. Wondering if anyone has encountered anything similar?

stable hemlock
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Are you trying to do UE4 Server and Gamelift as a single stuff?Bruh
@broken knot

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It's exactly two different things

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And you shouldn't try to put Gamelift into UE4 Source Code

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Just as a plugin to your project

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Into*

broken knot
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@stable hemlock hey there, I don't have it in my engines source, only my project's plugins folder

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I was under the impression I need to compile my source engine as a server to be able to package to a server target instead of my client. Is that not right?

glossy oyster
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Hi, I'm trying to implement a custom blueprint node, for that I'm trying to use FindFunctionByName for a templated function, but, because of that, it can't find that function. Does anyone know how to find a templated function?

elder falcon
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a template function can not be exposed to reflection in the first place, so this doesn't make sense

glossy oyster
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😦 okay

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thanks

stable hemlock
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Hey guys, I want to create several ULandscapeSplinesComponents via C++ to use them in a non-destructive manner, I looked up the docs and the source-code and there I found that the ULandscapeSplinesComponents contains an array with ULandscapeSplineControlPoints, which (probably) define the location of the spline? I also saw, that you can edit the Location-Vector of the ULandscapeSplineControlPoint (it's a public variable). My problem is, that the "ControlPoints" array seem to be protected...is there an option to edit them anyways?

sharp stag
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hey guys, what is the difference between the 4.25 and the 4.25-plus branches in the unreal engine's github?

shrewd thorn
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Right now nothing relevant. My understanding is that 4.25-plus will be used to maintain a sort of "halfway" version between 4.25 and 4.26

silver hollow
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perhaps useful for studios working on next-gen console launch titles

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as 4.26 would come in late summer, too late to update engine on almost finished AAA to be released at the end of year

round pagoda
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Hey guys, planning on building a new PC and I would strongly prefer to not have to re-do the whole source build installation. Is there an easy way to migrate the source build of the engine from one HDD to another and run it on a different PC?

silver hollow
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@round pagoda new PC will have the newest VS and its compiler, so it's gonna rebuild engine
basically move to code, hit compile, go for lunch πŸ˜‰

quick stirrup
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I'd suspect it's possible, but you need absolutely the same folder structure and so on

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Even then, if it's a new PC, compiling the engine should be fairly quick

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I'm able to compile the entire engine in 40 minutes with a Ryzen 2700 @ 4.1 GHz, or 25 minutes if my server (Xeon X5680 @ 3.33 GHz) assists building it

silver hollow
#

and gonna be much faster than on the old PC with HDD πŸ˜„

#

if that wasn't a typo

quick stirrup
#

HDD doesn't make much of a difference as far as I've noticed, as long as the HDD isn't also your boot drive

#

There's maybe 10% difference worst case scenario

#

But if it's the boot drive, big oof

silver hollow
#

it made at least 4-6x difference for me when compared to NVMe, with 32 thread CPU
on building engine and cooking when I switched from HDD for CIS

quick stirrup
#

I guess having 32 threads makes sense, for my Ryzen it didn't make a difference

#

Tho I haven't tried compiling from HDD with assistance from my server

silver hollow
#

should make a bigger difference with thousands of small files, quite surprising

round pagoda
#

Thanks @silver hollow @quick stirrup ! Going for a Ryzen 3600X and a new PCIE 4.0 SSD, hoping to get some performance improvements!

quick stirrup
#

That should be fairly close in performance to my Ryzen

round pagoda
#

I currently use a SATA SSD, its ok, but bit slow in some workflows...

quick stirrup
#

So I'd expect 40~45 mins compile time for you

#

I'm using a NVMe boot drive and my engine/project are on a SATA SSD

round pagoda
#

I have one big folder on my drive called 'Game' that has the UE4 source files, my UE project files and other arty assets. SHould I just move it all over to the new OS drive, install a new VS and hit build?

quick stirrup
#

I'd rather stick to having it on the SATA SSD

#

It doesn't bottleneck me even for assisted building

silver hollow
#

even if moving, just clean all the caches and hit build - there are rare issues from keeping older version of Intermediate (but really rare)

quick stirrup
#

And also putting your project on your boot drive is a bad idea

#

In case of a reinstall needing to happen, it might wipe your files

silver hollow
#

not an issue, if using any source control πŸ˜‰

#

which is a must have, anyway

quick stirrup
#

Why do you think I have a server AiniSmirkLQ

limber jacinth
#

40-45 min build time hyperdance

#

looks at his 15min and think's that is even too slow

quick stirrup
#

I mean, you usually won't rebuild the engine too much in a majority of cases

#

I only happened to fuck up my project and basically rebuilt the engine 20 times to no avail

#

And it's why I have that data kekW

#

On the bright side at least it somehow started generating an editor specifically for my project so that helps for when I'll distribute a version for modding

sharp stag
#

how long does it usually take to build the engine source on a not great pc?

silver hollow
#

it depends how not-great is this PC πŸ˜›

#

hour+

#

or few hours πŸ˜›

sharp stag
#

@silver hollow like REALLY bad

#

16gb ram 9th gen i3

#

been waiting 3 hours still half way through

sharp stag
#

i got an error when building the engine from the source on the highlighted line

#

i didn't make any changes to it though

runic cove
#

I downloaded the thing it says but still gave me an error.

sharp stag
#

you need to install .net framework 4.6.2

#

the dev pack

turbid sigil
#

mmmmmmmmmmmmmmmm

#

delicious

elder falcon
#

since when it has a dashboard

turbid sigil
#

this is fastbuild

elder falcon
#

yeah

turbid sigil
#

oh

elder falcon
#

never seen that ui before though

turbid sigil
#

there is a dashbaord you can download

#

anyways someone got fastbuild working before me

quick stirrup
#

I'm currently using IncrediBuild trial, it's working decently but the licensing fees are like 1200$ a year per PC and both my PCs cost less than that total kekW

turbid sigil
#

use fastbuild instead of expensive build

quick stirrup
#

I mean, it was a free trial and I would've been sold if it was like 20$ a month but alas

#

1200$ a year per 16 thread PC kekW

#

And I have 2 of those KEKWW

turbid sigil
#

fast build is better the expensive build and it's free

quick stirrup
#

Yeah thanks for opening my eyes

#

I now need to find if I can also send shader work to my server to save up on that time

turbid sigil
#

it's possible but not implemented. I recommend using GPU lightmass. you get better results quicker.

#

I can give you link to both GPU lightmass and fastbuild

quick stirrup
#

I'll look them up in a bit

turbid sigil
quick stirrup
#

Cheers tip

turbid sigil
#

this is the only repo for 4.24

#

don't use mine

#

it's broke

quick stirrup
turbid sigil
#

I just compiled the engine in 8mins

elder falcon
#

sounds like you didn't actually change things

turbid sigil
#

nope

#

I changed things

#

it's called fastbuild caching

elder falcon
#

caching can not speed up a single compile with actual changes

turbid sigil
#

yes it can....

spiral mortar
#

Using magic obviously

turbid sigil
#

exactly what did you guys think I was doing in the frist place

#

idk, but I changed some engine files and it took hours less than it normally does when not using fastbuild

#

I also modified the UE4*.Target.cs files which all ways rebuild the entire engine. It took 8mins instead of hrs.

elder falcon
#

depends on what you changed ...

runic cove
#

I'm trying to install the Oculus version

#

It's giving me this error:
Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.

plain mulch
#

you compile with vs 2019 mono ?

#

@runic cove *

runic cove
#

@plain mulch yes

wind ibex
#

Hi guys, When I build binaries using visual studio they have added postfix with number like ...0001.dll. It has never been an issue before but for a while now I cannot produce clean binary file without any postfix. I already tried to delete intermediate, save and .sln file and regenerate project from scratch. Didn't help. Does any of you ever experienced that? Do you know how to fix it?

spiral mortar
#

@wind ibex you're probably hot reloading - make sure all unreal instances are closed when building

wind ibex
#

Having opened instanced not related to this project will affect this too?

