#engine-source
1 messages Β· Page 39 of 1
but including custom water loop
and some over the top chassis
either way
it was worth so and i would do it again without blinking
especiallyy now, that I work mostlyy from home
hm yeah that makes sense
i7, 6 core, 2.2GHz, 16GB RAM
probably need to add some RAM
I know it's not the best machine but I feel like my engine build times drastically increased in the last few months
It usually took 1-2 hours tops, and 2 hours was a busy day
I have that amount of ram and system builds are like 15-20 minutes. My CPU is the ryzen 5 6core 3600 which was the biggest upgrade from 1-2hr builds on my last system
it's definitely my CPU :/
it's just interesting because something between 4.21 - 4.24 really seems to have changed the experience for me
I basically have to leave the build running overnight to ensure I can work in the morning
granted it should be a one a time thing every few months at most but I do have a few engine versions around for specific hardware + plugins...
I'm trying to build a source of the 4.25 engine so I can play around with the Chaos feature... but I'm getting an error before I even reach VS2017... could someone lend me a hand please?
It's when I run GenerateProjectFiles.bat
Odd thing is I don't have a drive M:...
Correction... I see that I do now... my computer relabeled one of my drives... odd...
ok... I've downloaded the source from Github... I've ran the setup.bat file...
says I'm suppose to run the GenerateProjectFiles.bat second...
that is right
could anyone lend a hand on what I'm doing wrong... am I missing step
but the GenerateProjectFiles.bat fails... it's suppose to do that?
are you on proper branch ?
I downloaded to my computer. I'm not cloneing
but proper branch ?:>
Anyone know how to prevent a nomad tab from reopening when ue4 starts up?
yes and closed on it's own
You have VS 2017 Enterprise?
then I was told to copy the ChaosDestructionDemo to the root of the folder I unzipped the github files to... which I did then run the GenerateProjectFiles.bat
i think that you should genertae engine project files
then build engine
after that you can use proejct
so yes
online says this...
Then I found another section that reads like this...
hence why I'm looking for help outside the docs I've found... looking to someone who's built it and got it to work... that can fill me in on the missing steps... fill in the gaps as it were...
So ANY help at this point is good help
because on the one screenshot it says to run the one and then right after run the other...
the second screen shot shows (If I read it properly) to compile then run the GenerateProjectFiles.bat.....
@naive fossil Thoughts?
I'm sorry I'm not following... Meaning?
so you unziped UE source code and unzipped chaos demo into exact same directory - right?
yes
oh, and now try point 4 and it's fail?
but
point 3 says that you should run Setup before placing
chaos demo into engine directory
which I did
is that in my vs2017 or in the github version I downloaded?
from what you saw I picked the correct branch to download from correct?
and I can't find the UE4.sln file they're talking about
you can't cause you didint generate project files
check in VS Intaller C++ features for gamedev and
plugins for UE4
I'm sorry I'm not following what your asking me to do. you mean check my plugins or features in my vs2017?
@naive fossil ?
I try to compile the 4.24.3 release version, and I have linker errors in the MovieSceneTools module
I just cloned the repo and switched to the 4.24.3 release tag, run the script to install dependencies and tried to compile π
any idea what can be the issue?
1>```
@full flare more or less - yes. You should have Visual Studio Installer program
try to type it in windows search I You will find it
near your installation try to find "modify" option
then what... what am I looking for?
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine 4.
Ahhhh... Lights have come on... Thanks.
π
Hey guys, question can somebody with Version 4.24.3 go to the ...\UE_4.24\Engine\Content\Localization Folder and check the contents on your end?
Hmmmm, peculiar, for some reason mine, and all the other project members appear empty let me go and re-install it real quick
By any chance did you compile your own binaries or used the installer of the epic games launcher?
Is the folder empty on the 4.24 launcher version on your end by any chance or are both the same?
Okay then it's definetly something over there. Aye thanks for the help man
could you give us the log instead pls?
but my first assumtion is you maybe miss the right toolchain?
Hello everyone ! Can someone help me to implement Half-Lambert (Lambert * 0.5) + 0.5)Β² . I don't want a custom shader i just want to modify either the Diffuse_Lambert (in BRDF.ush) or the DefaultLitBxDF ( in ShadingModels.ush) I tried one thing but the result are not great (See picture). Thanks in advance guys !
MSB3073 The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6. UE4 C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 44This one is new, very few results for this specific code, any suggestions?
I too was getting that one I think, 4.25 introduced some silly errors
Took me all morning but I finally finished building UE4 and a project
Also was crashing for me whenever the project creator was opening Explorer to find a directory, but whatever
Still need to figure out how to "sync" a project with any engine changes I may make
Oh nvm I think I see how, just switching the version on the .uproject
that's nice candidate to cherry-pick from dev-editor
https://github.com/EpicGames/UnrealEngine/commit/86c710059d5afa1dbffd197ddafdaa49f0fc0039
@silver hollow now we know - you are from Poland π
damn π
StaticMeshComponent is linked with StaticMesh by DerivedDataKey - right?
How can I link custom spawned StaticMeshActor from my own Factory with other asset data?
Like, whenever I change sth in that asset I can apply those changes to already spawned actor?
GameplayStatics.cpp in engine is trying to do an InverseFast in it's DeprojectScreenToWorld function. This causes an error "trying to invert a NIL matrix" on every PlayerController tick
4.24.3
This didn't occur in 4.22, not sure what changed.
@naive fossil I'm still getting an error when clicking on the GenerateProjectFiles.bat... same error... I'll be back on about 7pm est usa my time...
hmmm
and maybe you should try
"plain" source code of UE
I'm not sure if that is some settings problem
or the way
that this demo should be launched
well this is the plain source code... I'm just putting the copy of the demo in there to be loaded and ready... but I get the same error either way...
@full flare I had a similar issue yesterday and it was solved by downloading the latest version of VS with the correct additional files
@latent jasper Please explain, more details please... additional files meaning what?
When I installed VS I had the option of C++ for game development and a few other things on the install screen
Getting those fixed it for me
I canβt remember them all though
ok I've installed the c++ game dev stuff...
did you need to reboot the computer prior to trying again or did it just work?
Had to reboot
Is there a way to compile the engine in a separate folder and not in the folder with the solution file?
Because when i finish i want to delete the unecessary files as they are much larger than the retail version of the engine
this is called an installed build
I want to use chaos which requires the source build
Hi there! When I build UE4 from source code, it builds properly and I can launch the editor. However, I can't debug.
In the project settings (of all projects in the solution as far as I can see), the debug settings are empty. And if I try to start with local debugger, I get an error telling me that it is unable to start debugging.
Did anyone have this issue, any right way to sort it out?
I have installs of VS2015/2017/2019 and am using 2017 for UE as recommended. I have installed the "Game Development in C++" with VS too.
Which configuration are you building?
You'll need to switch to Debug Editor if you want to debug into the Editor
I can try rebuilding for that configuration but the Git Readme is out of date then as it says to set the Development Editor config and press F5
I'll try though and I'll let you know if it helped! Thanks
Development Editor is meant to be a speedy version to mostly provide some debugging for your project verses trying to debug the entire Editor which is going to be slow
Some thtorials i saw say i should build the whole solutions other the ue4 target
Which one should i use?
@prime torrent As I expected, I have the same problem whatever my configuration is
I'm pretty sure it's because that shouldn't be empty, but I used the GenerateProjectFiles from the repo so... I'm not sure why.
Launch your project's project, not UE4's project.
I get some errors compiling UE4.25 from source with chaos physics enabled. https://gyazo.com/878f0adcd83a47a9139f9b5f1f4be49d
Does anyone have an idea why?
@prime torrent I want to debug the engine itself, not any specific project. I should be able to, especially since the docs say just to "Press F5", but it doesn't work in my case, surely it's just missing something.
I'd just make an empty project
But to make the project, don't I have to launch UE? XD
And that should let you debug whatever you want.
So I should launch UE without debugger, to create a project, to then be able to launch it with a debugger?
You can't launch UE?
I feel like if I have to do that it means there is an underlying issue in my setup, and that I may have problems along the line
Funny enough actually, even if I use Ctrl + F5 (start without debugger), it says "Unable to start debugging, check the project properties.."
Can anyone help me?
I think the chance to help you would be higher if you would link the logs instead.
Open the output, mark the error, Ctrl+C if not too long use the embedding of discord (three of `start it and three end the scope) and Ctrl+V or copy it to pastebin
Well.... at least I can't help you with a gif as basis. Not even sure, if I can help you with the logs, since I don't use chaos, but from my point of view your chances of someone helping you is way higher if you provide sufficient information. The rest is up to you
Well there is no more information to provide as far as im aware. Theese are the only errors
Then learn to debug compiler errors...
Or don't compile new, not production-ready physics engine if you're not ready to handle all the issues. Compiling it's just a first step, probably a lot of things simply don't work yet in Chaos.
Did you follow information posted on the official forums how to compile Chaos? I'm asking because I've seen posts people who simply followed it and it worked. Maybe you did something differently.
