#engine-source
1 messages Β· Page 42 of 1
Ok. Thanks. That is, there is hope that they will not forget for a couple of years)
the last one is feature development rather than a bug fix, and it's only import and not export?
Export is now implemented in the engine. For some reason, there was no import there. So I decided to add this.
ah right, makes sense. it's nice the extent you documented your PRs, but unfortunately it's a pretty slow turnaround
Thanks for the feedback. Hopefully it won't drag on for many years.
backlog grows and probabaly will be growing
because most of company work on UE5 and don't have time for UE4 PR
where quite a bit of them might be obsolete begining next year
first hand source
unless it is some simple bug fix
why would it be obsolete? isn't UE5 just rebranded UE4.28 with some big new features?
they actually rewrote the core?
I honestly don't know any particular details
just that the engine changes are more substanatials
and if you ever modified engine code
it will be quite a bit harder migration process
Hi all, hopefully this is the right channel. I'm compiling unreal from source for the first time and having to do bLegacyPublicIncludePaths = false; to get lightmass and a few others to compile. That feels a bit wrong to me, but like a few github issues have said, it does work. I was wondering if there was anything different I could/should be doing so that I'm not having to do that as I'm assuming that's not really a standard thing to do. Running (i'm assuming latest) VS2017 as guides recommended.
@idle steeple data-oriented-design, it has a free web version
also the Game Gems series, tho most of them are old
but thats a really strong set
Hey, I'm compiling UE from source and I got this error. How do I fix it?
It's error code MSB3073
@sour pond Are you getting that cmd line too long error? as far as I can tell thats the right answer for UE4 and VS2017 right now. That or setting DefaultBuildSettings = BuildSettingsVersion.V2; in your .build.cs file (though that does the same work under the hood as bLegacyPublicIncludePaths = false best I can tell
@celest viper Thanks for the response. I might prefer that defaultbuildsettings option as Iβve have to put the Legacy bool in a few places at this point and would prefer not to deal with doing that. Is vs2017 still the recommended version or should I be using my vs2019 install? The ue4 guide still shows using vs2017 which is the only reason I used that.
I dont know their official stance, but Id say 2019. If it makes a difference that bug I mentioned was reported and fixed in 2019, but never backported to 2017 from what I can tell. So itd be worth it just for that heh π
Haha. Nice. Iβll give it a try then π thanks again
Hello! Has anyone worked with Custom Versioning for Archive? I need help setting up a custom versioning for my class. Any help would be appreciated thanks!
If youre talking about what I think you are then I have, but its been awhile. https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/VersioningAssetsAndPackages/index.html the seciton on Object-Level Serialization is what you want
Using customized serialization code and versioning to control how Objects are loaded from Assets and Packages
Looking at our code base I have both the GUID and the Enum defined in a struct for scope, but its all the same as the example code there
@celest viper Thanks for responding! Yes I am talking about the Object-level Serialization. Even I added the struct with enum and also registered it's GUID with FCustomVersionRegistration. So I am trying to add a new boolean to serialize only if the version is above my specifed version. But it keeps throwing LogSerialization: Error: Invalid boolean encountered while reading archive FMemoryReader - stream is most likely corrupted.
right, are you also writing out your version as part of the asset? Seems like you wrote out your boolean but not the version with it so now the data is "corrupted" from that error
Ar.UsingCustomVersion(MyClass::GUID); This line does writing version to asset file, right?
heh yeah going to double check
What you posted looks correct and you have something like this for your loading code then yeah? if (Ar.IsLoading() && Ar.CustomVer(MyClass::GUID) >= MyClass::MyBoolVersion)
so you only try to load that bool when youve got an asset with it saved
Right I am doing that...
The asset file was created long back... but I have added this versioning recently.. So the asset file doesn't have the version data.. With my new versioning code chagnes, Do I need to build all assets to contain this version number?