#

@spiral mortar thanks, it was indeed another instance opened, completetly different project yet it was affecting the one I wanted to rebuild. Cheers mate!

runic cove
#

I'm building UE4

#

Is it looping or something?

spiral mortar
#

@runic cove What's your cpu

runic cove
#

ryzen 5 3600x

#

@spiral mortar

spiral mortar
#

Shouldn't take several hours πŸ€”

runic cove
#

@spiral mortar Do you know why I might be getting this error?

#
1>Done building project "UE4.vcxproj" -- FAILED.```
spiral mortar
#

Yeah cuz something in the build failed

#

Check the full log

umbral dagger
#

Hey guys I have an issue I think some folk here have attempted to do what I want to do, which is modify the World_Max found in the EngineDefines.h. It seems when I did this, movement within the editor and in play mode because clunky and not responsive and I have many questions in regards to it. For instance why doesn't this definition have a data type associated to it, and where is it being utilized. Do I need to change other things. https://i.imgur.com/VApkSrw.png
any answers or help would be apricated

spiral mortar
#

@umbral dagger Don't change that

#

won't bring any good

#

and not needed

umbral dagger
#

so then there is no real way to change the world max size?

#

i got this method from a video i believe

spiral mortar
#

Do you even know where that value is used?

#

cuz I can easily have worlds bigger than that

umbral dagger
#

no that was a question i asked in my post above

spiral mortar
#

IMO that's just a random engine constant

#

don't mess with it

umbral dagger
#

this number doesnt even represent the max world size from what i can see

#

so it has to be used with something else

#

okay

#

thats the video and where i asked my question

slender cedar
#

Hi!
Maybe not the perfect channel, but I don't see any other channel for it.
I'm trying Rider For Unreal (TL;DR: it's a new IDE made by JetBrains tailored exclusively for c++ in Unreal).
It has pretty cool features and works flawlessly with unreal, but I'm missing things from VS and I'm not sure how/where look for it. So I thought I could ask here.

  • Does anyone know if/how this supports distributed compilation (IncrediBuild/SN-DBS/FASTBuild)?
  • Does anyone know how/where can I look for plugins? I need things like "Trailing Whitespace Visualizer" and "Editor Guidelines" (no more need for cool log plugins or output, this thing handles it itself marvelously)
  • Has anyone heard anything about UGS integration? Quite vital for us

Thanks! If you know of a discord/forum where they give support, I would gladly take my questions there, but couldn't find it

plain mulch
#

Also i do not try Rider for unreal, but only for C#, so maybe all is not ready to use rn.

#

mb i give resharper link, but you can found rider pretty easily i guess.

slender cedar
#

thanks! after writting here found out this link
https://blog.jetbrains.com/dotnet/2020/04/22/rider-unreal-engine-eap/

that points to
https://youtrack.jetbrains.com/issues/RIDER

But looks more for bug reporting than questions in general, so I poked them on Twitter

plain mulch
#

they care about the community.

#

Fun fact : when i leave Clion

#

i explain it's was cause i prefere visual assit for unreal cause there is some bug.

slender cedar
#

Clion eh? you must have hell lot of ram then πŸ˜„

plain mulch
#

they immediatly send a mail to me.

#

32gb °°

#

and it's pretty funny to see Rider for unreal popping 6 month after.

slender cedar
#

so far it's nice, I'm trying it a little to see if it's production ready, but I think it's not there yet. Console support and Unreal Game Sync are crucial for us, so will see

#

this seems to be an editor guide line to mark the length of a line. Does anyone know where the heck does one change it?

#

oooh found a deal breaker for me.
In case you try this and you come from Visual Assist: no auto include. You have to step back couple years and manually include your headers

spiral mortar
#

@slender cedar well there should be auto include by typing Alt enter

#

It works in resharper C++, I don't see why it wouldn't work there

slender cedar
#

huh, so I tried with an Actor class and it actually prompted what you said (Alt+Enter). But with a custom Interface it couldn't.
Ok ok, that's good. I can deal with that

#

thanks!

versed rapids
#

the problem of auto include is that it doesn't work as nicely as when you do it manually, order matters

#

btw the plugin they use will in the end be part of Rider and therefore it will be crossplatform

#

which is awesome

slender cedar
#

order matters
yes. We also have a specific code standard for how we organize includes, but it's still nice to have the auto and only care about where to put the generated line

elder falcon
#

resharper and rider auto includes work much worse than va auto includes which is very strange

#

it keeps inserting random empty lines between my includes, or moving it below the generated.h include, or above the include for the matching header, or including the wrong file

#

and sometimes (especially on return values) the option to add forward declare is missing

#

with va this worked nicely but now I have to go and verify it did things correct every time

turbid sigil
#

@slender cedar of you are ok with modifying engine files (I.E. building from source) FASTbuild can be used (it's ide independent)

elder falcon
#

is there any public fastbuild executor code that is actually up to date

#

I've looked around a bit but only found stuff from 2018

slender cedar
#

@turbid sigil
I did. And we used FASTBuild for a good while, but as soon as we started to catch up with Unreal releases (after 4.22) we run into tons of problems. FASTbuild unreal integration is not officially supported and the integration doesn't catch up to the day to day engine upgrades. We ended up ditching it.
I talked to Ben Marsh last year about the unreal plans for a distributed compilation tool. There's some people at Epic that wants to develop one, but it's not easy and it requires resources that they can't (or they couldn't back then) spare. Also, Epic uses Incredibuild (like many mayor game developers) and it's not a concern for them

silver hollow
#

and I didn't pay them a cent yet... still on trial

elder falcon
#

epic actually made an officially supported fastbuild executor

#

then they put it in a NotForLicensees folder and you can't have it

silver hollow
#

πŸ˜„

#

AMD actually made the best fastbuild executor 😎

thick storm
#

yeap

#

only thing i regret

#

is I bough on 24 cores

#

in stead of 32

#

oh well

#

won't make the same mistake in few years

elder falcon
#

a 3970x would be nice for building

plain mulch
#

@slender cedar about the line, if my memory is good, this is the 86character line and you will have it on a lot of IDE. It's a old convention as you always should breakline before this.
You can move it in the option, but you need to search cause i don't remember ^_^

elder falcon
#

it's a completely obsolete thing because no one uses 80 character terminals anymore

slender cedar
#

we use less than that.... just a bit. To ensure that, in a full hd monitor, you can put 2 files ( h and cpp) one next to the other and you will be able to read both without scrolling horizontally. It was a suggestion from a contractor, we tried and embraced it. Sometimes I hate how we split function calls in 2 lines, but it's nice to work like that. I usually have all my headers on the left, source on the right

#

@plain mulch I will provide a portion of my soul to the "option name bringer"

silver hollow
#

1440p screen would do a better job at that πŸ˜›

elder falcon
#

use 21:9 monitors for two files 🀷

#

this mostly works with unreal

silver hollow
#

yep, HD is standard for work monitors nowadays, for no good reason

elder falcon
#

but some of their code is so ridiculously wide that I would need 3 monitors in a row to see one file completely lol

silver hollow
#

LOL πŸ˜„

#

I demanded 2 x 1440p at work and I'm super happy with that

slender cedar
#

at work we use 3, usually 2 1440 and 1 fullhd. But if you have contractors or people working externally, it's nice to adjust a little to meet everyone expectations

#

1440p was a wonder when I got the 1st one. Look all those letters! they all fit!

silver hollow
#

exactly!

#

and if you're using vertical split on both screens, you can work with 4 files at once

#

now only we need 4 pairs of eyes and 4 pair of hands

elder falcon
#

and 4 keyboards

stable hemlock
#

Hey guys is there a built-in-class I can use to triangulate a polygon? I would need this for procedural mesh generation

silver wraith
#

6 1/3 hours to build on a 2012 MBP πŸ˜›

versed rapids
#

@stable hemlock the plugin procedural mesh?