I followed it line by line
I'm recompiling now to see if it makes any difference after adding bUseChaos = true as well
it should make a difference, than Chaos namespace is used instead of PhysX IIRC (but I did compile it just once a months ago, not 100% sure)
Also i keep getting mixed inputs. Some sources say build the whole solution others say just build the UE4 target
I compiled nvidia's branches before by only compiling the UE4 target so im not sure if compiling the whole solution is necessary.
well, Development Editor configuration compiles basically everything π
Ah okay
It's working now
Hmm, didn't update since i have it from the zip but it still worked
Can someone with an engine source solution screenshot the debug settings of UE4 project please ? (Right click on the project, properties, Debugging).
For some reason mine are empty and I can't start it with F5. I'd like to see if they are supposed to be empty, and what I should put in if not
So Online Subsystem Steam is disabled in editor, how would I go about enabling it in editor?
A dev made a post saying it has something to do with this line in OnlineSubSystemSteam.cpp
#if UE_EDITOR
if (bEnableSteam)
{
bEnableSteam = IsRunningDedicatedServer() || IsRunningGame();
}
#endif
Has anybody seen any fairly reproducible crashes when using the Retime tool in the Sequence editor?
Ive got somebody here thats been running into that and it seems to be getting into an uninitialized map
ya know nevermind, I was able to get a proper coredump up and found the offending code..........and that crash is fixed in 4.25
Currently a few hours into a brand new compile of 2.25 and a MobileDeviceInterface and DatasmithSDK errors popped up. If I dont have need of those can I safely ignore them? Ive never encountered these compile errors on a fresh build before.
Getting this error and some shader init loading phase errors when building with 4.25.0 + chaos enabled. Gonna dig around but anyone had this issue before?
fixed that issue. I hadn't put the chaos project in the engine folder before compiling. derp
When i switch to a shipping build I get compile erros in Module.Chaos.cpp
except, I've never enabled Chaos
nor do i want to
why would stuff in the Experimental section of 4.24.3 build only in a shipping build? is this a 'need to rebuild' sort of thing?
ugh. thankfully a rebuild fixed that one
I have tried several time to build and use chaos on 4.25 release build but no matter what I try it always fails I have added both bCompileChaos = true; bUseChaos = true; and also change .shared to .unique to no avail but it still does not launch after building the engine I get the Shader type was loaded after engine init, use ELoadingPhase::PostConfigInit on your module to cause it to load earlier. error how do I fix it.
The engine has now launched but when creating a project the engine crashes and I get this error: NightmareEditor modifies the value of bCompileChaos. This is not allowed, as NightmareEditor has build products in common with UE4Editor
@slate thistle clean solution and rebuild wit te followin UE4Editortaret
`// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UE4EditorTarget : TargetRules
{
public UE4EditorTarget( TargetInfo Target ) : base(Target)
{
Type = TargetType.Editor;
BuildEnvironment = TargetBuildEnvironment.Shared;
bBuildAllModules = true;
ExtraModuleNames.Add("UE4Game");
bCompileChaos = true;
bUseChaos = true;
}
}`
Also use development editor confiuration wit win64
Could anyone point what this is saying I need to do to fix... I've added everything I can think of but to no joy I still get,
I'm pretty sure it's ref'ing an SDK I don't have installed... but I've installed all the ones I can get...
@full flare Install net framework 4.6.2
@stable hemlock I still get WARNING: Exception while generating include data for NightmareEditor: NightmareEditor modifies the value of bCompileChaos. This is not allowed, as NightmareEditor has build products in common with UE4Editor.
Remove the modified setting, change NightmareEditor to use a unique build environment by setting 'BuildEnvironment = TargetBuildEnvironment.Unique;' in the NightmareEditorTarget constructor, or set bOverrideBuildEnvironment = true to force this setting on.
@slate thistle change the targetbuilden ironment.shared; to TargetBuildEnvironment.Unique;
Im rebuilding the engine again but its still not working i dont know what to do
What is the error you're getting?
@slate thistle
Anyone seen this before when trying to build ue4 25.0 github?
If so how to I fix this?
Anyone?
I think I figured it out.
can't get the ChaosDestructionDemo to load...
That worked... That's how I thought I figured it out... but then when the engine loads I can't load the ChaosDestructionDemo... It wants me to make a copy of that one and then rebuild that in the VS2017 because it fails to build via the engine.
Now i'm actually building the engine... see if that works better.
@stable hemlock Unless you have anything else that would help me more then trying that...?
Does anyone know if there's a way to make blueprint node appearance in the "available blueprint nodes" dropdown, dependent on whether or not someone has enabled a configuration option?
I want to hide some blueprint nodes in my plugin behind an "Enable Experimental Features" config flag
I couldn't find anything in the class or function specifiers though
@full flare Thats what you have to do
@stable hemlock I assumed that it could run local because it tries to start up on the initial debug... But time will tell all... I'm at 2340/3713 now and counting.
@stable hemlock Thanks for the assist I'll keep you posted.
ok
@stable hemlock It still wants me to rebuild the project in something other than UE4... With it no running...
So I'm trying that... I hope Im doing this right....
@full flare Yes i know, i imagine you built the engine right?
yes
start it from the win64 folder
its called ue4editor.exe
Then open the destruction demo project from the engine menu
it'll ask you to open in visual studio
do so and then a target file called destructiondemo will appear under the UE4 target
right click that and build
it auto ran from VS2017... I'm trying to build the Chaosdestructiondemo now.... I tried that it didn't load it.. it tried to build in ue4... That's why I'm building now but outside of UE4 will that still work?
yes
does this look correct in my vs2017
I have to stop the build of the chaosdestructiondemo..
done. vs2017 is closed
prolly
got
I was showing that the clean was done. rebuilding now
ah ok
The 17 that it skipped should that have skipped? or that normal?
it's already been rebuilding... I was just curious if you knew.
I'll let you know once it's done.
ok
@stable hemlock Done with build. loading it now.
@full flare ok
got this
where are you running from?
put this in the DevUE425Github/UnrealEngine-4.25 folder
Could there be an issue on line 449? is that what it's saying?
Installing prerequisites now
It's weird prior to trying to load the chaosdestructiondemo I got the engine to load just fine.
it's done
@stable hemlock What next?
Tr yipen the editor now
ok could you provide the exact steps after I down the files from git hub. That way I make sure I do this right?
Keep in mind the sole purpose of this is to run the chaosdestructiondemo...
I really do thank you for all the help you've giving me. Seriously!
@stable hemlock Is that asking too much?
@stable hemlock Next
Can anyone help me?
@stable hemlock What's the issue?
@full flare I need to change the code of skeletal mesh to support more than 255 materials.
I found the code for Static Mesh but it is not the same as skeletal mesh.
@full flare I just need to find it, I'm desperate ):
@stable hemlock There I can not help you... Sorry... Why would you need more than 255 materials and is this Materials like masters or instances?
@full flare Because my model has 300 material slots.
100% different materials? or could some of them be instanced?
@full flare Different materials
@stable hemlock That's a hard one... Sorry but I'm not the right one to ask....
@full flare Thank you.
np
@stable hemlock Is there any way for you to combine materials as instances to save on slots? that may be easier...
@full flare Mmm, I don't know.
@stable hemlock Like metals, glass etc... etc...
@full flare I see, but I think it would take longer, since I have many models like that.
@stable hemlock you'll have to keep asking around, tried google?
@full flare Yes xD
@stable hemlock You said you found a bit a code that changes it for Static Meshes... Do you know where the bit of code in UE4's code that limits you to 255 is?
@stable hemlock If so you could possibly change it there and rebuild the engine...
@full flare It's this
It's on Static Mesh.cpp
I searched Skeletal mesh.cpp but it is not there.
@full flare I was thinking about doing that.
So I would think that the Material Index is what controls that but I'm not sure...
@stable hemlock I think that controls the allowed amount... so maybe look there...
@full flare I've already searched almost the entire engine, I just need to look at source
@full flare If you change this it is limited as if it was the Skeleton Mesh.
@stable hemlock so it would need to be 12C or 012C if hex to number is correct for 300 instead of 255
@stable hemlock I'd be willing to bet that is not the only place you'll need to make that change too...
@full flare Can you help me? Or do you know how to search for code in Visual Studio?
@stable hemlock and just for fun Binary of 100101100... (sorry just a bit of fun there)
I know how to search for code Yes.... but yours is very specific and UE4 was put together with a lot of checks and balances as it were... so there should be more than one place. and if you change in one place you need to change in all or stuff goes wrong quick... and UE4 will crash on you... I'm just rebuilding so I can play with the ChaosDestructionDemo... and I'm having issues with that little change...
@stable hemlock So in that regard I feel your pain and frustration...
@full flare Could you give me a hint? At least I'm not the only haha
@stable hemlock Well best as I can tell you can try to remove the limit all together and see what happens. No limit, nothing to exceed... or look for other lines references the same things and see what they're connected to...
@full flare Last question: How do I remove the limit from everyone?
@stable hemlock I would assume and again this a guess but take away from references that there is even a limit to exceed or look for... anything other then that is trial and error... unless else actuals knows the answer to your question...