Yeah I would say your best bet would be to disable the check (so you always try to read that bool)
open that asset and resave it (so it gets the version)
then you can put your version check back in on load again
which isnt a big deal if its a handful of assets but itll be more of a pain if its a ton
Ran into a very similar problem on our project where another programmer simply edited the engine enums (cuz thats how you did it in UE3) rather then go donw this versioning route
was a real headache to try and unravel
I don't just want to load it, I also want to write that boolean if it has been changed... so I only check for version number when serializing that boolean... I guess there's no easy way π Thanks for your help
Well my point was to get the asset in a good working state with the new versioning its a few step process
- Build a version of the editor that doesnt check versions on load but will try to read in that bool so you can read in the asset correctly
- Read it in and resave the asset so it has the version written into it now
- Build the code with the proper version checking in it and run as normal
since you mentioned you had an asset with the bool in it from before you tried setting up versioning
anyway yeah theres never a super easy way, its Unreal!
True! can't agree more! Also thanks for the detailed steps π
cool seeing issue created in 2018 being still backlogged https://issues.unrealengine.com/issue/UE-54346
if I was working on engine I would also backlog it forever
ooh
water is now on github: https://github.com/EpicGames/UnrealEngine/commit/02d7bf775f92690244f64fe5107d7c0377700aaf
@fierce moss I can't say exactly what you may have done wrong, but that's exactly the problem the custom version stuff is intended to solve. You shouldn't need to do anything convoluted with fixing up assets manually.
It should automatically detect any assets saved before custom versioning was added to the code and give you a version number of 0.
@thick storm but fixing is probably is a matter of couple lines of code, according to report on the answerhub
like no one is using 4k scaled to 150? or no one of those use draw debug string?
I'm having trouble trying to integrate RakNet. Can someone look at my Raknet.Build.cs code and tell me what I did wrong?
RakNet.Build.cs:
`using UnrealBuildTool;
public class RakNet : ModuleRules
{
public class RakNet(TargetInfo Target) : base
(Target)
{
Type = ModuleType.External;
if (Target.Platform == UnrealTargetPlatform.Win64)
{
PublicIncludePaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "RakNet/RakNet-master/Source/");
PublicLibraryPaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "RakNet/RakNet-master/Lib/");
PublicAdditionalLibraries.Add("RakNet_vs2008_libstatic_release_x64.lib");
}
}
}`
@summer spindle ever worked on big software project ? When I see such issues on jira i don't even bother. There like dozens of more competing which are either more interesting or more pressing to do.
that's workflow breaking issue backlogged for 2 years
if that's considered normal for big software projects then no surprise epic call chaos being production ready when it clearly isn't even nearly ready
and yes it is normal
@gloomy hamlet Based on what they said I was assuming what went wrong was the custom data change was made (and saved into assets) before the custom version was implemented. At least thats what I was trying to help solve
@fierce moss I can't say exactly what you may have done wrong, but that's exactly the problem the custom version stuff is intended to solve. You shouldn't need to do anything convoluted with fixing up assets manually.
@gloomy hamlet I believe so... Then how do I change the version of all the assets to have latest version number?
@fierce moss Not sure exactly what you're doing. But generally I think you should have something like
auto CustomVersion = Ar.CustomVer(FYourCustomVersion::GUID);, then only within Ar.IsLoading() {} you check the version number and conditionally deserialize the newly added members based on version number.
But yeah if you already resaved assets with some custom version code added but not setup correctly, then like @celest viper says you may have corrupted it and you'll have to trial and error a bit to get it to load and then resave correctly.
uh implementing RakNet? why?
RakNet has known security vulnerabilities and hasn't been updated since it was dumped to github
SLikeNet is a RakNet fork that is kept up to date
I'm curious about modifying the editor UI. Is this the appropriate channel? π
That, or #plugin-dev or #slate or #cpp
Ahh, I see that "Slate" is the name of some aspect of the UI.
I'm just trying to find the right part of the source to dig around on my own, hehβ¦
are you looking at ui scale?
It looks like Actors have an IsSelectable method (I'm a total beginner), and I wanted to expose a checkbox in the World Outliner context menu or something
So that you could easily toggle that on and off
(I'm tired of selecting my skybox)
I was trying to search for other strings I found in that part of the UI, just to take a look but nothing yet.
beyond me - srry
Returns true if this actor can EVER be selected in a level in the editor.
Maybe I'll just try to disable it for my skybox, instead of editing the UI π
Exposing it for all actors would be a pretty straightforward engine change
big recompile though π
Creating a child actor of your childbox implementing that function sounds simpler
I'll have to come back to that, it seems I'm not the only one:
Tell us how to improve Unreal Engine 4!