#

or module rather

turbid sigil
#

I am trying to add a plugin that only has binary files and no source code and the engine fails to build because It cannot find the Module even though there is pre-built dll. Is there a way to tell UE4 to use prebuilt DLLs?

elder falcon
#

you must have the build.cs files present in order to register the module

honest vale
#

I've added a FTimerHandle to my component class and the engine get recompiled for some reason.
I've checked the engine header files for reference but didn't change anything. git status confirms it too.
What could be the reason?

silver hollow
#

@honest vale

  • Did you update VS? Updated compiler would trigger compiling everything
  • If debugger catched you on some engine class and you accidentally added some letters (because you were keeping WSAD or some other key pressed). And then you still saved this file (undoing won't undo update file timestamp).
#

Such things can trigger engine to compile, adding anything to your project shouldn't.

honest vale
#

Hmm, I had added an extension to the vs

#

engine files are not edited

#

That extension might have caused it. I see

#

Thanks @silver hollow

versed rapids
#

also if you clean the project it also cleans the engine for some reasons

hearty breach
#

Hello everyone, anyone knows how to solve this error?

#

We just downloaded a version from another source control in our studio and this appears when I try to Generate VS Project Files.

elder falcon
#

it is reporting an error in your target.cs file

#

so, read the error, then fix it

hearty breach
#

Yeah, but it says that there is a problem with the UEBuildBinaryConfiguration

#

And this is the current Target file

#

Because is now using the UEBuildBinaryConfiguration but I'm not sure what's wrong with it

elder falcon
#

well you have to make sure you are running the old project version you just downloaded with the matching engine version

hearty breach
#

We'll I'm pretty sure I'm bu I'll double check to be sure.

opal gorge
#

Having trouble finding where logs are actually rendered to the screen. Anyone know where this is?

versed rapids
#

in the editor or in the engine?

shrewd thorn
elder falcon
#

but that has been known for a while

shrewd thorn
#

People kept asking about it, I didn't remember seeing an official announcement

elder falcon
#

calling chaos production ready while its sim performance is so bad is quite the joke

shrewd thorn
#

I think they only call Niagara production ready, yeah Chaos is not really ready yet

elder falcon
#

still has a long road ahead for it to catch up to physx

silver hollow
shrewd thorn
#

Expect that to get fixed shortly...

peak hull
#

is the new 4.25 version on github on the release branch not buildable? i'm getting a bunch of errors

stable hemlock
#

I was able to build it, just had to edit the VCToolChain to deal with the 2019VS issues with error warnings

regal jackal
#

@stable hemlock Which errors were you getting?

quick stirrup
#

Since the UProperty was changed to FProperty, is there a guide on how to convert the old code to the new standard?

#

Things seem to break for me, tho I'd partly contribute it to the fact that I'm using a 4.19 version, ported to 4.23, now attempting to make it work for 4.25

elder falcon
#

have you read the upgrade notes on the release notes page?

quick stirrup
#

I'm 300% certain I've done something wrong tho

elder falcon
#

why are you trying to use a field path there?

#

it looks like you just want FString ActionName

quick stirrup
#

It was like that before but it just spewed out a kphjillion errors

elder falcon
#

unless you are working directly with the reflection system this change likely has no effect on you at all

quick stirrup
#

I guess listening to the build errors isn't helping

#

I think half my issues stem from the fact that UProperty and UPROPERTY are ambiguous for the find-and-replace tool and I didn't consider that

regal jackal
#

isn't there a check box to make searches case sensitive?

quick stirrup
#

Yeah, I forgot about that one

#

Now I suffer the consequences

peak hull
#

I was able to build it, just had to edit the VCToolChain to deal with the 2019VS issues with error warnings
@stable hemlock and what did you do exactly? i really can't get it to work

#

for example the SessionService.h file really isn't there, i've searched for it and couldn't find it

stable hemlock
#

@peak hull My error was caused by a mixup when merging 4.25 with 4.24 since there was that update in VS that broke an area in VCToolChain.cs

mystic star
#

It should be there, it's in the source, I built from a fresh checkout without any config earlier and it worked just fine

stable hemlock
#

I am looking into your issue and I see others reporting your same issue just with a different error code

mystic star
#

@peak hull nothing under source/runtime/sessionservices/private?

fresh coral
#

@peak hull make sure that your git checkout is up to date and that you re-ran the setup batch and generate project files

stable hemlock
#

^^

peak hull
#

@peak hull make sure that your git checkout is up to date and that you re-ran the setup batch and generate project files
@fresh coral did that

#

@peak hull nothing under source/runtime/sessionservices/private?
@mystic star one moment, i'm gonna check

fresh coral
#

what does git say?

stable hemlock
fresh coral
#

I decided it was easier to just fix the header instead of changing the UE toolchain, but yeah that's a thing

stable hemlock
#

I guess the 4.25 commit was suppose to fix that toolchain issue though

fresh coral
#

just checked and SessionService.h isn't a particularly new file, if you don't have it all then something is wrong with your checkout

#

it got moved sometime around 4.11, if you're trying to update directly from that to 4.25 that might be a bit of an issue

peak hull
#

amazing, apparently there is that header file in there. i used the search feature in the windows explorer and it didn't find it...windows being windows i guess

fresh coral
#

oh I see

peak hull
#

my checkout should be alright

fresh coral
#

you did "build solution" didn't you

peak hull
#

yes

fresh coral
#

just built the UE4 project to start with

#

and yeah it does look like UnrealInsightsCLI.cpp has a bad include and doesn't build

#

but you don't need or want to build all of the programs, it'll take forever

peak hull
#

it doesn't take all that much, at least for me

#

okay, i built UE4

stable hemlock
#

no errors?

peak hull
#

nope, all good

stable hemlock
#

wonder what did it

fresh coral
#

it was never broken

#

UnrealInsightsCLI was broken

peak hull
#

yeah

#

oh and that was causing the solution to report it didn't compile

fresh coral
#

righto

peak hull
#

out of curiosity, what does that module do and is it important?

fresh coral
#

UnrealIsights is a new performance monitor thing

#

it's not important if you don't want to use it, I'm not sure if that program specifically is import even if you do want to use it

peak hull
#

alright, good to know

#

i guess it hasn't been tested all that extensively

fresh coral
#

if I had to guess the main use is through the GUI application which is the UnrealInsights project, the CLI probablky isn't used much

#

doesn't look like it does much either

peak hull
#

yeah, I was about to say that

fresh coral
#

maybe for hooking up to automated tests

peak hull
#

aight, nice. thanks for the tips

past spire
#

when building ue4 source for visual studios 2019 is it necessary to run "GenerateProjectFiles.bat -2019"

#

I had issues with building 4.23 with vs 2019 and decided to stick with 2017 for a couple of releases

elder falcon
#

no, instead you should change the source code accessor in the editor settings to vs 2019

#

(once you have a project)

fresh coral
#

I had a ton of issues with that honestly, if you have 2017 installed it uses it by default and it ends up running and building the 2017 toolchain even if you're using 2019 as the ide

#

I ended up just uninstalling 2017

past spire
#

Do you think I would be better to just keep using 2017 then?

#

or that lol

fresh coral
#

if the issues you had building was that thing about a non-const object building the ADO plugin, that's fixable

#

if it was anything else maybe stick with 2017

past spire
#

It was a few months ago when I tried and back then I just wanted to get on with actually writing code so gave up

#

I will try again and see if it works

muted arch
#

Hi folks. I've been having trouble compiling the new engine pulled a couple of hours ago with UnrealInsightsCLI. Seems it can't find TraceServices/SessionService.h

#

TraceServices/SessionService.h seems to be missing from Engine/Source/Developer/TraceServices/Public/TraceServices

elder falcon
#

do you need UnrealInsightsCLI?

muted arch
#

Not sure. I was just compiling the release tree. Is that a separate thing to download ?

elder falcon
#

you should not use build solution

#

compile the targets you actually need

#

which is usually your game project target

muted arch
#

Agreed. But I still want to compile Development Editor for the engine.

#

There's no game yet.

elder falcon
#

compile the ue4 target then

muted arch
elder falcon
#

yes, you should select that configuration and then right click and build the ue4 target in the solution explorer

muted arch
#

Ah so?

#

Thanks. Well, I guess it was already compiled. UE4Editor.exe was present and it's firing up.

heady sparrow
#

I compiled 4.25 from source with Chaos enabled and now it recognizes the 4.25 Chaos example project as a different version that requires 2000 files to recompile πŸ˜”

#

I must have goofed somewhere

fresh coral
#

pretty sure unrealinsightsCLI isn't a real thing, it looks like it was added initially as a thing for doing perf timing of the insights analysis at the very beginning of the insights work and since then has just had automated copyright updates

#

it doesn't compile, likely hasn't in ages, is written against very early versions of the insights APIs and I'm not even sure the way it works makes sense anymore

muted arch
#

But the name sounds familiar. Wasn't it talked about in the last stream ?

