#engine-source

1 messages Β· Page 39 of 1

thick storm
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monitors, gpus

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but including custom water loop

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and some over the top chassis

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either way

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it was worth so and i would do it again without blinking

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especiallyy now, that I work mostlyy from home

devout iron
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hm yeah that makes sense

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i7, 6 core, 2.2GHz, 16GB RAM

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probably need to add some RAM

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I know it's not the best machine but I feel like my engine build times drastically increased in the last few months

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It usually took 1-2 hours tops, and 2 hours was a busy day

unreal wraith
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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

devout iron
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it's definitely my CPU :/

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it's just interesting because something between 4.21 - 4.24 really seems to have changed the experience for me

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I basically have to leave the build running overnight to ensure I can work in the morning

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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...

full flare
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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?

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It's when I run GenerateProjectFiles.bat

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Odd thing is I don't have a drive M:...

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Correction... I see that I do now... my computer relabeled one of my drives... odd...

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ok... I've downloaded the source from Github... I've ran the setup.bat file...

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says I'm suppose to run the GenerateProjectFiles.bat second...

naive fossil
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that is right

full flare
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could anyone lend a hand on what I'm doing wrong... am I missing step

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but the GenerateProjectFiles.bat fails... it's suppose to do that?

naive fossil
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are you on proper branch ?

full flare
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I downloaded to my computer. I'm not cloneing

naive fossil
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but proper branch ?:>

full flare
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I think I am

molten crag
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Anyone know how to prevent a nomad tab from reopening when ue4 starts up?

naive fossil
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seems to be fine

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Setup.bat finish properly?

full flare
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yes and closed on it's own

naive fossil
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You have VS 2017 Enterprise?

full flare
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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

naive fossil
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i think that you should genertae engine project files

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then build engine

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after that you can use proejct

full flare
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so yes

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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...

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So ANY help at this point is good help

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because on the one screenshot it says to run the one and then right after run the other...

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the second screen shot shows (If I read it properly) to compile then run the GenerateProjectFiles.bat.....

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@naive fossil Thoughts?

naive fossil
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oh with this chaos demo it seems to be sth different

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so I will keep forum post

full flare
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I'm sorry I'm not following... Meaning?

naive fossil
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so you unziped UE source code and unzipped chaos demo into exact same directory - right?

full flare
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yes

naive fossil
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oh, and now try point 4 and it's fail?

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but

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point 3 says that you should run Setup before placing

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chaos demo into engine directory

full flare
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which I did

naive fossil
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ok

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for me it's look like you don't have some dependency at VS installer or sth?

full flare
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is that in my vs2017 or in the github version I downloaded?

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from what you saw I picked the correct branch to download from correct?

naive fossil
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I think you picked the right one

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and I mean run your VS installer

full flare
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and I can't find the UE4.sln file they're talking about

naive fossil
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you can't cause you didint generate project files

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check in VS Intaller C++ features for gamedev and

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plugins for UE4

full flare
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I'm sorry I'm not following what your asking me to do. you mean check my plugins or features in my vs2017?

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@naive fossil ?

sleek sand
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I try to compile the 4.24.3 release version, and I have linker errors in the MovieSceneTools module

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I just cloned the repo and switched to the 4.24.3 release tag, run the script to install dependencies and tried to compile 😐

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any idea what can be the issue?

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1>```
naive fossil
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@full flare more or less - yes. You should have Visual Studio Installer program

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try to type it in windows search I You will find it

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near your installation try to find "modify" option

full flare
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then what... what am I looking for?

naive fossil
full flare
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Ahhhh... Lights have come on... Thanks.

naive fossil
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πŸ™‚

visual gyro
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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?

sleek sand
visual gyro
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Hmmmm, peculiar, for some reason mine, and all the other project members appear empty let me go and re-install it real quick

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By any chance did you compile your own binaries or used the installer of the epic games launcher?

sleek sand
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source

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i have launcher version too

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i have all the versions 😱

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same

visual gyro
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Is the folder empty on the 4.24 launcher version on your end by any chance or are both the same?

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Okay then it's definetly something over there. Aye thanks for the help man

sleek sand
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np, hope you will figure it out soon

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gl

wooden verge
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Trying to build from source

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Getting a bunch of errors

quick mica
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could you give us the log instead pls?

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but my first assumtion is you maybe miss the right toolchain?

strange jungle
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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 !

marsh sleet
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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?

ashen ice
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I too was getting that one I think, 4.25 introduced some silly errors

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Took me all morning but I finally finished building UE4 and a project

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Also was crashing for me whenever the project creator was opening Explorer to find a directory, but whatever

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Still need to figure out how to "sync" a project with any engine changes I may make

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Oh nvm I think I see how, just switching the version on the .uproject

silver hollow
naive fossil
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@silver hollow now we know - you are from Poland πŸ™‚

silver hollow
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damn πŸ˜„

wooden verge
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Getting this error while running in debug

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Any ideas why?

naive fossil
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StaticMeshComponent is linked with StaticMesh by DerivedDataKey - right?
How can I link custom spawned StaticMeshActor from my own Factory with other asset data?