@stable hemlock Sorry I couldn't be more help to you... I've got to call it a night... gotta put the kids to bed. Take it easy.
@full flare Thank you.
Anyone who can help me?
@full flare run te setup.bat
Hello, I have a problem. I wanted to use quickel on UE4, but when I use the "livelink" plugin, I get this error when importing : "No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing." PLZZ HELP
I have a UInstancedStaticMeshComponent that gets spawned during runtime. Some reason its PerInstanceRandom in the material is not working. I traced in the source and the function BuildRenderData is never being called where that value get set. Can anyone give any tips on what might cause this to not be called?
Anyone wanna do me a favor and show me your debugging options? This is me attempting to run the debug editor to figure out why ue4 crashes yet my code compiles.
If anybody could tag me that would be fantastic π Im off to bed! Even after copying over some settings from a fresh cpp project I couldnt get it to work
what does this mean: "Testing blocked in MAIN 4.25 @ CL 11144351" ?
what's blocking https://issues.unrealengine.com/issue/UE-87683 ?
@stable hemlock I got it working... Thanks a lot for your help!
i didn;t do anything but ok
@stable hemlock You offered assistance. That is something.
@stable hemlock Any luck on your issue?
Origin shifting breaks at 1,000,000 and will no longer shift origin. Anyone know how to solve this? Using 4.24 source.
Does anyone know which version of visual studio compiled 4.25?
How would I find out something like that.
Figured it out, I used dumpbin /headers UE4Editor.exe
Guys when you switch to a new source branch locally, is there anything you do besides run setup and generate project files again?
I suspect I have stale files somewhere that are dicking my build
@full flare No, I tried to remove everything related but I was wrong.
I've moved my source checkout of UE to a new drive, is there a way to un-register the old one so it doesn't show up in UnrealVersionSelector? There doesn't seem to be an unregister command line option
@fresh coral there's registry entry for source builds
it's defined in one of these setup bats
HKEY_CURRENT_USER\Software\Epic Games\Unreal Engine\Builds
@silver hollow that'll do it, thanks
Hey, how do u people understand unreal's source code ?
And how does the Engine's Renderer work or where does it start?
You need stare at it long enough until it finally start speaks to you.
You need stare at it long enough until it finally start speaks to you.
I've been staring at it too long already π¦
i just linked my github account but still cant seem to see the source code :/
@limber jacinth that's actually microsofts fault, it's worked around in 4.25
Hey guys! Is someone know how to change the default project creation path on Linux (no launcher since it is the source code)? Is there some .ini files able to manage that? My home is full, and I don;t want anything on it
@pseudo vigil There's probably a proper way, but you could always symlink it
yes
I was looking for the proper way, bbut thanks, gonna create a symbolic link meanwhile
Is there a way I can enable a debug build of just one plugin so when I use the build profile DebugGame Editor I get a debug build of a specific plugin as well as my game code?
How do I find the images the engine uses to make up the UMG scrollbar?
Hello guys, can someone plz give me a hint why when building the engine from source, creating a project based on this engine version and then trying to package it, I get this error
latest changes from release branch btw
Is this normal ?
Hello guys, I have one question. How to build UE4 from source on a macOS?
I found instructions )
Hello! anyone ever got that error:
UnrealBuildTool.BuildException: GetBuildPlatform: No BuildPlatform found for Linux when building from source on Linux
I have clang and mono installed
Did you run ./Setup.sh ? See https://docs.unrealengine.com/en-US/Platforms/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/index.html
Learn how to download, build, and run UE4 on Linux.
Yes I did. The problem was that I was not running bash. I don't know why it matters but it worked afterwads. THanks !
Is there a way I can enable a debug build of just one plugin so when I use the build profile DebugGame Editor I get a debug build of a specific plugin as well as my game code?
@charred viper Add this to that plugin's .build.cs should do
OptimizeCode = CodeOptimization.Never;
Thanks!
Is there any good resources for the cook process and tips or tricks for that? I'd like to get to know more about that cause it's a very big chunk of time currently...
@heady gate the best trick is to invest into dedicated machine (optionally with beefy CPU and loads of RAM). Set up cooking project daily (automatic script triggered by Jenkins/TeamCity) so you have a new cook waiting for you. And cooking process is verified all the time. (your machine could be used also if running cooking while you don't use it)
For tests on your machine sometimes you can use iterative cooks (rebuilding only changes) or even cook on the fly.
Anyone know of a delegate for 'Editor Loaded"?
I'm looking to hook on in startup module, when the editor is all done loading.
@wise cape FCoreDelegates/FEditorDelegates
Alright, let's give this another try: https://twitter.com/phyronnaz/status/1266124448769302528
This PR has been sitting for more than a year with no definitive answer
It did feel like a great addition to the graphs, and it makes me sad to see it ignored like soπ’
I know this is not top priority, but could you give another look to this?
@UnrealEngine @ShaderBits @Lord...
imagine expecting anything to happen

Guys, ok, how can I change UE4 version fully? I've already changed UE4 minor version(In Build.version and in Version.h) and it's changed on the PreLoadScreen but in UE4Editor.exe in FileVersion it's still 4.25.0.0
Some help?
862 open PR's. jeez.
Ok, found the solution
Just deleted pre-compiiled UE4Editor
And rebuilt once again
Anyone knows how to deal with this error?
It appeared seemingly out of nowhere, and it's been giving me headaches
I tried building and re-building but nothing happened
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(46,5): error MSB3073: The command "chcp 65001 >NUL && "D:\Programe\Epic Games\UE_4.24\UE_4.25\Engine\Build\BatchFiles\Build.bat" ArcadeRacingEditor Win64 Development -Project="C:\Users\asori\Documents\Unreal Projects\ArcadeRacing\ArcadeRacing.uproject" -WaitMutex -FromMsBuild" exited with code 6.
1>Done building project "ArcadeRacing.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
@true elk Don't think I can help you, but why do you have a UE_4.25 inside your UE_4.24?
The folder name is weird, but my 4.25 and 4.24 installs are actually separate π
did you verify that both paths it's referring to (path to Build.bat and to ArcadeRacing.uproject) exist on the filesystem?
Anyone know if there's a way to check if a specific pin
on a material attributes node has nothing plugged into it? i want to do the check in a ush file.
anyone know if there's a trick for making 4.25 work on windows 7? fortnite for example works just fine on windows 7, but people are getting this message for my build:
is it 4.25 synced to the last changes? seen something for DXGI, can't remember which branch...
it's latest 4.25 branch from yesterday
damn π¦
I guess that a good reason to finally ditch Windows 7 on developer machines π
recent Windows 10 upgrade gives us DX12 Ultimated and... now you can uninstall Paint and Wordpad π
oh wait, it's shipping
WTF π
how that could slip to the release
the problem is this change in 4.25
see how they added a direct call to CreateDXGIFactory2
this causes the linker to immediately abort before launch on windows 7
it should be called in this safe way that is used in the d3d11 rhi
4.25 shipping builds will not launch on windows 7 unless you fix the issue mentioned above
Any Suggestions?
help... engine thinks plugin isn't installed but launcher thinks it is... how can I remove it? π¦
@silver knot you might have a map with an invalid type?
@misty sun Thanks .
no...
But that's because nobody knows what your problem is...
hi there, working with 4.16.3 but Timespan import function is not implemented, i can see that its working on 4.18, 4.21 .... tried to download source of 4.16 and 4.18, make the timespan changes there from 4.18 but no luck... still not working, no timespan errors during compile, maybe somebody got import function for timespan and 4.16 ? π i know its old engine but i will have to completely fix my project to have it on newer UE4 engine and i dont really want to do that now
this kind of changes usually involves lot of modifications throughout the engine, pretty hard to find sometimes unless you have the time to read all the sources file by file
I'd rather try to upgrade my project for every release unless I'm quite ready to release the game
oh so its not only about updating (adding that function into the timespan.cpp and timespan.h files ?)
most likely not
if I was you I'd try to upgrade to 4.17 first then 4.18 and so on till 4.25
ok, looks like thats the only solution than
no but that's most likely the easiest
Memset sets a range of bytes to the same value
thus, the value you give it is a uint8
why are you even changing that code?
Is it the case that if you edit any engine file, UBT will trigger a full rebuild? There should be a way to mark the whole damn dir as read only without having to rely on p4...
what? recompiled are only things that depends on changed file
it doesn't equal to "full rebuild" on editing "any engine file"
Hm I must have screwed up
I also changed targets to devgame complied but then stopped it
all files are actually marked as read-only at the moment of adding it to P4, but VS plugin automatically checks out edited files - that's what we usually choose π
Yeah I must have messed up when I stopped it and then switched back deveditor
could be
although if you would change something in core, it would rebuild half of the engine anyway, like imagine how many classes uses AActor in some way π
Yeah I accidentally added spaces to one file bc I was looking up a class definition for Imodule
as long as you don't save a file on accidental edit (like holding W like playing and exception catches you), you should be fine
if modification time of file isn't newer than last build π
Yeah I undid the change but I think by that time it was too late. Well hope6 this doesn't take long...