#

@heady sparrow 2320 to be exact. πŸ˜…

heady sparrow
#

You are correct lol

small cobalt
#

Anyone else gotten linker errors when trying to use Steamworks when also using SteamOSS?

#

Im trying to access a Steam Players Avatar image, however when including steam_api.h all the code compiles but it cant link for some reason...

#

Since SteamOSS doesnt expose stuff like Avatar images or the SteamUtils im trying to do it manually.

#

Using 4.22 source build. Ive added the Steamworks SDK as required but still nothing.

heady sparrow
#

@muted arch I finished the build but now have another issue. Opening the project just makes a process called "ChaosDestructionDemoEditor.exe" that doesn't appear to be doing anything.

muted arch
#

Same.

#

@heady sparrow OK, I got it to work.

muted arch
#

I mainly selected ChaosDestructionDemo from the solution explorer, right click and select "Set as startup project", then again with "Build." That's mainly it.

heady sparrow
#

Oh, sweet

muted arch
#

Sorry I can't hang around. ZZzzz. But I'll be around later.

#

One last thing: This will start the Engine, but not the game. You'll need to locate the project once it show options and game tiles then load ChaosDemo into it (might need to duplicate or force-load the original).

heady sparrow
#

I see. Thanks for your help!

muted arch
#

Cheers.

hallow burrow
#

with the new 4.25 build and chaos enabled, when starting a new blank blueprint project i get

formal flower
#

I added 5 shader models to 4.25 release, which upped the #define SHADINGMODELID_NUM in ShadingCommon.ush to 17.

there's a static assert in EngineTypes.h saying I have to expand FMaterialShadingModelField to support uint32.

I changed all the uint16's in its struct (just below it) to uint32, but I'm getting tons of errors on
C2338 PropertyConnectedBitmask cannot contain entire EMaterialProperty enumeration.

Is there a way to see exactly where it's failing?

sharp wharf
#

Might have been asked before, but anyone knows what's the difference between branch 4.25 and 4.25-plus on GitHub?

gloomy hamlet
#

Plus is for next gen console support

sharp wharf
#

Discord is screwing with me with the search.

#

Achso! Thanks a lot πŸ™‚

gloomy hamlet
#

What branch are people building Chaos on? I tried on release, compiles fine but getting startup crashes in editor command registration.

simple rose
#

Hi guys. Anyone here works with C++ documentation?

versed rapids
#

err we kinda all do somehow

humble igloo
#

Hi,

I'd like to ask for a general directions about replacing the original transform gizmo with a custome one. Is there a way to integrate custom transform tool into UE without compiling your own version of the editor?

Any advice would be greatly appreciated. πŸ™

shrewd thorn
#

@humble igloo Very unlikely. Most of the extendibility in the engine is only for adding new things. If you want to REPLACE something that exists you'll almost always have to make an engine source change

humble igloo
#

@shrewd thorn I thought so.. thanks.

fresh coral
#

there's some stuff in the 4.25 release notes about drastically improving distributed shader compilation with incredibuild, anyone know if that's incredibuild specific or if using fastbuild should also see those improvements?

elder falcon
#

did you set up fastbuild for shaders?

#

they are talking about the xge shader compiler

fresh coral
#

I didn't, but if the improvement was general then maybe it'd be worth it and I would

quick stirrup
#

Upgraded version to 4.25, cut off parts that I don't use but cause errors, now I'm running into the same issue as I did with the preview

#

Compiling generates a project's own editor, in the logs there's only "Running incorrect executable, running <project editor's executable>"

#

But that's generated from the same executable it launches

#

And it just keeps restarting itself recursively

#

I've been tricked, backstabbed, and quite possibly, bamboozled

#

As a note, I would really like to keep the build generate an editor for my project since I'm trying my best to support modding

#

In UE 4.23 all was fine, even with the project's own editor, but 4.25 and I'm having a deja vu

#

I can't even find what causes it to suddenly go with that error

torpid marten
#

ERROR: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.
What does this mean

quick crystal
#

I really don't understand how a multi billion dollar company can not still get the hang of making their engine F5-ready on launch. Like... buy more testing devices and use both VS2017 and VS2019 and make sure it ya know... builds.

quick stirrup
#

They literally give instructions on building from source

quick crystal
#

Yeah but that never seems to be enough. You always have to fight through a ton of crap to actually get it working

#

I did really start to get into UE4 right before VS2019 came out, so maybe that is more of an edge case versus the norm, but man, anytime I upgrade the engine it never ever compiles on the first go

silver hollow
#

weird, usually just works for me πŸ˜›

#

except this bug with ISPC in 4.24, silly gitignore issue πŸ˜„

ionic grove
#

Hey, i am having an issue with "failed to connect to swarm" I have tried everything I can find on the web inc. legacy wiki to fix it. I have tried uninstalling my firewall, I tried forwarding the ports in the firewall for the swarm agent and coordinator. I tried removing all traces of Unreal from my computer and registry and reinstalling, I tried verifying install. I tried a build from source code, I am still getting the error? Anyone have any other ideas? I get the following in the logs:

 ... registering SwarmAgent with remoting service
 ... registering SwarmAgent network channels
 ... initializing SwarmAgent
 ...... checking certificate
 ......... certificate check has failed
 ...... initializing cache
 ......... using cache folder 'C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\DotNET/SwarmCache'
 ......... recreating SwarmAgent cache staging area
 ...... initializing connection to SwarmCoordinator
 ......... using SwarmCoordinator on RENDER-01
[PingCoordinator] Determined that we couldn't ping the coordinator
[PingCoordinator] Coordinator ping failed
 ......... SwarmCoordinator failed to be initialized
 ...... initializing local performance monitoring subsystem
 ...... local performance monitoring subsystem initialization failed```
fresh coral
#

if you actually follow the instructions it works first time, every time

#

a lot of people don't read the instructions though and just hit f5 which will build and run whatever the hell VS feels like, since the startup project is stored in user state and not something epic can set up for you

ionic grove
#

That isn't what happened here at all, but thanks.

fresh coral
#

@ionic grove sorry I was scrolled back when I woke up and was ranting and something from last night, not you

ionic grove
#

Well, I did think that seemed a little unfair.

fresh coral
#

RENDER-01 is a real computer that you can reach from your computer and it has a swarm coordinator on it?

#

hmm failed to initialize perfmon

ionic grove
#

no its just what it defaults to and it doesnt seem to want to use my machine at all I am just trying to use this locally

#

I have just got finished removing all traces of UE4 from my machine inc registry. As a last ditch attempt to reinstall teverything through the launcher and pray it works but tbh I am not hopeful.

fresh coral
#

there's still no way of maintaining marketplace plugins in your own source builds aside from installing them into a launcher engine and then copying them over, is there?

ionic grove
#

not to my knowledge

fresh coral
#

just pondering as I start up my own swarm to compare

#

that failed to initialize local performance monitoring troubles me

ionic grove
#

haha it troubles me greatly also, I am but a lowly sound design monkey most of this lighting stuff is beyond the scope of my knowledge base, so I guess I am learning something new

fresh coral
#

try running it as admin just to see if that works

ionic grove
#

I usually right click UE launcher and editor and make launch as admin the default in the options

fresh coral
#

I mean the actual SwarmAgent.exe

ionic grove
#

ok once everything is installed will give that a go

ionic grove
#

Nope, totally fresh install of 4.25 through the launcher still "Failed to connect to Swarm". Running Swarm Agent from binaries folder as Admin opens it and it immediately shuts down. Same deal in the log files ```Starting up SwarmAgent ...
... registering SwarmAgent with remoting service
... registering SwarmAgent network channels
... initializing SwarmAgent
...... checking certificate
......... certificate check has failed
...... initializing cache
......... using cache folder 'C:\Program Files\Epic Games\UE_4.25\Engine\Binaries\DotNET/SwarmCache'
......... recreating SwarmAgent cache staging area
...... initializing connection to SwarmCoordinator
......... using SwarmCoordinator on RENDER-01
[PingCoordinator] Determined that we couldn't ping the coordinator
[PingCoordinator] Coordinator ping failed
......... SwarmCoordinator failed to be initialized
...... initializing local performance monitoring subsystem
...... local performance monitoring subsystem initialization failed

fresh coral
#

In Engine\Saved\Swarm, do you have a SwarmAgent.DeveloperOptions.xml?