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Like, whenever I change sth in that asset I can apply those changes to already spawned actor?

open star
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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

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4.24.3

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This didn't occur in 4.22, not sure what changed.

full flare
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@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...

naive fossil
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hmmm

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and maybe you should try

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"plain" source code of UE

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I'm not sure if that is some settings problem

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or the way

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that this demo should be launched

full flare
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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...

latent jasper
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@full flare I had a similar issue yesterday and it was solved by downloading the latest version of VS with the correct additional files

full flare
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@latent jasper Please explain, more details please... additional files meaning what?

latent jasper
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When I installed VS I had the option of C++ for game development and a few other things on the install screen

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Getting those fixed it for me

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I can’t remember them all though

full flare
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ok I've installed the c++ game dev stuff...

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did you need to reboot the computer prior to trying again or did it just work?

latent jasper
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Had to reboot

stable hemlock
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Is there a way to compile the engine in a separate folder and not in the folder with the solution file?

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Because when i finish i want to delete the unecessary files as they are much larger than the retail version of the engine

elder falcon
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this is called an installed build

stable hemlock
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I want to use chaos which requires the source build

torn vigil
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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.

prime torrent
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Which configuration are you building?

torn vigil
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Development Editor / Win64 / UE4

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(but all configurations have empty Debug settings)

prime torrent
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You'll need to switch to Debug Editor if you want to debug into the Editor

torn vigil
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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

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I'll try though and I'll let you know if it helped! Thanks

prime torrent
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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

stable hemlock
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Some thtorials i saw say i should build the whole solutions other the ue4 target

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Which one should i use?

torn vigil
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@prime torrent As I expected, I have the same problem whatever my configuration is

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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.

prime torrent
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Launch your project's project, not UE4's project.

stable hemlock
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Does anyone have an idea why?

torn vigil
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@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.

prime torrent
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I'd just make an empty project

torn vigil
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But to make the project, don't I have to launch UE? XD

prime torrent
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And that should let you debug whatever you want.

torn vigil
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So I should launch UE without debugger, to create a project, to then be able to launch it with a debugger?

prime torrent
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You can't launch UE?

torn vigil
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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

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Funny enough actually, even if I use Ctrl + F5 (start without debugger), it says "Unable to start debugging, check the project properties.."

stable hemlock
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Can anyone help me?

quick mica
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I think the chance to help you would be higher if you would link the logs instead.

stable hemlock
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And how would i do that?

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@quick mica

quick mica
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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

stable hemlock
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bruh, i just cleaned the solution

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Do i have to build again?

quick mica
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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

stable hemlock
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Well there is no more information to provide as far as im aware. Theese are the only errors

silver hollow
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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.

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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.

stable hemlock
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I followed it line by line

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I'm recompiling now to see if it makes any difference after adding bUseChaos = true as well

silver hollow
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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)

stable hemlock
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Also i keep getting mixed inputs. Some sources say build the whole solution others say just build the UE4 target

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I compiled nvidia's branches before by only compiling the UE4 target so im not sure if compiling the whole solution is necessary.

silver hollow
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well, Development Editor configuration compiles basically everything πŸ˜‰

stable hemlock
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Ah okay

stable hemlock
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It's working now

silver hollow
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some people have issue with compiling it, now fixed πŸ˜›

stable hemlock
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Hmm, didn't update since i have it from the zip but it still worked

torn vigil
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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

elfin shell
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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
celest viper
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Has anybody seen any fairly reproducible crashes when using the Retime tool in the Sequence editor?

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Ive got somebody here thats been running into that and it seems to be getting into an uninitialized map

celest viper
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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

strange hornet
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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.

lost linden
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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?

lost linden
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fixed that issue. I hadn't put the chaos project in the engine folder before compiling. derp

open star
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When i switch to a shipping build I get compile erros in Module.Chaos.cpp

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except, I've never enabled Chaos

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nor do i want to

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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?

open star
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ugh. thankfully a rebuild fixed that one

slate thistle
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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.

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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

stable hemlock
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@slate thistle clean solution and rebuild wit te followin UE4Editortaret

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`// 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;
}

}`

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Also use development editor confiuration wit win64

full flare
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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,

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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...

stable hemlock
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@full flare Install net framework 4.6.2

slate thistle
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@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.

stable hemlock
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@slate thistle change the targetbuilden ironment.shared; to TargetBuildEnvironment.Unique;

slate thistle
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Im rebuilding the engine again but its still not working i dont know what to do

stable hemlock
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What is the error you're getting?

stable hemlock
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@slate thistle

full flare
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If so how to I fix this?