P4 saved me so many times from accidentally doing this... Ugh
i think i maybe posted in the wrong chat. i need help my fresh version of ue4.25 isn't wanting to build can someone help me out? i don't understand why a fresh build would fail
'
@vagrant orbit UnrealInsightsCLI doesn't actually work, just don't build that. If you update to 4.25.1 which was just released it removes it.
I'm getting an issue compiling the engine because it seems to not be generating a .generated file in the intermediates folder. Is there something I'm doing wrong?
Cannot open include file: 'GeometryCollectionComponent.ispc.generated.h': No such file or directory Engine\Source\Runtime\Experimental\GeometryCollectionEngine\Private\GeometryCollection\GeometryCollectionComponent.cpp
open GeometryCollectionComponent.ispc and resave it
I'm trying to debug the automation tool while packaging from the editor, I have the "Child process" debug addon for VS, that automatically attached to spawned children, however either it never hits a breakpoint, OR complains that an automation dll is locked.
Anyone familiar with this?
This is when I auto attach:
I just have to run my command from the command line, and then attach. W/E
some one ported physx4 to 4.25
yes
correct
indeed
it does
but it still uses physx for, well you know, physics
no it doesn't
yes it does
it uses its own physics engine from the ground up
which also happens to perform > 10 times worse than physx
I swear they said it doesn't
well, maybe it didn't at some point, but it does
well ok then
Is Chaos really that bad at the moment @elder falcon ?
well it was when I tried a while ago
well it was when I tried a while ago
@elder falcon how long was "while ago"? π
I'm curious, how much it improved while announced ready for Fortnite and I see a lot of Chaos work submitted daily
fortnite doesn't have a lot of simulation bodies, most of it is just queries
makes sense for simulation performance not being a priority right now
to be honest, I wouldn't be surprised if they released chaos with ue5
not because of the development speed, but because it makes marketing sense, and it'll be a nice chance to do some breaking changes
nah, they have enough for UE5 (and they could work on more, i.e. custom scripting language)
and on the best thing about UE4 is gradual rework of the engine, upgrading to Chaos alone would be enough for UE 4.2x
doesn't seem to be a huge breaking change if they have equivalent of PhysX functionality, even working on Chaos Vehicles now
obviously destruction would be done/designed from scratch, but that expected when switching from useless Apex to proper destruction system π
upgrade to UE5 with renderer, physics (and perhaps more) could actually make many studios to wait with upgrade for next project, so it would be more like UE3-UE4 transition and I bet Epic wishes to avoid that
given ue5 is really just ue4.30, people will upgrade
Blast peformance vs chaos peformance
I certainly update to UE5 the moment it is released
I just updated my source build from 4.25 to 4.25.1, cleaned and rebuilt, and it seems that the editor just won't open. The process starts, but then appears to hang with about 16MB of memory being used and nothing else going on. Any ideas of what could be happening?
I just went and started it in a console window hoping for some sort of log output, but nothing there either.
commit 58a45f866026114d9f6becadbb6b5130b10ee424
Author: jeremy moore <Jeremy.Moore@epicgames.com>
Date: Sun Apr 19 16:31:29 2020 -0400
Add IsUsedWithVirtualHeightfieldMesh to material settings.
For use with the VirtualHeightfieldMesh plugin.
#ROBOMERGE-SOURCE: CL 12911651 via CL 12911652 via CL 12911653
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)
What is the VirtualHeightfieldMesh plugin? Doesn't seem to actually exist in the branch
sounds almost UE5ish
Has anyone managed to build Development in with TargetLinkType.Modular?
Mine keeps failing because the engine's Development configuration outputs binaries named UE4Editor-Whatever.lib and my project expects UE4-Whatever.lib.
But all the UE4[Blank] binaries are exclusively available as a single, monolithic binary.
Therefore TargetLinkType.Modular cannot work.
If I'm missing something, I'd appreciate any advice.
you guys realize there probably is not going to be another release before ue5 right?
one of the people on the UE4.25 live stream say there was not going to be another release before people would be shipping for next-gen consoles
and that's holiday 2020
so why release a new version right before UE5 preview?
well they did update the version file
master branch is at 4.26
plus ue4 probably will get bug fixes for a while, at least for the sake of licensees
4.25-plus branch is specifically for the people who are shipping with the next gen consoles
they developed a new physics engine, renderer and shitload of stuff along to mainline UE4 for years
it's their modus operandi, not to branch engine for year which would freeze releasing code for most of features and updates not related to major physics/renderer/else upgrade π
we should have 4.26, not sure if another update this year...
but "preview of UE5 early in 2021 and release later in year" really sounds like "release in 2022", we could still have one or two UE4 next year π
one of the people on the UE4.25 live stream say there was not going to be another release before people would be shipping for next-gen consoles
@turbid sigil even in 4.26 would come in August/September, it would be too risky to upgrade engine for big game with fragments of modified engine, although game already implemented/tested/fixed and prepared for certification
especially if they would switch to Chaos in 4.26 π
@silver hollow well that's just what they said on the UE4.25 live stream. Also they wouldn't remove physx right when they switch to it. They better fix the performance before they do :P.
there is 5 months until next gen console launch, and close to a year for ue5 beta
6-7 at least months between next gen release and ue5 beta
I wouldn't be surprised to see another ue4 release between now and then
of course, there could be new ue4 versions after ue5 release too
its not like its unprecedented, there used to be ue2.5
The enigne now won't launch for me... it just kinda spins indefinitely when trying to load srvcli.dll?
ue 4.26 this year will be the last probabaly
UE5 is still >incremental< update
seems like people forget that
yes it's bigger and major version update allows for more leeway in remove old junk
how much it will affect you depends on which parts of engine you used
I don't forsee much of an issues when migrating for UE5
i do not modify sources
and I'm on board with pretty much all latest rendering features
It just launches and hovers around 38 mb or memory usage?
i do not modify sources
@thick storm weirdo π
well most things can be done via plugins : D
and if it can't
it's time to get creative π
Symbols failed to load for ntdll.dll. Cannot find or open the PDB file. Symbols failed to load for ntdll.dll. Cannot find or open the PDB file. Symbols loaded for UE4Editor-Core.pdb Symbols failed to load for ucrtbase.dll. Cannot find or open the PDB file. Symbols failed to load for vcruntime140.dll. Cannot find or open the PDB file. Symbols failed to load for KernelBase.dll. Cannot find or open the PDB file. Symbols failed to load for kernel32.dll. Cannot find or open the PDB file.
Lovely
so hm if I change files here
UE4.24/Engine/Source
it will actually work or I need to do a source built engine and compile for my changes to work?
Hi all, anyone build 4.25 release on OS X with everything updated? latest catalina, xcode etc? Having issues with getting a green background in viewport and failed shader compilation for iOS
How would I get the name of this variable from the pin connection ref thing?
Will this work? *PinRef->GetOwningNode()->GetName()
Hi. Does anyone know what 255.0F means?
and how to search 0xFF without being Hexadecimal (255)
Everything in Visual Studio.
it means a float with a value of 255
Hi someone try to compile from source and compile ue4 project from command line ? I get SharedPCH.Engine.NonOptimized.ShadowErrors.h' has been modified since the precompiled header Engine/SharedPCH.Engine.NonOptimized.ShadowErrors.h.gch' was built note: please rebuild precompiled header
Asked in plugins, but probably better here:
Anyone know of any examples on running a different tool in UE4 from a plugin?
E.g: I'm looking to run Merge Actors from my module.
Question: I cannot find when playing a game (for simplicity, whatever mode (PIE, Standalone etc)) and a crash occurs, where the handoff happens from the 'game' to eventually report the crash through the CrashReportClient. Where does it actually start?
I feel like its something very close to HAL/ExceptionHandling, I thought I'd find something in HAL/ThreadHeartBeat and that also seems very close, as if this is used to detect if the application is still reporting. For example, if not overriding the functionality of the pointer symbol (say to handle a null pointer exception instead of just crash), then C++ programs will crash from no handling. However, if you call a method using a null pointer in Unreal, it will crash and eventually call the crashreportclient, but from the moment that bogus method is called, what is it that eventually leads to the crashreportclient being called? What begins this process so I may track down what I need?
bCrashReporterRan = FPlatformProcess::CreateProc(*CrashClientPath, *CrashReportClientArguments, true, false, false, NULL, 0, NULL, NULL).IsValid();```
probably here in WindowsPlatformCrashContext.cpp
Hey sswires, that is one of the translation units I am reviewing, but what would call that? I am looking for what in the engine is actually saying 'this is a failure'; the first thing recognizing and handling the failure to eventually get to the crash reporter. I need this so I can see how what you posted is called because I need to start doing this for mobile devices. By default, mobile devices are not included in the crashreportclient's list of OS's that are supported (for obvious reasons)
Perhaps Unreal internally uses assertion macros (assertionmacros) for the engine itself, as well as user explicit usage of these macros. For example, perhaps using a null pointer is handled using one of these macros by default so Unreal can gracefully exit with a minidump, stacktrace, and report of the error.