ionic grove
#

I don't have Engine\Saved at all

fresh coral
#

where are your swarm logfiles at?

ionic grove
#

C:\Program Files\Epic Games\UE_4.25\Engine\Binaries\DotNET\SwarmCache\Logs

fresh coral
#

oh sure

#

I guess look in the Binaries folder for it

ionic grove
#

C:\Program Files\Epic Games\UE_4.25\Engine\Binaries\DotNET doesnt have a SwarmAgent.Developer.Options either

fresh coral
#

I use a source build of the engine so my paths are different

stable hemlock
fresh coral
#

give me a minute to figure out where this should be, but the point of this is that there's an option to disable the local perf monitoring

#

and that may get you over the hump

stable hemlock
ionic grove
#

ok cool

fresh coral
#

@stable hemlock I'm afraid I don't know enough german to understand the error message

ionic grove
fresh coral
#

looks like it's complaining about your windows version?

stable hemlock
#

I hoped just the path could tell you that it is not correct

#

Yep:

XYPath is not made for the execution under windows. reinstall the program or call an system administrator ...

#

But i am using Windows 10, nothing wrong with it i guess πŸ˜„

fresh coral
#

@ionic grove looks like it should be in c:/users/<your user name>/AppData/Local/UnrealEngine/4.24/Saved/Swarm

#

or presumably 4.25 for you now

ionic grove
#

Nope just SwarmCache is there

fresh coral
#

Interesting

#

it autocreates both config files for me

ionic grove
#

single log entry and a folder called swarmagent staging area which is empty

fresh coral
#

not inside SwarmCache, but next to it

ionic grove
#

yeah

fresh coral
#

I'll DM you my options files, try putting them in that location

#

then in the developeroptions.xml, change the first entry LocalEnableLocalPerformanceMonitoring from true to false

ionic grove
#

ok great thanks

fresh coral
#

@stable hemlock spot checked the video and it seems to have all the correct instructions I'm not sure what happened with your build

#

did you maybe accidentally build for ARM or something

#

or win32 instead of win64?

stable hemlock
#

Nope, selected win64

#

everything 1:1 like the Video

#

after build in visual studio, do i need to do anything else?

#

i did setup.bat and GenerateProjectFiles.bat and then built it in vs

#

Source is from the current release branch

fresh coral
#

that's the correct thing to do

#

and there were no errors during the build?

stable hemlock
#

nope

#

everything is fine so far

quick stirrup
#

Welp, I managed to fix the problem where it kept launching the project's own editor

#

In the <project location>/Binaries/Win64/<project>Editor.target, change the "Launch" line to point to your UE4Editor.exe installation instead, e.g.

stable hemlock
#
56>Total execution time: 30648.89 seconds```
#

engine used to build in 2-3 hours for me

#

now 4.25 builds in 8 and a half hours

#

anyone experiencing the same thing?

gaunt ice
#

is there a sanctioned way to convert a UE engine install w/ source & symbols into an install that's built from the source?

#

@stable hemlock UEBuildTool pings github constantly in order to know what to pull out of unities. Depending on internet connection, that can kill your build times. Wouldn't explain differences between versions, unless BuildTool is doing something else differently, but could explain huge variations in build time in general.

turbid sigil
#

anyone know how to check if building engine or project in unreal build tool?

queen hedge
#

Hi, Does anyone knows how the engine compiles Blueprints ? I'm trying to upgrade my project to 4.25 but i'am triggering a bnreak point when loading the editor ::CreatePersistentUberGraphFrame

quick stirrup
#

Are you using DirectX 12?

#

I've had issues with it (in 4.23 specifically) where using it and attempting to open a BP editor crashes the engine entirely

turbid sigil
thick storm
#

idk if there is a point

#

dev-rendering have gpu lightmass

silver hollow
#

and the first experimental version is included in 4.25, but that's probably too experimental πŸ˜„

#

or it wasn't finally merged to 4.25?

thick storm
#

idk

#

dev-rendering have not been merged into main for really long time

turbid sigil
#

It's not in 4.25

#

Also is it's trash right now

#

It's basically low quality non denoised ray tracing

chilly swift
#

Is there a way in UnrealBuildTool to tell, very precicely, if we are using Visual Studio C++ or some other IDE?

turbid sigil
#

Ive thought about this before easiest way is to check parent process

chilly swift
#

So, Visual Studio C++ will run UBT directly?

restive pelican
#

where can i find realistic rendering content detail

turbid sigil
#

@chilly swift I think so or one of it's sub processes

marble galleon
#

UBT can build UE on its own, it is not related to the IDE, but it REQUIRES the right commands and co installed, so without Visual Studio you can't get it compiled, but not cause of the IDE, the IDE has nothing todo with it

turbid sigil
#

that's not what he's asking

#

her just wants to have UBT know what IDE is being used

marble galleon
#

There is no way of telling very precisely what IDE you use, cause nothing of the code cares what IDE you use.

#

I dont know what UBT should do with it

turbid sigil
#

yes there is you can check parent process, if he is writing his own UBT code there might be a reason

marble galleon
#

that makes no sense, then you could also just have a flag, you must anyway punch the code if you anyway want to add some IDE specific features of YOUR IDE; so you can just punch the code without any "if" clause

#

there is no point ever that you need to tell UBT what IDE you use, if you do not modify UBT to do something with it, and if you need to modify UBT for your IDE, then you are already punching the code, and don't need a switch for it.

#

is that so hard?

turbid sigil
#

it's not our place to judge what he's doing. He simply asked and I gave him a solution.

marble galleon
#

it is

#

its pure logic

#

and you are not grasping it, sorry, what can i tell?

#

UBT has no flag for the IDE there is nothing it does different depending on IDE

#

seriously, what you discuss here? Do you want me explain it again?

#

you write so much and in the end it doesnt eliminate the facts of the code

turbid sigil
#

here is an example of why this might be useful that I encountered: When working on my fast build integration there was an issue where network distribution of project build caused linking issues. So I started work on a way to check parent process so I could know if UBT was being launched by UE4 or not.

marble galleon
#

yeah but then you need to punch the code anyway

#

the logic of what i said is not touched

#

you are not making up a case for telling UBT what IDE you use, you are making a case for UBT doing something it doesnt do yet, so you must punch UBT

#

how you trigger that is in your own hands, there are 23478929834293 ways

#

but "detecting what IDE" will be none of the practical solutions

turbid sigil
marble galleon
#

dude, i know you are like some beginner on that topic and try to imagine something in your imaginary world, but you must understand that some people actually know what they talk about and if you have a question on this then they explain

#

but i am done with you now, bye

turbid sigil
#

i thought where were 23478929834294 ways?

marble galleon
#

@chilly swift if you wanna discuss your question seriously i am here

chilly swift
#

There are IDE flags in UBT

marble galleon
#

you mean the VS2017 VS2015 or so switch?

#

that is actualy not the IDE, but the tools that are used to compile

chilly swift
#

Modes/GenerateProjectFilesMode.cs:38: [CommandLine("-CLion", Value = nameof(ProjectFileFormat.CLion))]
Which is used to tell UBT which project files to generate.