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Anyone?

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I think I figured it out.

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can't get the ChaosDestructionDemo to load...

stable hemlock
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@full flare remove the breakpoint?

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Are you running a debugging version?

full flare
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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.

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Now i'm actually building the engine... see if that works better.

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@stable hemlock Unless you have anything else that would help me more then trying that...?

willow spindle
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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?

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I want to hide some blueprint nodes in my plugin behind an "Enable Experimental Features" config flag

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I couldn't find anything in the class or function specifiers though

stable hemlock
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@full flare Thats what you have to do

full flare
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@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.

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@stable hemlock Thanks for the assist I'll keep you posted.

stable hemlock
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ok

full flare
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@stable hemlock It still wants me to rebuild the project in something other than UE4... With it no running...

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So I'm trying that... I hope Im doing this right....

stable hemlock
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@full flare Yes i know, i imagine you built the engine right?

full flare
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yes

stable hemlock
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start it from the win64 folder

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its called ue4editor.exe

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Then open the destruction demo project from the engine menu

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it'll ask you to open in visual studio

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do so and then a target file called destructiondemo will appear under the UE4 target

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right click that and build

full flare
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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?

stable hemlock
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Bruh

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did you build ue4 yes/no?

full flare
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yes

stable hemlock
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Ok

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close visual studio

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@full flare

full flare
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I have to stop the build of the chaosdestructiondemo..

stable hemlock
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Yes

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stop

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and close visual studio ffs

full flare
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done. vs2017 is closed

stable hemlock
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Go to your ue4 folder

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engine

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binaries

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win64

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open ue4editor.exe

full flare
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opening as we speak

stable hemlock
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clean solution

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and rebuild the ue4 target

full flare
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ok one moment

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Is that from multiple build attempts?

stable hemlock
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prolly

full flare
stable hemlock
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i said clean solution

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and rebuild

full flare
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I was showing that the clean was done. rebuilding now

stable hemlock
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ah ok

full flare
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The 17 that it skipped should that have skipped? or that normal?

stable hemlock
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idk

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just build it

full flare
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it's already been rebuilding... I was just curious if you knew.

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I'll let you know once it's done.

stable hemlock
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ok

full flare
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@stable hemlock Done with build. loading it now.

stable hemlock
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@full flare ok

full flare
stable hemlock
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where are you running from?

full flare
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UEEditor.exe in the Engine/Binaries/Win64 Folder

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Sorry UE4Editor.exe

stable hemlock
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put this in the DevUE425Github/UnrealEngine-4.25 folder

full flare
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Could there be an issue on line 449? is that what it's saying?

stable hemlock
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and run it

full flare
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Installing prerequisites now

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It's weird prior to trying to load the chaosdestructiondemo I got the engine to load just fine.

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it's done

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@stable hemlock What next?

stable hemlock
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Tr yipen the editor now

full flare
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@stable hemlock Do I need to run this as Admin?

stable hemlock
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Hmm ifk

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Seems like your installation is corrupt

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Id say start all over again

full flare
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ok could you provide the exact steps after I down the files from git hub. That way I make sure I do this right?

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Keep in mind the sole purpose of this is to run the chaosdestructiondemo...

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I really do thank you for all the help you've giving me. Seriously!

full flare
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@stable hemlock Is that asking too much?

stable hemlock
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First extract the zip somewhere new

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@full flare

full flare
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@stable hemlock Next

stable hemlock
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Can anyone help me?

full flare
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@stable hemlock What's the issue?

stable hemlock
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@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.

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@full flare I just need to find it, I'm desperate ):

full flare
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@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?

stable hemlock
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@full flare Because my model has 300 material slots.

full flare
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100% different materials? or could some of them be instanced?

stable hemlock
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@full flare Different materials

full flare
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@stable hemlock That's a hard one... Sorry but I'm not the right one to ask....

stable hemlock
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@full flare Thank you.

full flare
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np

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@stable hemlock Is there any way for you to combine materials as instances to save on slots? that may be easier...

stable hemlock
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@full flare Mmm, I don't know.

full flare
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@stable hemlock Like metals, glass etc... etc...

stable hemlock
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@full flare I see, but I think it would take longer, since I have many models like that.

full flare
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@stable hemlock you'll have to keep asking around, tried google?

stable hemlock
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@full flare Yes xD

full flare
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@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?

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@stable hemlock If so you could possibly change it there and rebuild the engine...

stable hemlock
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It's on Static Mesh.cpp

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I searched Skeletal mesh.cpp but it is not there.