Here is a comment at the top of RuntimeErrors.h: // By default we bubble up runtime errors to the editor or log under the same circumstances as we assert with check/ensure
UGH, I'm so freaking close: its definitely right next to ExceptionHandling in HAL
I can smell the burnt pcb it is that close
Please forgive me for being so new, but how do I make it not try to build for Lumin/Hololens when compiling from VS?
In addition, there are these errors related to rc.exe which I just don't have the background knowledge to understand. I can glean that rc.exe is a compiler needed for the build tool, and VS can't find it. I have it installed to D: but it looks like it's trying to access it from C: Problem is, I am not sure how to configure things to locate it properly. I tried adding the directory with rc.exe to my PATH but i think that didn't really do anything and I just don't know what else to possibly Google
If it helps point me toward the right resources, I'm trying to build an NVidia PhysX fork of UE4.19.2 (https://github.com/NvPhysX/UnrealEngine/tree/FleX) in VS2017 with windows SDK version 8.1
Just delete the folders for the plugins
Also someone has a fork of the flex repo for 4.20
Well, removing them does solve the lumin thing--and I see this fork now https://github.com/0lento/UnrealEngine/tree/4.20-FleX. Thanks @turbid sigil! Still not sure about the rc.exe errors though.
Somebody know what exactly I'm looking at here during packaging?
So packaging is a very controverted topic as most people, even those who think they understand it, only ever copy a command or 2 from Google and call it a day. In 99% of the cases, those commands perform redundant steps as they are, in fact, a chain of commands. For example, I am able to run isolated build commands, only for the configurations that interest me. I can also run isolated cook operations only for the configurations that interest me as well. However, I cannot run isolated staging/packaging command because of this:
Assuming I have already built and cooked my project, why can I not perform an independent staging/packaging project?
[Removed Mention] Sorry to tag. I rarely chat here and never tag Epic employees, but I've been struggling for ages to find an answer to this and there doesn't seem to be one anywhere on the internet or at any of the people I know. Over the years I've watched a huge chunk of your content and I don't know who else to ask.
Any help is much appreciated!
I'd also like to mention running these commands independently is very important for a clean CI/CD pipeline - in general, not just for me.
there was recently a pull request to remove this unnecessary restriction
Do you happen to be able to point me at it, please?
I don't have the link, just remember seeing it
Thanks for the tip! I'll search and paste it here if I can find it.
btw. I don't think the guy you tagged works at epic anymore
I really didn't/don't know who else to ask. Now that you mentioned seeing a PR specifically for this, I guess there truly is no alternative than to change it myself, even though I really really hate the idea of having to modify the engine.
The entire build system has always been convoluted, but such restrictions shouldn't have existed in the first place.
The whole modular architecture of module/target/uplugin files is massively tainted right by these last few steps.
And I've proposed that the Marketplace included programs and "non-project" products several times specifically because I'd like to rework parts such as these as different tools myself, as other have also done on the forums with other areas.
@elder falcon Your tip sent me on the right path and helped me find the solution: https://github.com/EpicGames/UnrealEngine/pull/6812
The final command looks like this:
AutomationTool.exe BuildCookRun -Project="D:/Professional/Projects/DevOpsTests/DevOpsTests.uproject" -Target=DevOpsTestsClient -Platform=Win64 -SkipCook -Stage -StagingDirectory="C:\Users\Vlad\Desktop"
The problem was there was no indication of -Client being needed, therefore -Stage, even with -SkipCook fails as well.
I care about other platforms and configurations so I updated the command line above, for... posterity, I guess.
did anyone noticed that there is experimental Mesh Streaming option in Rendering settings ?
On master
though idk, what it is for it end up in streaming menager ;
not sure if this is the right section, but i am trying to install the ndk following this tutorial and i am ending up with this https://www.unrealengine.com/en-US/tech-blog/updates-to-required-setup-for-android-ndk-21-in-unreal-engine-4-25
If I wanna set up some render passes with the new render dependency graph (RDG), where is the right place to do so? Im new to UE4 and have a bit of a hard time understanding the lifecycle of a game and where stuff is initialized / has to be called
@gritty basin As you might imagine crash handling is very platform dependent and relies heavily on OS functionality, so the actual work takes place in the various PlatformCrashContext implementations. I'm not sure if it's possible to do much in the way of crash handling on mobile platforms.
hi @fresh coral yes, i appreciate you reaching out to me, I do understand this. We have a source version of UE with a few games source controlled all in perforce. It appears even on windows the crashreportclient isn't running. The log for a game shows this upon a [forced] crash:
[2020.06.09-19.04.10:054][342]LogTemp: Warning: Attempting to crash Unreal...
[2020.06.09-19.04.21:949][342]LogWindows: Warning: CreateProc failed: The system cannot find the file specified. (0x00000002)
[2020.06.09-19.04.21:949][342]LogWindows: Warning: URL: ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/dev/UE4/game/Saved/Crashes/UE4CC-Windows-9E0E49AE4D778FF9D7550AA17E55DAC3_0000" -AppName=UE4-game -CrashGUID=UE4CC-Windows-9E0E49AE4D778FF9D7550AA17E55DAC3_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
[2020.06.09-19.04.21:949][342]LogWindows: Could not start CrashReportClient.exe
the first entry is my log entry where i am about to crash unreal
That error is because CrashReportClient.exe isn't where your build is expecting it to be
All day i have been tracing down how UE generates the path to the crashreportclient. I literally just hit a dead end.
yes
i hit a dead end b/c of this: FString FWindowsPlatformProcess::GetCurrentWorkingDirectory()
that calls an OS related in processenv.h
GetCurrentWorkingDirectory is just a shim for the windows OS functionality of the same name
it's part of windows
do you mind if i take this to a private DM?
sure that's fine
ok
did you actually package the crash reporter
this is before packaging
I'm trying to edit the default scalability settings so our shadows and stuff don't screw up but still use the framework of low/medium/high/epic. I've made a 'DefaultScalability.ini' file in the config with these custom edited settings, but they're not being set! It keeps looking for 'Scalability.ini' in the saved area. Same with the packaged project. Tried a few things but can't seem to get it to read from this file. Anyone else successfully edited the engine's default scalability settings per-project? Keen to try and avoid editing the engine's 'BaseScalability.ini' file or anything else in the engines source
@round pagoda if you put your ini in the projects config dir it should override the engine settings
The DefaultScalability.ini?
ya
Yeah, did that but its not overriding π€
hmm, you may need to reload the editor
what, rebuild?
When I rebuild the Engine (4.25.1) in VS2019 I'm always getting an error that Engine/Intermediate/Build/Win64/HeadlessChaos (and 3-4 others) can't be deleted. I get the same in 4.23.4 with regards Engine/Intermediate/Build/Win64/UE4Editor/UE4Editor-BuildSettings (and 1-2 others) too. Is there any other steps I need to do besides Rebuild Solution to prevent this error occuring?
You don't have them set as read-only do you (e.g. perforce?)
Likely read only, if you're not using source control on it - right click intermediate and set in properties read only off. If you are using source control, make sure your intermediate folders are included in your p4ignore file.
I'll double check that, I use git, but I just did a fresh clone and those folders are built by Setup.bat which rules out read-only (theoretically). Just building them again now.
I'm rebuilding anyway as I did a VS Update and got implicit conversion errors. Similar to the ADODB one, but related to LiveConsoleCoding instead
nice
UE4.25.1 builds with VS2019 (16.6.2) however 4.24.3 fails with the following, already patched the ADODB issue, and this is a secondary error on this version (16.5 was working though). Any idea's where in LivingCodingConsole this could be?
this open door for support files other than uasset and umap
the editor is crashing
everytime i do a map check or build lighting
sometimes its a failed assertion other times its a function not found
the common thing is that ntdll.dll crashing it apparently
any clues to that ?
it only happens on a specific project...
Sounds like a problem with the project... Try looking at the callstack trace to see what function is causing it
Open a different level in the project, any issues?
that's the thing, i only have one level
Map check looks at every asset in the level, so that can very much be project-related
Ok... So go and make a new level and put some basic engine assets in
sure sure, after i finish moving the engine from my ssd
need to setup engine from source
to work with extra features and debug issues properly
@tardy pollen In case you didn't solve your problem yet, you just need to add a nullptr Comparison on those variables
for example, (!debugger) should become (debugger == nullptr)
They are about 10-15 changes All in all
UPROPERTY(EditAnywhere, config, Category = Editor, meta = (
ConsoleVariable = "cook.AllowCookedDataInEditorBuilds", DisplayName = "Allow Cooked Content In The Editor",
ToolTip = "If true, the editor will be able to open cooked assets (limited to a subset of supported asset types).",
ConfigRestartRequired = true))
uint32 bAllowCookedDataInEditorBuilds : 1;```
anyone knows the full extent of supported asset types ?
thank you
to be honest i haven't fixed my issue
building UE from source takes time
but where would i check for nullptr ?
i don't even know what's causing the crashes
@tardy pollen heh, Total Cmdr. is your friend for this kind of stuff :D
like so
And then, here is an example of how it should look like
Or you can try until Visual Studio two seem to just ignore those errors message ID
everything is weird, i'm setting up UE4 from source right now, maybe i'll get more details into what's causing the issue
Wait a second, am i replying to the wrong people π
My dyslexia again π π
just ignore me
@marble rune read my messages above, I was replying to the wrong people π
hey there
I finally "found" the issue causing map check to fail
but its not really descriptive, any clue about this brush thing ?