#

Its not built by CLion, but you can edit the code in it.

marble galleon
#

yeah but that is all for the compiling that way

#

its not the IDE that they talk about there it is still the tools that compile everything

#

This is not the IDE, this is the build environment, you can use any IDE on top you want

elder falcon
#

this is the ide to generate project files for

#

actual build is executed by ubt

chilly swift
#

The SoureCodeAccessor system has nothing to do with UBT, two different systems.

elder falcon
#

it actually does have something to do with it, ubt reads that config file to determine what project files to generate

#

but it's unrelated to actual build

chilly swift
#

You can remove all the SourceCodeAccessors that are in the editor and still have UBT generate project files for all the IDEs, the SourceCodeAccessor is only to know which ide to open when you craate code.

elder falcon
#

when you generate project files for vs, ubt will add a -FromMSBuild to the arguments to call it with on build

chilly swift
#

All the project generating code is in UBT.

elder falcon
#

so building from vs will always have -FromMSBuild present

#

while building externally will not

#

unless you pass it yourself (...why?)

chilly swift
#

Eventually that may change, I don't know, depends on how Rider for Unreal does it.

elder falcon
#

why do you need to know whether you are building from vs in the first place?

turbid sigil
#

Right now I don't recommend using rider for unreal for building engine source because it lacks the quick build feature form UrealVS.

#

but for projects it's amazing!

chilly swift
#

The problem is atm autocomplete and other intellisense like features are broken on non VSC++ IDEs, like CLion, VS Code, and others because they implemented a new intellisense generating system and it ends up clearing the DEfines list before it gets put into the Intellisense one, which the other IDE project geneators use, and it jsut breaks it.

turbid sigil
#

anyone how has not try it should you can get a 1 yearish license for free RN.

elder falcon
#

that sounds like you care not about the build, but about the project file generation?

chilly swift
#

I found a way to bypass my issue for a test, but it somehow breaks complilation with ShaderCompileWorker

#

There is alsot the Util class I keep forgetting about.

#

Yeah, project file generation.

#

They write the Defines to a header file, but its never read by the IDE or even gets utilized.

quick crystal
#

if you actually follow the instructions it works first time, every time
@fresh coral

This is not true. I had to reformat my computer. I reinstalled vs 2019 and re-cloned my repo and it failed to build. I had to create a build config to hard point to vc 4.22 or whatever it is. Then that failed and I forget what I had to fight through with that. When I upgraded from 4.23.x to 4.24.0, I think that's the version that completely broke. Complained about chaos not compiling. Switched all projects to include bcompile chaos to true. That didn't work. Found out by creating a brand new project that another boolean of bUseChaos or something was introduced. I added that and it started to compile. Upgraded for 4.24.3 and then this stopped working again. I had to completely disable chaos to use the engine

#

One major version upgrade the math header was shot, so there were several days of not being able to use it until i found the ubreal build config someone hacked together. That config is still not mentioned in the instructions

elder falcon
#

you are not supposed to enable chaos in the first place

#

chaos is an experimental physics engine with bad performance

quick crystal
#

OK fair enough that is bew and experimental, so stuff like that happebs

#

Sorry for typos on cellphone

#

One build, I think 4.24.1, I never could get unreal lightness to build ever. I had to wait to upgrade to 4.24.3 and then magically it started to compile again

winter pendant
#

Hello, how do I find what's been added in the master branch? I want to help test new features and report issues etc...

quick crystal
#

so I had no lighting built the entire time I was on 4.24.1

#

I haven't tried 4.25.0 yet but I bet it would not run right either without lots of work

elder falcon
#

no idea why your build is so scuffed, I've been upgrading to every version and usually got it to work within an hour

#

haven't seen anything about a broken math header either

quick crystal
#

I'd have to Google it. It has something to do with a change Microsoft made. I think that's when the unreal build config came into play

chilly swift
#

@quick crystal You on a different IDE then Visual C++?

quick crystal
#

I use vs 2019 enterprise

#

Don't get me wrong, I love unreal and the community here is really great. It just got me going when someone said "just read the directions in the README file"

elder falcon
#

yeah there is definitely some manual work involved in making it build properly

#

but fixing the problems tends to be easy

peak hull
#

hey, I built the 4.25 source on my second machine and after everything succeeded, I tried to open UE4Editor and it throws this error. can't find anything about it on the internet, has any of you stumbled upon it? got it fixed, seemed to be a case of that library not having been build. the file itself was there, but it had a size of 0kb. solution: deleted it and then built UE4 from VS again. now working

turbid sigil
#

my engine source takes up 225GB once compiled.

turbid sigil
#

Time to merge my engine changes with 4.25

#

fingers cross there are not major conflicts

turbid sigil
#

oh boy there are a lot of conflicts

elder falcon
#

seems more like something going wrong here

#

nvidia sometimes does silly things on their forks like randomly change line endings

turbid sigil
#

yeah there is a lot of line line ending stuff

#

I'm auto merging with tortoisegit now which should deal with a lot of the BS for me

#

ah a lot of the problems from me deleting all the Datasmith stuff.

#

and a lot of other unused plugins

elder falcon
#

what's the point of deleting them rather than just.. not compile?

turbid sigil
#

plugins auto compile for me. I also distribute this build to my team so If it's smaller and less hassle on the users end the better.

gloomy hamlet
#

It's kinda pointless they make all this effort to move so much functionality into plugins, but make them so hard to switch off.

#

They're not really 'plugins' in any meaningful way.

turbid sigil
#

^

#

I just delete them

elder falcon
#

disabled plugins don't get compiled if you build the project target rather than ue4

gloomy hamlet
#

Disabled how though ? Going through all the engine uplugin files?

#

And yeah I delete too in source build. But it's a massive pain. There are engine modules with dependencies on plugins.

#

And then in 4.25 when I delete the ones the engine doesn't need, it compiles and then crashes at startup because removing plugins changes the load order of engine modules.

elder falcon
#

just disable them in your project

#

you could also find/replace EnabledByDefault = true -> EnabledByDefault = false

turbid sigil
#

your still distributing the code and all that does is prevent them from being loaded not compiled.

gloomy hamlet
#

Disable or delete, you still have the dependency issues.

#

Also yeah, engine size is getting ridiculous, the whole point of plugins is that they shouldn't even need to be there at all if you don't want them.

turbid sigil
#

if you get dependency issues you just delete their dependents.

#

i'd love to see a merge tool that had some comprehension on how programming works

gloomy hamlet
#

If you followed all the dependencies you'd delete the whole engine.

#

There are about 4 plugins currently that are required by core engine modules.

turbid sigil
#

oh which ones?

gloomy hamlet
#

TcpMessaging and AndroidPermissions I can remember

#

There was at least one other

elder falcon
#

like I said before, disabled plugins do not get compiled if you build the correct target

gloomy hamlet
#

Including ones the engine core depends on? How would that work?

elder falcon
#

engine core doesn't depend on any plugins though

#

though there are a few plugins that you need for certain things to work br_thinking

gloomy hamlet
#

There are core engine modules that don't build if you remove all plugins

#

And I'm building project target, not engine

shrewd thorn
#

What do you mean by "Core Engine"? TcpMessaging is only required for the editor I'm pretty sure, it gets stripped out on most platforms for cooked builds. And and there are plenty of platform plugins needed by certain platforms

gloomy hamlet
#

I just meant modules that are built as part of the engine and aren't plugins.

shrewd thorn
#

Yeah it's generally a mess, and hard to support if you have more than one game project active at once

gloomy hamlet
#

If you want to build an editor project target, they're all going to get built. So bottom line is, you can't remove all plugins.

shrewd thorn
#

For single game projects I find disabling to work just fine

gloomy hamlet
#

I suspect if disabling everything works, then what's actually happening is direct module dependencies are overriding the disabled setting so those plugin dependencies are being built anyway.

shrewd thorn
#

I don't remember how that works, would have to test it

gloomy hamlet
#

It's not a lot, just 3 or 4 plugins. But yeah, it's a mess. Having any engine -> plugin dependencies just defeats the purpose of the whole thing

shrewd thorn
#

The plugins are not categorized or explained well, the descriptions are pretty awful

#

There will probably be more of that as more things move to plugins.

#

Because it's really hard to extract plugins without there being a major version or 2 where the engine depends on the plugin until you can extract all the other dependencies

gloomy hamlet
#

True it takes time. But if they're making a push to move stuff to plugins, then they really need to start shipping the launcher engine plugin-free as an option. Until they do that, they won't have the motivation to properly clean up the dependencies.