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@full flare I was thinking about doing that.

full flare
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So I would think that the Material Index is what controls that but I'm not sure...

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@stable hemlock I think that controls the allowed amount... so maybe look there...

stable hemlock
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@full flare I've already searched almost the entire engine, I just need to look at source

full flare
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@stable hemlock so it would need to be 12C or 012C if hex to number is correct for 300 instead of 255

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@stable hemlock I'd be willing to bet that is not the only place you'll need to make that change too...

stable hemlock
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@full flare Can you help me? Or do you know how to search for code in Visual Studio?

full flare
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@stable hemlock and just for fun Binary of 100101100... (sorry just a bit of fun there)

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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...

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@stable hemlock So in that regard I feel your pain and frustration...

stable hemlock
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@full flare Could you give me a hint? At least I'm not the only haha

full flare
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@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...

stable hemlock
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@full flare Last question: How do I remove the limit from everyone?

full flare
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@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...

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@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.

stable hemlock
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@full flare Thank you.

stable hemlock
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Anyone who can help me?

stable hemlock
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@full flare run te setup.bat

echo forge
#

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

half axle
#

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?

strange hornet
#

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.

strange hornet
#

If anybody could tag me that would be fantastic πŸ˜› Im off to bed! Even after copying over some settings from a fresh cpp project I couldnt get it to work

cosmic stump
full flare
#

@stable hemlock I got it working... Thanks a lot for your help!

stable hemlock
#

i didn;t do anything but ok

full flare
#

@stable hemlock You offered assistance. That is something.

#

@stable hemlock Any luck on your issue?

rotund orbit
#

Origin shifting breaks at 1,000,000 and will no longer shift origin. Anyone know how to solve this? Using 4.24 source.

potent spire
#

Does anyone know which version of visual studio compiled 4.25?

#

How would I find out something like that.

hollow wadi
#

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

stable hemlock
#

@full flare No, I tried to remove everything related but I was wrong.

fresh coral
#

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

silver hollow
#

@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

fresh coral
#

@silver hollow that'll do it, thanks

dusty inlet
#

Hey, how do u people understand unreal's source code ?

#

And how does the Engine's Renderer work or where does it start?

silver hollow
#

You need stare at it long enough until it finally start speaks to you.

limber jacinth
#

good old UE4 :/

dusty inlet
#

You need stare at it long enough until it finally start speaks to you.
I've been staring at it too long already 😦

torpid echo
#

i just linked my github account but still cant seem to see the source code :/

fresh coral
#

@limber jacinth that's actually microsofts fault, it's worked around in 4.25

pseudo vigil
#

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

spiral mortar
#

@pseudo vigil There's probably a proper way, but you could always symlink it

pseudo vigil
#

yes

#

I was looking for the proper way, bbut thanks, gonna create a symbolic link meanwhile

charred viper
#

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?

somber vigil
#

How do I find the images the engine uses to make up the UMG scrollbar?

agile steppe
#

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

sour flower
stable hemlock
#

Hello guys, I have one question. How to build UE4 from source on a macOS?

#

I found instructions )

dawn hinge
#

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

vague cedar
dawn hinge
#

Yes I did. The problem was that I was not running bash. I don't know why it matters but it worked afterwads. THanks !

kind rain
#

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;

charred viper
#

Thanks!

heady gate
#

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...

silver hollow
#

@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.

wise cape
#

Anyone know of a delegate for 'Editor Loaded"?

#

I'm looking to hook on in startup module, when the editor is all done loading.

spiral mortar
#

@wise cape FCoreDelegates/FEditorDelegates

spiral mortar
#

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 so😒

I know this is not top priority, but could you give another look to this?

@UnrealEngine @ShaderBits @Lord...

elder falcon
#

imagine expecting anything to happen

spiral mortar
stable hemlock
#

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?

long wave
#

862 open PR's. jeez.

stable hemlock
#

Ok, found the solution

#

Just deleted pre-compiiled UE4Editor

#

And rebuilt once again

true elk
#

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

hidden hedge
#

use the output window

#

does it say anything else?

true elk
#

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 ==========

sterile tundra
#

@true elk Don't think I can help you, but why do you have a UE_4.25 inside your UE_4.24?

true elk
#

The folder name is weird, but my 4.25 and 4.24 installs are actually separate πŸ˜…

hidden hedge
#

did you verify that both paths it's referring to (path to Build.bat and to ArcadeRacing.uproject) exist on the filesystem?

formal flower
#

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.

elder falcon
#

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:

silver hollow
#

is it 4.25 synced to the last changes? seen something for DXGI, can't remember which branch...