my map is made up from static meshes, no terrain at all
i created a new type of error
but i don't know if it's gonna work or not
well it should work, but i mean idk how to make this a "thing" that I can create a PR for
indeed i have found and fixed the issue
it seems that having a blocking volume with no polygons causes the map check to crash the Editor
since Brush->Polys are used directly without checking if it's a nullptr
@tardy pollen By any chance are you trying to import some cooked content?
no no
If you are using your custom engine version downloaded from github, you can simply add an extra line/s to initialize it
it's just a bad blocking volume in my map
but the editor needs to check if its a nullptr before using variables directly
I fixed it by simply adding said check
I also added an error type telling you that the brush's polygon is a nullptr
now i'm looking into creating a pull request for this fix
I've seen that type of error when I was playing with cooked content for cooked volumes, such as light importance volume, etc. That's why I was wondering π
oh,
then i just made a fix
now i need to figure out why git doesn't want to push to my fork π¦
even with years of using git
it's like remembering tar command's
great now i broke my engine build
ummm
can anyone please provide a guide into properly forking and creating a pull request for UE ?
i'm so deep into merge conflicts that shouldn't even exist, i don't know where do i go with this
Did you create the PR on the same branch that you started from?
i couldn't even create a PR
had to reset
now i need to rebuild the engine from scratch again π€¦ββοΈ
I'll clone my own fork, add the UE repo as upstream
Hah, yeah that's always fun
and create the pr properly
after I waste an hour or two while my PC builds the engine and overheats and takes 100% cpu usage
fun fun fun fun
For my prs I've generally branched off master, and used master as the PR target
Once in a while I've had some weirdness in the merge commits, but usually it's pretty much painless
Other than waiting for Epic to get around to looking at it...
i'm hoping this is something about me not fully mastering git
I use it on all my projects, but they're always solo projects with no contributions
basically i use it for tracking and keeping a clean copy of the projects (commits and branches)
imagine that some developer in epic games
didn't check a variable's validity
and that caused me to lose more than 3 days of productive work π
i'm gonna make sure that none else loses time over this stupid bug π¦Ύ
π Hero
Herro
is this normal behavior ?
106GB seems to be an overkill on my SSD, anything I can do to clear up some space?
I removed most of the plugins, but mine's currently 112...
@stable hemlock I found adding /wd4800 to the vctools file fixes it for now. I actually couldnβt find which variables were causing the problem, VS was constantly opening up comip.h, itβs already fixed in 4.25.1 though so itβs only an issue with 4.24.3. Might be worth switching up, my project is still in its infancy anyway. Thanks though, will probably fix that up tomorrow so then I have both engines working.
106GB seems hardless
woah
I got another nvme ssd just to put the project stuff on it
is it possible to remove all that archviz and automotive and cinema stuff ?
Well i wonder about Paragon
with each character being 5gb minimum
that'd easily touch the terabyte
boy
if i could upload the proper build in time for the jam
i'd have had a good chance at that One Many Army prize
Is UE built on top of UE ?
everytime i compile a fresh source then run it, it says its compiling shaders (before even opening a project)
so i wonder is UE built on top of UE ? π€£
You never would have guessed but the unreal editor uses Unreal engine
I think UE4 25.1 has an issue with UnrealLightmass
probably have been released without building UnrealLightmass
I'm actually onto something here
UE4 25.1 doesn't have UnrealLightmass "program" built properly
I couldn't build my map's lighting, the error simply read "WorldSettings Maps need lighting rebuilt "
switched to the source version, rebuilt UnrealLightmass and now its building lighting properly
can anyone confirm this ?
Are you building from source?
uh
No it didnt, my 4.25 source just doesnt have it for some reason...
Not using launcher
Can someone explain how to use this blank function from the source code? In the file PlayerController.cpp, Line 3494 there is this:
void APlayerController::ClientWasKicked_Implementation(const FText& KickReason)
{
}
you're supposed to override it in your derived class
virtual void ClientWasKicked_Implementation(const FText& KickReason) override;
Goodmorning Guys..
Im trying to build the source Engine 4.22 But im getting this error anyone know the fix ? ..
its shows at the end of build like when progress reach 98%
yeah it looks every different
I will try to set Ue4 as startup project and build again
No no reason i just opend the solution without looking xD
ah sh**t sorry im bob with visual studio
nvm yeah, idk if it matters
now i switched to Solution Explorer yes its clear now little bit
i was asking why its done fast π
normally take ages
Same error
Please Verify that you have sufficient rights to run this command ?
@mellow ridge https://www.youtube.com/watch?v=erKB-ufMlPg
C4800 error fix: It's in German but has subtitles and easy to follow. This should probably be pinned if not already π
So kΓΆnnt ihr in Visual Studio 2019 ohne Probleme die Unreal Engine 4 (UE 4.24.3 oder hΓΆher) builden und starten! Die Fehler C4800 und MSB3075 treten seit dem neuen VS19 Update auf und kΓΆnnen einfach in der VCToolChain.cs gelΓΆst werden.
Ich nutze die Github Source Version 4.24...
i removed the whole engine and cloning again xD
i will check the video after downloading
thanks
@mellow ridge Also for the type info error, maybe this helps https://issues.unrealengine.com/issue/UE-81677
I just noticed you actually have two different types of error π
hummmm
since I switched to using Source Build
it seems like there is an issue with camera rotation
no matter how i set it, the camera doesn't respond to rotation
to mouse rotation to be precise
no nvm
@gritty basin Did you ever get anywhere with your investigations into the Crash Reporter? Im trying to integrate a middleware solutions that uses the CR to send up builds and all, but our local code builds of the engine dont engage the CR. Just crash with a minimal popup.
@celest viper for mobile or desktop?
just desktop. Source built editor. I know you were looking at mobile, I was just hoping youd picked something up along the way heh
so make sure that you have CrashReporterClient.exe and not CrashReportClient-W64-Debug.exe or something like that first
should be in engine\binaries\win64 someting like that
does the cr even come up? what happens
what happens when it crashes, do you get a popup that says Fatal error?
Yes, just the popup for Fatal Error, not the full CR
so in the engine code, that pops up when the CR fails to load
well that makes some sense. Is there a log I can look at for why it would fail to load?
for me, it was failing because the engine was using a string literal "CrashReportClient.exe" appended to the current running directory of UE, which, there was no such thing, i just renamed the CR client to the right filename and it worked for me
look in your game folder
saved
Interesting. What are looking for under there? One of the crashes?
Where did you find that string literal you mentioned in the engine?
in visual studio, just search for crashreportclient.exe. I think it was WindowsPlatformMisc, I honestly can't remember
i am not in a position to check, but if you search VS, make sure you use ctl-shift-f
if you're getting Fatal error (you can search that too) that is a direct result of the CR not runnning
there is a check for that, and if it doesn't load, that will pop up
π good luck
o wait
@celest viper is this a packaged product, or just running in the editor?
hah in the long run itll be packaged, but for now just the editor
I see therees a different exe that Im assuming is for editor
CRClientEditor.exe
no, CrashReportClient.exe
#if WITH_EDITOR
const TCHAR CrashReportClientShippingName[] = TEXT("CrashReportClientEditor.exe");
const TCHAR CrashReportClientDevelopmentName[] = TEXT("CrashReportClientEditor-Win64-Development.exe");
#else
const TCHAR CrashReportClientShippingName[] = TEXT("CrashReportClient.exe");
const TCHAR CrashReportClientDevelopmentName[] = TEXT("CrashReportClient-Win64-Development.exe");
#endif``` Thats what I was just reading, I am making assumptions on that Editor version though
what version do you have? the version I was referring to was 4.23
i know they changed around how the crashreportclient is evaluated from 4.23 on
someone showed me code in 4.25 that showed a completely different way the path is enumerated
and yeah that change came in when I integrated 4.24 last year
er earlier this year
fuck 2020
ok well I got the reporter to launch at least!
Ultimately we have a build script that was building the CRClient but only as a Shipping target. Changing it to 1) use the correct target of the build and 2) to also build the CrashReportClientEditor moved things forward
Again this looks like a change to the whole system in the last couple of engine revisions
it is a significant change, yes
and the fact that Epic doesn't really support the crash reporter beyond desktop makes me wonder why the move
eh I imagine its at hte level of "We have 1000 programmers working on this thing trying to improve it all the time, somebody should spend time keeping the CrashReporter moving forward"
who knows maybe in mythical UE5 itll have crash support for mobile heh
doubt that, if it was easy to do, they would've had a solution already. The fact that mobile OS's are very different in nature from desktop OS's and are far more stricter, with apple completely micromanaging their OS, it seems like the way certain SDK's do it is using some kind of monitor for probing folder(s) for files, and deleting them when the file is sent. That is pure guess.