#

The load order thing I mentioned above is even worse, didn't notice that until just recently when I tried to use Chaos.

turbid sigil
#

git.exe merge --strategy=subtree -Xpatience -Xignore-all-space -Xfind-renames remotes/NvPhysX/RTX-4.25

#

this is the current command I'm going to try

#

hope this give me under 1k conflicted files πŸ˜›

turbid sigil
#

do I have to merge the Commit.gitdeps.xml file or will that regenerate?

elder falcon
#

that references all of the assets to be downloaded by the dependency downloader

#

there's no way to regenerate it

#

since you don't have the original perforce repo

#

merging it is pretty questionable, normally you just take the version from the top of the branch you want

marble galleon
#

i punched the "BuildByDefault" parameter in my plugins to throw out those i dont need already at the core

turbid sigil
#

@elder falcon I found this

turbid sigil
#

for anyone struggling with merges I would recommend using this command: git.exe merge --strategy=subtree -Xpatience -Xignore-all-space -Xfind-renames -XDiff-algorithm=histogram [branch] then setup p4merge(also install it) as your difftool. Then run git config mergetool.prompt false

turbid sigil
#

with a bit of cleaning I've gotten it down to 100 files

snow kindle
#

Hi everyone, noob question: how can I modify an engine cpp file without recompiling the whole engine? Thanks for your help :)

#

also, when I rebuild my project, it rebuilds the whole engine even if I did not touch it. Is there a way to avoid that?

stable hemlock
#

anyone know anything about this d3d11 rhi crash?

snow kindle
#

which one?

formal flower
#

anyone familiar with shader models willing to help?

I'm maintaining this fork for the community because I like NPR stuff - I make NO money from it whatsoever.

Edit: I updated the fork here:
https://github.com/kusogaki77/UnrealEngine/tree/4.25Toon

I get these errors here and there, and I have no idea how to find out where it's coming from:
PropertyConnectedBitmask cannot contain entire EMaterialProperty enumeration.

long junco
#

@formal flower in Engine/Source/Runtime/Engine/Public/SceneTypes.h you have more than 32 values in the enum, so the static assertion goes off telling you it simply doesn't fit in the PropertyConnectedBitmask variable; you'll need to update the code to store it in a 64 bit variable and ensure all the casts and such are updated properly as well. The assertion is located in Engine/Source/Runtime/Engine/Public/MaterialExpressionIO.h.

#

(and i just realized that was asked yesterday πŸ™ƒ, so most likely already figured out)

earnest shoal
#

Anyone have experience setting up Unreal Game Sync (UGS); particularly on using a web hosting provider to host the SQL database? Are there any security implications in doing this? Does UGS need to run locally or can it be web hosted?

silver hollow
#

AFAIK UGS is just client-side app using Perforce? And Perforce server is commonly run on dedicated machine in the office, so UGS can run locally 😊

long junco
#

UGS needs a SQL db so you can put comments on each CL and such iirc, sadly that's where my knowledge about it ends, we simply submit the binaries to perforce with a revision limit for ease of setup

earnest shoal
#

K. thanks. USG is a separate integration that connects to Perforce but allows the dev team to flag Stable & Unstable builds as well as some built-in tools for the team to build the engine/files if necessary. USG helps mitigate having to run two branches (Stable / Dev) in P4.

stable hemlock
#

Hey guys, I saw that with version 4.25 there is a new method in ALandscapeProxy called "CreateSplineComponent". I tried to use it with some vectors, but I get a failed assertion that "splinecomponent == nullptr"...did anybody already used this method? I want to create landscape splines programmatically from C++

misty sun
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anyone in here has any knowledge about how the Unreal Engine boots up game instances?

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I'm trying to allow for multiple worlds on my server within a single .exe

misty sun
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I got down to this function where I might be able to, but was hoping someone could give me some pointers

misty sun
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anyone? pretty please? πŸ™‚

long junco
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It's a bit of an unusual thing to modify as far as I know, so I don't think a lot of people will be able to help out with it... maybe you can explain a bit more about the problem you are trying to solve, so an alternative can be suggested?

misty sun
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sure thing! I've built a card game that's currently functioning by using an external queue server that I built. Each client connects to the queue server, the queue server boots up a new instance of the compiled GameServer.exe (regular UE4 server), and the client receives a port to connect to

the current issue I'm having is that this method takes up 350 MB of RAM for 2 players, which is far too extensive for the player count that we're expecting to be having soon. So I'm trying to find a method to reduce the RAM usage for every game instance. My current idea is to integrate the queue server into the engine, and boot up game instances instead of entire new executables

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(the above screenshot does NOT work btw 😦 )

long junco
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hmm i see... i'm assuming you did all the basic stuff like dump the memory reports and such, to see if you can reduce it? if you are sure you want to continue this route, you can probably have a look at how the play in editor (usually referred to as PIE in the code) itself is managing multiple game instances, all world duplication needs to be handled correctly and communicated back to clients, etc; i doubt it's going to be an easy task

misty sun
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I kind of assumed that most of that memory came from the engine itself and that I had to go this route...
Surely I can't be the first to stumble upon needing game instances either?

Please tell me if I'm being too naΓ―ve πŸ˜…

long junco
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well, the thing is, you need multiple, i'm sure people use them πŸ™‚

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what is the size of your exe file in the ./<game>/Binaries/<game>*.exe location?

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if that file is big, you can probably also save some memory by turning off plugins you do not use, i'm not 100% sure, but i think windows maps the entire file in memory once you launch it, could be wrong here though

misty sun
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it's been at around 100MB since the start of the project, and we started off of a marketplace project. Should I test the size of an empty project containing starter content to compare against it, or do you already know that's small?

I've actually migrated over from C++ only a few months back, and my specific UE4 knowledge is rather limited. Do you have a link or anything on how I can analyse the memory usage? You've got me hopeful for being able to fix this without changing the engine source

long junco
misty sun
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thanks! πŸ™‚ I really hope that that's gonna work out

long junco
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no problem

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also, did a quick check (older engine though); our binary is 53MB, so you can definitely save something there

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also make sure you do final measurements on test or shipping builds and not development; that usually also helps a lot

misty sun
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heh, yeah...... can't believe I forgot about that..

molten moat
silver hollow
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@misty sun
also try Unreal Insights, a first class profiler - it can collect data from editor, cooker, server

gaunt ice
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Anyone know how UE4 solution generation (on the uproject) determines if the resulting solution should just reference the source, rather than build it?

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i have source build, and hoping to create a workflow where you can create a separate solution for engine+game where engine will build vs. engine+game where only game builds (similar to default UE4 source drop vs. UE4 engine install)

silver hollow
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does it mean Epic pushes towards more platforms to be moved as extensions than just NDA-restricted ones? πŸ™‚

stable hemlock
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afaik that was the plan all along, its nice to see it finally happen though!

teal bear
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i have the source code, how do i check which Windows API is the function calling?

distant anvil
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I'm trying to debug a crash in engine code on loading a map in my project, but it's refusing to show me the source for the call stack files

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I have the editor symbols installed, I'm packaging the symbols, etc... What am I missing?

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Do I need an actual source build?

gloomy hamlet
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@distant anvil I have a feeling unless you're using DevelopmentEditor config, then you need a source build

distant anvil
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Ahh, I'll try doing a standalone in DevelopmentEditor and seeing if that does the trick

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That worked like a charm, thanks!

half axle
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I pulled down the 4.25 source code and can't seem to get past an error
Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionComponent.cpp(46): fatal error C1083: Cannot open include file: 'GeometryCollectionComponent.ispc.generated.h': No such file or directory

Anyone have an idea why the file isn't being generated? It's the only error I get in the output log when I build

elder falcon
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open GeometryCollectionComponent.ispc and resave it

small gale
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My inventory system stops working after my build

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Does anyone know why?