elder falcon
#

it's latest 4.25 branch from yesterday

silver hollow
#

damn 😦

#

I guess that a good reason to finally ditch Windows 7 on developer machines πŸ˜›

#

recent Windows 10 upgrade gives us DX12 Ultimated and... now you can uninstall Paint and Wordpad πŸ˜„

#

oh wait, it's shipping

#

WTF πŸ˜„

#

how that could slip to the release

elder falcon
#

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

elder falcon
#

4.25 shipping builds will not launch on windows 7 unless you fix the issue mentioned above

silver knot
misty sun
#

help... engine thinks plugin isn't installed but launcher thinks it is... how can I remove it? 😦

#

@silver knot you might have a map with an invalid type?

silver knot
#

@misty sun Thanks .

versed rapids
#

no...
But that's because nobody knows what your problem is...

red hornet
#

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 ? πŸ™‚ 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

versed rapids
#

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

red hornet
#

oh so its not only about updating (adding that function into the timespan.cpp and timespan.h files ?)

versed rapids
#

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

red hornet
#

ok, looks like thats the only solution than

versed rapids
#

no but that's most likely the easiest

elder falcon
#

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?

quaint adder
#

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...

silver hollow
#

what? recompiled are only things that depends on changed file
it doesn't equal to "full rebuild" on editing "any engine file"

quaint adder
#

Hm I must have screwed up

#

I also changed targets to devgame complied but then stopped it

silver hollow
#

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 πŸ˜‰

quaint adder
#

Yeah I must have messed up when I stopped it and then switched back deveditor

silver hollow
#

could be

quaint adder
#

I reconcile offline work when I use P4

#

But I haven't set it up for 4.25 yet

silver hollow
#

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 πŸ˜„

quaint adder
#

Yeah I accidentally added spaces to one file bc I was looking up a class definition for Imodule

silver hollow
#

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 πŸ˜‰

quaint adder
#

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

vagrant orbit
#

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

fresh coral
#

@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.

half axle
#

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

elder falcon
#

open GeometryCollectionComponent.ispc and resave it

cold wigeon
#

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?

#

I just have to run my command from the command line, and then attach. W/E

turbid sigil
#

some one ported physx4 to 4.25

elder falcon
#

yes

turbid sigil
#

correct

elder falcon
#

indeed

turbid sigil
#

accurate

#

i'm going to try it with chaos and see how it works

elder falcon
#

what do you mean with chaos

#

using chaos disables physx

turbid sigil
#

no it does not yet.

#

that's the goal

elder falcon
#

it does

turbid sigil
#

but it still uses physx for, well you know, physics

elder falcon
#

no it doesn't

turbid sigil
#

yes it does

elder falcon
#

it uses its own physics engine from the ground up

#

which also happens to perform > 10 times worse than physx

turbid sigil
#

I swear they said it doesn't

elder falcon
#

well, maybe it didn't at some point, but it does

turbid sigil
#

well ok then

small cobalt
#

Is Chaos really that bad at the moment @elder falcon ?

elder falcon
#

well it was when I tried a while ago

small cobalt
#

Its still new i guess.

#

🀞 They can get it more performant

silver hollow
#

well it was when I tried a while ago
@elder falcon how long was "while ago"? πŸ˜‰

#

I'm curious, how much it improved while announced ready for Fortnite and I see a lot of Chaos work submitted daily

stable hemlock
#

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

silver hollow
#

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 πŸ˜‰

#

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

brisk silo
#

given ue5 is really just ue4.30, people will upgrade

turbid sigil
#

Blast peformance vs chaos peformance

thick storm
#

I certainly update to UE5 the moment it is released

lyric mortar
#

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.

bright olive
#
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

halcyon fable
#

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.

turbid sigil
#

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?

stable hemlock
#

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

turbid sigil
#

idk that's just what they said

#

also I assume UE5 license will be same as UE4

silver hollow
#

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 πŸ˜‰

#

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 πŸ˜›

#

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 πŸ˜‰

turbid sigil
#

@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.

stable hemlock
#

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

opal gorge
#

The enigne now won't launch for me... it just kinda spins indefinitely when trying to load srvcli.dll?

thick storm
#

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

opal gorge
#

It just launches and hovers around 38 mb or memory usage?

silver hollow
#

i do not modify sources
@thick storm weirdo πŸ˜›

thick storm
#

well most things can be done via plugins : D

#

and if it can't

#

it's time to get creative πŸ˜„

opal gorge
#

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

turbid sigil
#

I wish flow would be updated for 4.25 😦

#

looks so cool

fickle yew
#

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?