As I understand it, iOS does not allow spawning of subprocesses, but that is through questionable reading
I am not knowledgeable on mobile OS's
yeah me either.
oh one other thought. Is there a seperate space for logs generated by the crash reporter?
not that i am aware of
there is a crash log
but one specifically for the CR? not that i know of that comes out of the box
Yeah ok
The end result is Im redirecting where this crash is getting uploaded to and now that I have the CR working again I can properly debug that aspect of it
π wooooot
Haha woot indeed
iOS won't let you have access to lot's of features, I've heard it's really easy to get on apples bad side if you use unapproved features, that's why to this day, microsofts "your phone" app only works for android when it comes to letting you reply to texts and phone calls from your pc
I'm here asking what is todays benefit of building UE from source? I understand if you wanted to do something advanced, like adding FName tags if UE's rigidbody system, for something along the lines of making a hit system that registers other body parts, then you would want access to UE source code, but what features aren't in the launcher build? I know chaos is in the newer versions
customization of the engine, as small or large as you want is the benefit.
basically total control
and you can pull directly from the github source and implement updates into your source
If you want to build a dedicated server, you have no choice but to build UE from source too.
so stupid imo
I downloaded Unreal Engine's source code by following the instructions on GitHub, but I'm getting this error when I build the engine:
2> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
2>Total build time: 51.23 seconds (Parallel executor: 0.00 seconds)
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
2>Done building project "UE4.vcxproj" -- FAILED.
========== Build: 1 succeeded, 1 failed, 2 up-to-date, 0 skipped =========```
I am using Visual Studio 2017 and Unreal Engine v4.20.3
Does anyone know how to search for a particular engine code in Visual Studio?
Hi all, anyone build 4.25 release on OS X with everything updated? latest catalina, xcode etc? Having issues with getting a green background in viewport and failed shader compilation for iOS
@opaque lotus I have noticed some strange glitches on catalina and 4.25 i went back to Mojave and it work.
Xcode 14 is busted. Downgrading to 13.1 fixed it, but it took forever to figure that out. Just got it today.
@stable hemlock above, forgot to mention your nick, sorry
Xcode 14 is busted. Downgrading to 13.1 fixed it, but it took forever to figure that out. Just got it today.
@opaque lotus Xcode 11.4 you mean ?
I'd need to double check when I'm at my PC next, but I thought 13.1
I'd need to double check when I'm at my PC next, but I thought 13.1
@opaque lotus i am using Xcode 11.1 and the new version out in the appstore right now iss 11.5 so i assume you are talking about 11.3
Ah, gotcha. That's probably it then. Explain why I was thinking of 3 and 1 being in there
Does anyone know if there's an editor callback when Project Settings are changed?
I need to refresh the blueprint action database in response to configuration changes
FCoreUObjectDelegates::OnObjectPropertyChanged might do the tricky @willow spindle
thanks
@spiral mortar excellent that worked
did this in an editor StartupModule (for reference if anyone else needs it):
void FGameManagementFrameworkEditorModule::StartupModule()
{
FCoreUObjectDelegates::OnObjectPropertyChanged.AddLambda([](UObject *Obj, struct FPropertyChangedEvent &Event) {
auto Config = Cast<UGameManagementFrameworkConfig>(Obj);
if (Config != nullptr)
{
// Refresh the blueprint action list whenever we update our game managers.
FBlueprintActionDatabase::Get().RefreshAll();
}
});
}
The staging phase of the packaging process naturally creates a Intermediate\Staging\[ProjectName][ProjectConfiguration].exe file. In the final output of the whole packaging process, this .exe does indeed exist as expected on my end, but running the exact same command on a different machine, through a GitLab runner, somehow doesn't create it. This leads to the final build requiring to be started as:
WindowsClient\Engine\UE4Client-Shipping.exe WindowsClient\[ProjectName]\[ProjectName].uproject
Has anyone encountered this before?
Sorry to bother i was trying to build ue4 (UWP) from source. I did the setup.bat and the GenerateProjectFiles.bat everything in order i opened the ue4.sln and started building ue4 and success with 9 errors and 0 warnings afterwards i selected ue4 and select as startup project and then it took a turn for the worse
i tried many attempt restarting visual studio making sure that the project files are created, installing all necessary components of visual studio but then i look in Engine\Binaries\Win64 and i cant find ue4editor.exe. Please any help would be great thank you
I'm being hit with the "Fatal error" crash on 4.25. There's discussion in this channel, but I can't seem to figure out a fix. Can anyone lend a word of advice?
Crash reporter client does not pop up
I've already redownloaded the whole engine, rebuilt, but when I tried to open my project it corrupted the engine install or something. Each time I run the engine (as well as the project), I see:
@gritty basin, if you don't mind me tagging you. You were speaking about this issue in previous versions of the editor. Do you have any idea how to resolve this issue in 4.25?
The log would be much more helpful π
@stable hemlock Just an FYI, I went through 4.24.3 and fixed up the 10-15 issues by adding either == nullptr or != nullptr checks as suggested (and found the lines in the output, albeit the error list kept sending me to comip.h. 4 times trying to compile on the latest 16.6.2 patch for VS 2019 I ended up with BSOD's regarding WHEA Uncorrectable Errors (normally related to hardware) every time about 25% into the compile.
Added /wd4800 fix the to vctools file instead and compiles fine without an issue
Very odd, according to MS Visual Studio should never cause that type of blue screen death. But that was too consistent. Quite concerning that a compilation in VS2019 could result in a blue screen though. I may have had some != and == mixed up, but I would've expected those to cause issues at runtime, not compilation time. Just glad 4.25.1 doesn't require these fixes.... albeit seeing the number of reports that 4.25.1 is not stable. Might hold off that upgrade for a bit longer.
@quartz pier yeah Logs would help. Also if youre building the engine out of an IDE you can launch it from there and that might give you more info on the crash
I downloaded Unreal Engine's source code by following the instructions on GitHub, but I'm getting this error when I build the engine:
2> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace) 2>Total build time: 51.23 seconds (Parallel executor: 0.00 seconds) 2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. 2>Done building project "UE4.vcxproj" -- FAILED. ========== Build: 1 succeeded, 1 failed, 2 up-to-date, 0 skipped =========``` I am using Visual Studio 2017 and Unreal Engine v4.20.3
Can this be an issue in version 4.20.3?
@celest viper @stable hemlock I've been digging for logs, but it doesn't even write them:
After the fatal error pops up, even the editor binary (NOT the project) will error each time you start it. I have to delete the intermediate folder for it to launch again. It then gets to the project selection screen and freezes, hovering around 9% cpu and eventually giving you a fatal error.
I can delete the binaries folder of the project and recompile, then it loads for a bit, even boots the editor, but during shader compile it crashes. In both cases, it seems to get stuck during the shader recompile.
Found something. That crash reporter client binary doesn't exist...
LogShaderCompilers: Display: Worker (1/13): shaders left to compile 4124
LogWindows: Could not start crash report client using ../../../Engine/Binaries/Win64/CrashReportClientEditor-Win64-Development.exe
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 2490.51 MB used, 2565.99 MB peak
LogMemory: Process Virtual Memory: 2611.43 MB used, 2695.31 MB peak
LogMemory: Physical Memory: 15409.38 MB used, 17307.55 MB free, 32716.93 MB total
LogMemory: Virtual Memory: 9311.75 MB used, 134208416.00 MB free, 134217728.00 MB total
LogShaderCompilers: Display: Worker (4/13): shaders left to compile 4114
LogShaderCompilers: Display: Worker (7/13): shaders left to compile 4104
LogShaderCompilers: Display: Worker (12/13): shaders left to compile 4094
LogShaderCompilers: Display: Worker (10/13): shaders left to compile 4084
LogShaderCompilers: Display: Worker (11/13): shaders left to compile 4074
LogShaderCompilers: Display: Worker (2/13): shaders left to compile 4064
LogShaderCompilers: Display: Worker (6/13): shaders left to compile 4054
LogShaderCompilers: Display: Worker (9/13): shaders left to compile 4044
Message dialog closed, result: Ok, title: The UE4- Editor has crashed and will close, text: Fatal error!LogWindows: FPlatformMisc::RequestExit(1)
LogCore: Engine exit requested (reason: Win RequestExit)
LogShaderCompilers: Display: Worker (1/13): shaders left to compile 4034
Log file closed, 06/15/20 10:24:56
The incredibly weird part is that I can use RunUAT.bat to build and compile all the shaders, that works fine
Just the editor seems royally screwed
I have recompiled the whole editor from scratch, I have brought back a revision of the project that I know worked through source control, and it still does this. At my wit's end...this defies all logic.
Launched through visual studio, tried a new empty test project, same fatal error.