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or have an idea what it could be

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let me show a few examples

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when picking up a key before the build it works and it gets added to the inventory

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after the build it doesnt add it to the inventory anymore, it stays blank

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and its not just a missing image because it should do something when clicked

silver hollow
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Does anyone know why?
@small gale nope, we can't guess how your code looks like and where's the bug from the screenshot of UI πŸ˜‰

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there's probably a bit of code behind this inventory, you might train your debugging skills as it would be difficult to use to help

small gale
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Hmm, that's sorta where i'm confused as I don't really understand what it would do differently after a build πŸ˜„

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I'm using blueprints though

silver hollow
small gale
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I wasn't too sure where I should go with this question, i'll ask there hahah

silver hollow
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this room about matters related to building or modifying the engine's source code πŸ™‚

small gale
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Ooops lol

sharp stag
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how big is the engine after built from source?

elder falcon
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varies

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depending on how much stuff you build you can expect anywhere between 60 and 200GB

sharp stag
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if i just build the default engine with chaos enabled how big do you think it'll get?

elder falcon
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I'd guess 100 or less

tidal hinge
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Looking for help, I am unable to build the new 4.25.0 Source. The only issue I see is the following:

still dawn
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there isn't an official implentation of epic online service for ue4 right?

silver hollow
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not yet

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could come in 4.26

still dawn
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isn't part of the master so :/

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hopefully it does though

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@silver hollow in the dev-netowrking it seems it has stuff of it as the analytics are in

rapid ore
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could epic online services come as a standalone plugin you'd reckon?

still dawn
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well based on how they setup the session subsystem it should be a plugin,yeah,but it seems like it will be seperated more than once

rapid ore
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Ok, thanks for the input

turbid sigil
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Unreal 4.25 has fast build integration

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or something...

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ah it's mac only

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I think

naive fossil
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Hi,
I try to add my own asset type to UE4.24 (build from source code)

So I added from Editor C++ classes like this tutorial explained (UObject and Factory)
https://www.orfeasel.com/creating-custom-editor-assets/

And I stopped at my own type in create menu. Classes added to my sample game project are almost same, just different names...
Compiling goes fine, but there is no new asset type under any section.
Should I edit https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Editor/UnrealEd/Private/Factories/EditorFactories.cpp ?
Or make this code 'plugin-like' or sth?

But I have no clue how to get those generate.h files when C++ class is added from VisualStudio?

shrewd thorn
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You may not actually need a custom asset, if you don't need custom UI you should just inherit from DataAsset and make them that way

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Otherwise, there are lots of plugins in the engine that add a custom type, you need both a factory and an AssetTypeActions

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You definitely don't want to modify EditorFactories

naive fossil
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For some reason I cannot use DataAsset as base type and it's not my decision in this...
Could you explain with more details those AssetTypeActions?

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You definitely don't want to modify EditorFactories
@shrewd thorn That is also precious information for me

shrewd thorn
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Let me find a simple example in the engine...

naive fossil
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I currently try to look at CSVImportFactory...

shrewd thorn
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That one is complicated

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Okay, look at FAssetTypeActions_AnimCurveCompressionSettings/UAnimCurveCompressionSettingsFactory

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That one doesn't import or anything, it just spawns a slightly customized version of the default DataAsset editor

naive fossil
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Ok, try to look there πŸ™‚

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Thank You πŸ™‚

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Seems to be easy enough, see one diff with my code, so I give it a try, thanks @shrewd thorn again πŸ™‚

turbid sigil
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I get Error LNK1158 fatal: cannot run 'mt.exe' when trying to build with chaos

tidal hinge
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@amos I will try that, I already have tried 2017 and 2019

naive fossil
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@shrewd thorn sorry to bother again, but there is no place for mistake I think, and still no effect in editor create context menu :/

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Should I compile it in some weird way or 'register' it somehow?

turbid onyx
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hey guys, a quick question regardin plugins (datasmith and megascans) when compiling editor from source on linux/win, how can i make those plugins work? how do i bring in plugins and stuff from marketplace ? thanks for any tip!

tidal hinge
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@plucky shell Same issue FYI. I removed and tried to after deleting the VS on both VS2017 and VS2019. Same Error.

turbid onyx
wide rover
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Hi guys, any recommended workflow to work with source code? I'm working modifying a plugin that is inside the engine plugins folder, and we use a custom compiled version of the engine. However, working with that huge base code is showing to be a pain for me, like if I add a new code file to the plugin, then I need to regenerate the project... then the whole engine compiles again........
I feel like I'm really missing something, any tips would be really appreciated

spiral mortar
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then the whole engine compiles again that's not right

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then I need to regenerate the project yeah that's the downside - although you can also manually add files to visual studio, which can be faster

celest turret
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i'm sure that this has already been asked, or is obvious, but will UE5 be open source like UE4?

silver hollow
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it's obvious πŸ™‚

celest turret
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i'm guessing the whole engine is compiling again because your rebuilding instead of just building (responding to @wide rover)

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ok i figured it was obvious, haha, thanks

blazing crown
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@tidal hinge Getting the same issue when building

UnrealInsightsCLI.cpp(9): [C1083] Cannot open include file: 'TraceServices/SessionService.h': No such file or directory

tidal hinge
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@blazing crown I think you tagged the wrong person, I am getting that same issue.

blazing crown
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Umm, so you are getting the same issue?

tidal hinge
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Yes

blazing crown
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No solution yet I'm guessing?

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Are you using Rider?

elder falcon
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...just don't build UnrealInsightsCLI?

tidal hinge
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@elder falcon I tried that, but it wont run if its not built.

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@blazing crown I am not sure i understand what Rider is? But I am using VS 2017 and VS 2019

blazing crown
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Rider is another IDE, I'm using it too so thought it might be the problem

tidal hinge
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I have not used Rider, but in that case my assumption was correct, cause I have tried in VS2017 and VS2019

blazing crown
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Seems to have built fine by just removing the broken #include and commenting out most of the Command_ReportFromConnection function. I believe this function is only used for some sort of command line argument so we will never encounter an issue from removing the code here.

naive fossil
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I have to back to custom asset type....
I just added plain UObject & Factory for it in project in 'normal' 4.24 engine and it's work like a charm....
BUT
same code added through project builded on own builded engine and nothing happened...

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no custom asset type in context menu

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should I build something extra?

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with my PC it takes a lot of time

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so try & check makes me days.....

tidal hinge
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@blazing crown I will try that and let you know, I am always reluctant to remove, cause you never know what else is linked with that.

leaden nova
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Do i need to download engine source to make a c++ ue4 project ?

small cobalt
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Not necessarily no.

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The Launcher Engines are perfectly usable for C++ Projects

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If you want to run a Dedicated Server for Multiplayer, you will need the Engine Source in order to compile the Dedicated Server executable though.

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So keep that one in mind.

leaden nova
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i'm just looking at learning with c++

small cobalt
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Start here.

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@leaden nova

leaden nova
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thank you very much πŸ™‚

brisk onyx
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Anyone had this error while compiling UE4.24 C++? Any thoughts how to solve this?
error CS0234: The type or namespace name 'Resources' does not exist in the namespace 'MemoryProfiler2.Properties' (are you missing an assembly reference?)

devout iron
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Are 3+ hour build times for the engine from source normal?

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(not including time to download prerequisites)

prime torrent
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At the studio we use Incredibuild + i7 / i9 / Ryzens + SSD and we get UE4 build times down to about 5 mins. On fast i5 and an SSD, I usually see compile times of about 45 mins.

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3+ hours seems extremely excessive to me.

thick storm
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I build in 5 minus on Threadripper

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there must be diminishing returns after which syncing to many machines just takes to much time

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24 cores 48 threads

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nvme

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64gb ra

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ram

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yes it is doable (;

elder falcon
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I need a 3970x br_egg

versed rapids
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I was checking for 4.24 but haven’t check that parameter for 4.25

elder falcon
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c++17 works completely fine just disable the plugins you don't use and fix the other errors quickly

versed rapids
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oh yeah I remember

quick mica
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If I compile the engine, where do I disable the plugins I don't use? Or do I have to compile the standalone editor for my game?

elder falcon
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when you compile your game editor target rather than ue4, disabled plugins are not built

quick mica
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ok, so custom editor^^

prime torrent
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@thick storm Depends on the network backend.

thick storm
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idk mayybe

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I would never trade 24 cores for distributed compilation

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next time I probabalyy buyy 48 cores Zen 5 or something ; s

limber jacinth
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14mins on a 3950x

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i am more than happy with that

turbid sigil
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2hrs with 8086k 16gb ram on an SSD

prime torrent
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@thick storm Oh yeah for sure, it just becomes a little harder when you want to grow the company right. That sort of machine is a quite a bit of coin right?

thick storm
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yeah, I paid like 2.5-3.5k $

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not counting