opaque lotus
#

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

fickle yew
#

How would I get the name of this variable from the pin connection ref thing?
Will this work? *PinRef->GetOwningNode()->GetName()

stable hemlock
#

Hi. Does anyone know what 255.0F means?
and how to search 0xFF without being Hexadecimal (255)
Everything in Visual Studio.

elder falcon
#

it means a float with a value of 255

dense kettle
#

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

wise cape
#

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.

gritty basin
#

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?

hidden hedge
#
            bCrashReporterRan = FPlatformProcess::CreateProc(*CrashClientPath, *CrashReportClientArguments, true, false, false, NULL, 0, NULL, NULL).IsValid();```
#

probably here in WindowsPlatformCrashContext.cpp

gritty basin
#

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

gritty basin
#

UGH, I'm so freaking close: its definitely right next to ExceptionHandling in HAL

#

I can smell the burnt pcb it is that close

topaz tree
#

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

turbid sigil
#

Just delete the folders for the plugins

#

Also someone has a fork of the flex repo for 4.20

topaz tree
sudden ingot
halcyon fable
#

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.

elder falcon
#

there was recently a pull request to remove this unnecessary restriction

halcyon fable
#

Do you happen to be able to point me at it, please?

elder falcon
#

I don't have the link, just remember seeing it

halcyon fable
#

Thanks for the tip! I'll search and paste it here if I can find it.

elder falcon
#

btw. I don't think the guy you tagged works at epic anymore

halcyon fable
#

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.

#

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.

halcyon fable
#

I care about other platforms and configurations so I updated the command line above, for... posterity, I guess.

thick storm
#

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 ;

tawdry kite
#

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

Unreal Engine

We are updating Unreal Engine 4.25 to use Android NDK r21. In this post, we will walk you through the new setup process that Android developers will need to take advantage of the update.

eternal cove
#

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

fresh coral
#

@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.

gritty basin
#

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

fresh coral
#

That error is because CrashReportClient.exe isn't where your build is expecting it to be

gritty basin
#

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

fresh coral
#

GetCurrentWorkingDirectory is just a shim for the windows OS functionality of the same name

#

it's part of windows

gritty basin
#

do you mind if i take this to a private DM?

fresh coral
#

sure that's fine

gritty basin
#

ok

elder falcon
#

did you actually package the crash reporter

gritty basin
#

this is before packaging

round pagoda
#

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

wise leaf
#

@round pagoda if you put your ini in the projects config dir it should override the engine settings

round pagoda
#

The DefaultScalability.ini?

wise leaf
#

ya

round pagoda
#

Yeah, did that but its not overriding πŸ€”

wise leaf
#

hmm, you may need to reload the editor

round pagoda
#

what, rebuild?

marble rune
#

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?

round pagoda
#

You don't have them set as read-only do you (e.g. perforce?)

wise cape
#

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.

marble rune
#

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

silver hollow
elder falcon
#

nice

marble rune
#

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?

thick storm
#

this open door for support files other than uasset and umap

tardy pollen
#

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...

round pagoda
#

Sounds like a problem with the project... Try looking at the callstack trace to see what function is causing it

tardy pollen
#

MapCheck

#

that's it

#

there is nothing related to my project

round pagoda
#

Open a different level in the project, any issues?

tardy pollen
#

that's the thing, i only have one level

round pagoda
#

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

tardy pollen
#

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

stable hemlock
#

@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 ?

tardy pollen
#

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

stable hemlock
tardy pollen
#

well thing is

#

this project is blueprint only

#

and the crash happens on map check

stable hemlock
#

Or you can try until Visual Studio two seem to just ignore those errors message ID

tardy pollen
#

everything is weird, i'm setting up UE4 from source right now, maybe i'll get more details into what's causing the issue

stable hemlock
#

Wait a second, am i replying to the wrong people πŸ˜„

#

My dyslexia again πŸ˜„ πŸ˜„

#

just ignore me

tardy pollen
#

oh its fine

#

i'm learning something

#

not sure what

#

but i'm learning it πŸ‘

stable hemlock
#

@marble rune read my messages above, I was replying to the wrong people πŸ˜„

tardy pollen
#

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

stable hemlock
#

@tardy pollen By any chance are you trying to import some cooked content?

tardy pollen
#

no no

stable hemlock
#

If you are using your custom engine version downloaded from github, you can simply add an extra line/s to initialize it

tardy pollen
#

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

stable hemlock
#

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 πŸ˜„

tardy pollen
#

oh,

#

then i just made a fix

#

now i need to figure out why git doesn't want to push to my fork 😦

#

even with years of using git

#

it's like remembering tar command's

#

great now i broke my engine build

tardy pollen
#

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

gloomy hamlet
#

Did you create the PR on the same branch that you started from?

tardy pollen
#

i couldn't even create a PR

#

had to reset

#

now i need to rebuild the engine from scratch again πŸ€¦β€β™‚οΈ

#

I'll clone my own fork, add the UE repo as upstream

gloomy hamlet
#

Hah, yeah that's always fun

tardy pollen
#

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

gloomy hamlet
#

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...

tardy pollen
#

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 πŸ˜„

#

i'm gonna make sure that none else loses time over this stupid bug 🦾

round pagoda
#

πŸ™‚ Hero

tardy pollen
#

Herro

#

is this normal behavior ?