Not sure if this is relevant, but when I run it through Visual Studio, I see this:
LogShaderCompilers: Display: Worker (8/13): shaders left to compile 2456
LogShaderCompilers: Display: Worker (7/13): shaders left to compile 2446
Cmd: CLOSE_SLATE_MAINFRAME
LogSlate: Window 'Unreal Project Browser' being destroyed
LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
LogShaderCompilers: Display: Worker (6/13): shaders left to compile 2436
Cmd: QUIT_EDITOR
LogCore: Engine exit requested (reason: UUnrealEdEngine::CloseEditor())
LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
Also:
Exception thrown at 0x00007FFFCCE9A799 (KernelBase.dll) in UE4Editor.exe: 0x000006BA: The RPC server is unavailable.
mincore\com\oleaut32\dispatch\ups.cpp(2125)\OLEAUT32.dll!00007FFFCE32491B: (caller: 00007FFFCE324A92) ReturnHr(1) tid(a20c) 8002801D Library not registered.
NPEnumResource DokanGetMountPointList failed
Ok. Managed to get the crash reporter client running by manually building it. Which tells me:
Unhandled Exception: EXCEPTION_STACK_OVERFLOW
ntdll
ebehmoni
@quartz pier It's not so much about fixing it. In 4.23, the crash reporter fails to load and prints this message. For me it was because the engine uses a literal string "CrashReportClient.exe" and appends to the current running directory of the engine executable. However, there was no such file. Instead there was "crashreportclient-win64-debug.exe". Using source, this is probably from the engine build using debug-game-editor. After renaming the file to CrashReportClient, it worked as it should in Windows.
It seems like in my case the fatal error window was caused by not having compiled the crash reporter @gritty basin
I fixed that actually
I still can't boot the engine though
Does anyone know if there's an equivalent to AppData\Local\UnrealEngine for the source build?
Strangely, I can start the UE4 editor through VisualStudio's debugger but it crashes when I open a project (because that reloads the binary WITHOUT visual studio's debugger, exits the process). I can also start my game's solution through visual studio's debugger and it loads fine.
But I can't open the UE4Editor binary directly
It exits with this exception_stack_overlow
I hope you fix that. I cannot help you with that particular issue.
Found this after managing to attach Visual Studio's debugger to the process:
Can anyone answer a couple of questions about UGS? I need to switch to source code so I can build Dedicated server, but we have no intention of modifying the source. If I setup UGS to distribute to my artists, can I also use UGS to distribute engine binaries to programmers? I.e. so they don't have to compile the Engine, just build the game dll?
Question: 4.25 release notes: can anyone explain, in some detail, what this change is? "When the engine detects that an abnormal shutdown has occurred, we now spoof a crash report and send it from the CrashReportClientApp. "Abnormal shutdown" defined as: the shutdown did not appear to use a known exit path."
@gritty basin Better check commits inside related module of the engine in Github
I have never gone to the UE github page; we do use source at work but I am not familiar with it. Probably should go do that π Thanks @lilac isle
It should be inside Engine/Source/Programs/CrashReportClient path
I have downloaded from source and my root folder has Engine and MyGame folders in it. When I run GenerateProjectFiles.bat it creates UE4.sln but it does not contain MyGame project in there. Any ideas?
Project file is here: MyGame/MyGame.uproject
If I right click MyGame.uproject and choose "Generate project files" it produces MyGame.sln which has MyGame module and the (source) UE4 engine projects in it.
how do i input constants into this function
so i dont need these fucking stupid dummy variables
Hi guys, I'm new.
I am having trouble porting my custom shading model (4.24) to version 4.25.1
In particular, the material appears completely black.
Has anyone encountered a similar problem?
Whats the difference between the 4.25.1 and 4.25.1 plus branch?
Hi, does anyone know if you can assign a value in visual studio without a number?
@fading grail 4.25-Plus has experimental stuff for next-gen console support
You can easily see by checking out different commits compared to 4.25 branch
Thanks for that.. I did.. try to compare, but there was a ton - so hard to see, so I'll just stick to 4.25
Has anyone built Unreal Game Sync? I'm unable to open the Solution because I need to install WIX 3.8 ?
@calm mason Yeah. I have but that was fairly easy to pull down in VS
I grabbed latest WIX but the project doesn't build with it, can't understand how to grab 3.8 specifically
I have another question regarding UGS, looks like it supports multiple Precompiled 'Archives' per project. As the engine code will very rarely change it makes sense to me to have one archive for the Engine and another for the Game dlls which will change a lot.
Is anyone using UGS like this?
I think amount of people seriously using UGS is super limited at the moment π
Sure feels like it π
I guess the other option for me would be to make a pre-packaged style distribution
Id have to dig around on the Wix, I just remember digging thru the VS update options and found it, but that was forever ago
And no we dont use UGS split up like that, but thats an interesting thought. We just use the one big Archive of everything. It might be a bit more, but just seems safer in a way to keep everything in sync
yeah, kinda sucks to be downloading 500mb zip every time when it's only the game dlls that have changed
I'll report back if I get it working!
hah yeah, but then Im thinking of everything in an office environment, 500MB downloads are nothing!@
(until a Pandemic hits and now were all WFH anyways)
yeah that's right, our team is distributed and 500mb updates for every change is gonna suck for people on bad connections
if it has to be done like this then so be it
trying to split it into multiple archives is proving impossible so far
this is actually cool
I can now add support for json files
without some strange work arounds
huh, thats interesting
mostly thinking we did something very similar but way more engine mods and less plugin mode
Ok I'm thinking this belongs here, the editor is able to click through invisible parts of object to select what is visible, I really need this behavior right now and I'm not sure how they are doing it. Anyone know where in source to start looking to see how they managed to do that?
I know it is possible to build a package version of the Editor from source.
If I set the right options during this step is it possible to build a Dedicated server game from this package version of UE4?
I know I can distribute the full source and build from that, but I need to avoid that if possible.
ok I found a couple of posts indicating it should work so π€
https://jackknobel.com/BuildGraph/Building-an-installed-ue4/ if you're interested
Is there a clean way to fully disable the CrashReportClient from launching via a command line param?
Mostly looking at a build system issue, I found the -unattended flag but that seems to only make it not show the UI?
Anyone know of any good engine forks?
Interesting question, in terms of experimental or ???
third party forks like gameworks branch and stuff
How can i set r.Streaming.PoolSize permanently in the project rather then the Executable dir?
hi, how are you managing changes in upstream when it comes to integrating them in the local build? are you rebuilding the whole project (make) or is there a better, faster way? it takes too long to build all of it
If incoming commits include changes on core header files, you're likely to rebuild entire engine, yes.
how do you generate a trace file for insights tool?
@boreal jungle insights works by connecting to a remote server
There's no way around that last I checked
However that remote server can be anywhere really - doesn't need to be the same PC/continent
RenderScene.cpp@1288
checkf(!Primitive->SceneProxy, TEXT("Primitive has already been added to the scene!"));
Anybody else have issue with game crashing in build on this line since 4.25?
We have no idea what this line actually checks or why would primitives be added multiple times.
Hey all. I'm looking for a way to permanently toggle "Slate.enabletooltips 0". That way we don't have to add it to the Cmd every time we open the engine.
add it to consolevariables.ini
Thank you. I'll give it a go. π
I gave it a go, and was unsuccessful. Below is a screen shot of where I'm putting the .ini file, and what is written in the ini file. Am I missing something?
I did close Unreal and reopen after saving the .ini file.
Figured it out. I needed to change the config file in the engine, not the project. Thanx for you help. π
Why does Visual Studio do a 20 minute build each time I make a small change to the engine code and run the debugger? ( New to C++.. coming from JavaScript / Python world )
because you're editing a header that is included in many places and thus requires many files to be rebuilt
ahh.. it rebuilds even if i just restart the debugger without changing anything too
is there a way to speed up development time?
that doesn't seem right
only changed files are rebuilt
open the ubt log, it writes the reason for rebuilding each action
do you know where it writes it in the log?
the lines start with IsActionOutdated or something similar
Anyone have any clue how to resolve this when trying to package a Windows standalone executable?
UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to build "C:/....../Engine/Programs/AutomationTool/Saved\UATTempProj.proj":
UATHelper: Packaging (Windows (64-bit)): C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(2081,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "Windows". Check to make sure the assembly exists on disk. If this reference is required by your cod
e, you may get compilation errors. [C:\......\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): HoloLensPlatform.Automation.cs(17,15): error CS0234: The type or namespace name 'Management' does not exist in the namespace 'Windows' (are you missing an assembly reference?) [C:\......\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): HoloLensPlatform.Automation.cs(1111,24): error CS0246: The type or namespace name 'IAsyncOperationWithProgress<,>' could not be found (are you missing a using directive or an assembly reference?) [C:\......\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): HoloLensPlatform.Automation.cs(1111,52): error CS0246: The type or namespace name 'DeploymentResult' could not be found (are you missing a using directive or an assembly reference?) [C:\......\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): HoloLensPlatform.Automation.cs(1111,70): error CS0246: The type or namespace name 'DeploymentProgress' could not be found (are you missing a using directive or an assembly reference?) [C:\......\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]```
Running UE4.25 from github source on VS2019.
Resolved. To anyone seeing this later, make sure the Win10 SDK is installed in Visual Studio.
I've never touched C++ before but I'm studying LOD groups and the official doc talks about editing the BaseEngine.ini file which (from my understanding) is generated when a template project is created. So I'm assuming a blank C++ project won't have a baseengine.ini file. How do I go about finding or making this file and how would I edit it? Thank you