#

106GB seems to be an overkill on my SSD, anything I can do to clear up some space?

gloomy hamlet
#

I removed most of the plugins, but mine's currently 112...

marble rune
#

@stable hemlock I found adding /wd4800 to the vctools file fixes it for now. I actually couldn’t find which variables were causing the problem, VS was constantly opening up comip.h, it’s already fixed in 4.25.1 though so it’s 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.

elder falcon
#

106GB seems hardless

tardy pollen
#

woah

elder falcon
#

I got another nvme ssd just to put the project stuff on it

tardy pollen
#

is it possible to remove all that archviz and automotive and cinema stuff ?

elder falcon
#

I wonder how big the fortnite project is, probably like 2TB from all the assets br_anim_thinking

tardy pollen
#

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 ? 🀣

turbid sigil
#

You never would have guessed but the unreal editor uses Unreal engine

tardy pollen
#

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 ?

turbid sigil
#

Are you building from source?

small cobalt
#

Did UnrealGameSync get removed from 4.25??

#

I cant find it under Programs?

spiral mortar
#

uh

small cobalt
#

No it didnt, my 4.25 source just doesnt have it for some reason...

spiral mortar
#

Same here

#

Might be stripped in launcher builds

small cobalt
#

Not using launcher

cold venture
#

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)
{
}
elder falcon
#

you're supposed to override it in your derived class

#

virtual void ClientWasKicked_Implementation(const FText& KickReason) override;

mellow ridge
#

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%

warped crescent
#

Did you try to build the UE4 Project? You are using "Blankprogram

mellow ridge
#

Yes i build the whole solution

warped crescent
#

yeah it looks every different

mellow ridge
#

I will try to set Ue4 as startup project and build again

warped crescent
#

is there any reason you are using resource view?

#

instead of solution explorer?

mellow ridge
#

No no reason i just opend the solution without looking xD

#

ah sh**t sorry im bob with visual studio

warped crescent
#

nvm yeah, idk if it matters

mellow ridge
#

i was asking why its done fast πŸ˜„

#

normally take ages

#

Same error

stable hemlock
#

@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 πŸ˜„

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...

β–Ά Play video
mellow ridge
#

i removed the whole engine and cloning again xD

#

i will check the video after downloading

#

thanks

stable hemlock
#

I just noticed you actually have two different types of error πŸ™‚

tardy pollen
#

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

celest viper
#

@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.

gritty basin
#

@celest viper for mobile or desktop?

celest viper
#

just desktop. Source built editor. I know you were looking at mobile, I was just hoping youd picked something up along the way heh

gritty basin
#

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

celest viper
#

aight one moment

#

yup got that

gritty basin
#

does the cr even come up? what happens

#

what happens when it crashes, do you get a popup that says Fatal error?

celest viper
#

Yes, just the popup for Fatal Error, not the full CR

gritty basin
#

so in the engine code, that pops up when the CR fails to load

celest viper
#

well that makes some sense. Is there a log I can look at for why it would fail to load?

gritty basin
#

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

celest viper
#

Interesting. What are looking for under there? One of the crashes?

gritty basin
#

there is a folder for crashes, and a log folder

#

you may get some info there

celest viper
#

Where did you find that string literal you mentioned in the engine?

gritty basin
#

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

celest viper
#

yeah I started that up after I asked

#

ok

gritty basin
#

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

celest viper
#

cool cool dude Ill dig around wiht this for a minute

#

thanks for the assist

gritty basin
#

πŸ™‚ good luck

#

o wait

#

@celest viper is this a packaged product, or just running in the editor?

celest viper
#

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

gritty basin
#

no, CrashReportClient.exe

celest viper
#
#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
gritty basin
#

what version do you have? the version I was referring to was 4.23

celest viper
#

interesting

#

Thats in 4.24.2

gritty basin
#

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

celest viper
#

and yeah that change came in when I integrated 4.24 last year

#

er earlier this year

#

fuck 2020

gritty basin
#

find "Fatal error"

#

and go back from there

celest viper
#

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

gritty basin
#

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

celest viper
#

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

gritty basin
#

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

celest viper
#

yeah me either.

#

oh one other thought. Is there a seperate space for logs generated by the crash reporter?

gritty basin
#

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

celest viper
#

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

gritty basin
#

πŸ™‚ wooooot

celest viper
#

Haha woot indeed

bitter gazelle
#

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

gritty basin
#

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

marble rune
#

If you want to build a dedicated server, you have no choice but to build UE from source too.

native mauve
#

so stupid imo

blissful bramble
#

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
stable hemlock
#

Does anyone know how to search for a particular engine code in Visual Studio?

stable hemlock
#

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.

opaque lotus
#

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

stable hemlock
#

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 ?

opaque lotus
#

I'd need to double check when I'm at my PC next, but I thought 13.1

stable hemlock
#

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

opaque lotus
#

Ah, gotcha. That's probably it then. Explain why I was thinking of 3 and 1 being in there

willow spindle
#

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

spiral mortar
#

FCoreUObjectDelegates::OnObjectPropertyChanged might do the tricky @willow spindle

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();
        }
    });
}
halcyon fable
#

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?

leaden zinc
#

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

quartz pier
#

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:

quartz pier
#

@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?

stable hemlock
#

The log would be much more helpful πŸ˜„

marble rune
#

@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.

celest viper
#

@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

blissful bramble
#

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?

quartz pier
#

@celest viper @stable hemlock I've been digging for logs, but it doesn't even write them:

quartz pier
#

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

quartz pier
#

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.

quartz pier
#

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

quartz pier
#

Ok. Managed to get the crash reporter client running by manually building it. Which tells me:

Unhandled Exception: EXCEPTION_STACK_OVERFLOW

ntdll
ebehmoni

gritty basin
#

@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.

quartz pier
#

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

gritty basin
#

I hope you fix that. I cannot help you with that particular issue.

quartz pier
calm mason
#

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?

gritty basin
#

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."

lilac isle
#

@gritty basin Better check commits inside related module of the engine in Github

gritty basin
#

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 πŸ™‚ Thanks @lilac isle

lilac isle
#

It should be inside Engine/Source/Programs/CrashReportClient path

calm mason
#

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.

onyx light
#

how do i input constants into this function

#

so i dont need these fucking stupid dummy variables

steep rampart
#

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?

fading grail
#

Whats the difference between the 4.25.1 and 4.25.1 plus branch?

stable hemlock
#

Hi, does anyone know if you can assign a value in visual studio without a number?

lilac isle
#

@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

fading grail
#

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

calm mason
#

Has anyone built Unreal Game Sync? I'm unable to open the Solution because I need to install WIX 3.8 ?

celest viper
#

@calm mason Yeah. I have but that was fairly easy to pull down in VS

calm mason
#

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?

lilac isle
#

I think amount of people seriously using UGS is super limited at the moment πŸ˜„

calm mason
#

Sure feels like it πŸ˜…

#

I guess the other option for me would be to make a pre-packaged style distribution

celest viper
#

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

calm mason
#

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!

celest viper
#

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)

calm mason
#

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

thick storm
#

this is actually cool

#

I can now add support for json files

#

without some strange work arounds

celest viper
#

huh, thats interesting

#

mostly thinking we did something very similar but way more engine mods and less plugin mode

grizzled breach
#

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?

calm mason
#

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.

calm mason
celest viper
#

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?

turbid sigil
#

Anyone know of any good engine forks?

grizzled breach
#

Interesting question, in terms of experimental or ???

turbid sigil
#

third party forks like gameworks branch and stuff

fresh stump
#

How can i set r.Streaming.PoolSize permanently in the project rather then the Executable dir?

iron ravine
#

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

lilac isle
#

If incoming commits include changes on core header files, you're likely to rebuild entire engine, yes.

boreal jungle
#

how do you generate a trace file for insights tool?

spiral mortar
#

@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

void oar
#

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.

slow meteor
#

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.

elder falcon
#

add it to consolevariables.ini

slow meteor
#

Thank you. I'll give it a go. πŸ™‚

slow meteor
#

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. πŸ™‚

boreal jungle
#

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 )

elder falcon
#

because you're editing a header that is included in many places and thus requires many files to be rebuilt

boreal jungle
#

ahh.. it rebuilds even if i just restart the debugger without changing anything too

#

is there a way to speed up development time?

elder falcon
#

that doesn't seem right

#

only changed files are rebuilt

#

open the ubt log, it writes the reason for rebuilding each action

boreal jungle
#

do you know where it writes it in the log?

elder falcon
#

the lines start with IsActionOutdated or something similar

warped jackal
#

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.

warped jackal
#

Resolved. To anyone seeing this later, make sure the Win10 SDK is installed in Visual Studio.

obsidian elbow
#

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

elder falcon
#

you should not edit baseengine.ini

#

put overrides in your project's defaultengine.ini instead