Woot, I overrode the IsSelectable method so that it returned an EditAnywhere bool
It's not as quick as Unity, but I can easily toggle selection on/off through my Skybox blueprint editor.
Guys I left the source to build yesterday 8pm it's still at 130/3000
It is unusual slow, can it be from the disk I out ue4 at?
Put*
@runic cove If not using SSD it will be slow, yeah. But that degree of slowness sounds more like you don't have enough RAM for the precompiled headers and it's constantly using the page file for compiling.
ram usage is very high but isnt maxed out it's around 90% with chrome and discord opened eating a lot of ram @gloomy hamlet
This is how far it got over night
I previously compiled the oculus branch for ue4 and it took at most an hour
built*
In my experience a slow HDD can mean it will take 2 - 3 hours, but nothing like what you're seeing. RAM and paging is complex, it may not look totally maxed but that doesn't mean it's not using virtual memory.
On a slow PC/disk, I've found disabling precompiled headers can actually speed things up heaps.
@gloomy hamlet Thank you. I'll try it on my SSD this time, I hope my HDD was the issue
And if it's not the issue, as you said it's probably the RAM
3k things to build? i recommend not building everything
only build what your project uses by building your project
that works out the dependencies in the engine
i cant compile the source engine, keep getting out of heap errors
is this a known problem in VS 2019 free?
I am at my wits end, attempting to compile UE4.22 from source
It does not appear to be creating a UE4Editor.exe file anywhere, but I have zero build errors
I feel like I've re-installed everything a million times and probably horribly messed something up in my PC that is causing it to fail to build but there are no error messages
Any advice would be appreciated, otherwise I suppose I can reset my entire PC?
What build target are you using also
@hidden hedge DevlopmentEditor Win64
AV false positive?
@hidden hedge Can you explain what this means?
AV as in anti-virus
AV as in anti-virus
@hidden hedge Oh okay. Hmm, I don't use any special anti-virus (just Windows Defender). I was able to build a working UE 4.22 a few weeks ago but now it doesn't work
Today I tried building UE4.22 from source on my laptop (essentially a fresh install of my development environment, since I've been working on my desktop for the last few weeks).... and it still failed
and you set your game as the startup project?
plugging this again now that its essentially finished https://vkguide.dev/
ive been writing a tutorial series on Vulkan, with a focus on practicality and get stuff runing ASAP
minimal time is spent on configuration, and goes into dynamic rendering as quick as i could find
@brisk silo Nice!
@brisk silo Is it about naked Vulkan from scratch, or how Vulkan is used in Unreal Engine?
@jagged sinew vulkan from scratch
UE4.26 Pre version, using BuildGraph to build the binary version failed. Has anyone encountered it?π©
Why would you be so eager to use a preview version for building a binary engine?? Sees a bit premature.
Our artists need the new features of 4.26 for preliminary research.
Can't they use launcher builds
Yes, we have deeply customized the engine code, so we need to compile a version separately. I am curious why the launcher version of Epic can be built normally. Normally, we should use a set of build schemes. I think I should look for the corresponding version from the Perforce warehouse.
I temporarily solved this problem, sorry to disturb everyone. π
has anyone tried epic's fastbuild integration in 4.26?
Made a tutorial on how to improve linking times by an order of magnitude in UE4
https://horugame.com/improve-linking-times-by-an-order-of-magnitude-in-ue4/
did you bench whether using this reduces runtime performance in any way
@elder falcon shouldnt be an issue
@elder falcon incremental linking? no it doesn't
how do I tell build graph to skip certain modules from a binary engine build? stuff like OpenCVLensDistortion
I thought you liked building unnecessary modules
wiped all the junk out of InstalledEngineBuild.xml
it's win64 only now, no crap like iPhonePackager anymore :)
and what about dev builds? how to get rid of unwanted stuff properly?
what stuff?
like OpenCVLensDistortion you mentioned
no clue :/
probably by just removing the modules in file system π
@elder falcon how do you handle that?
disable all plugins you don't need and ignore the rest
that I'd done already
that works per project
but if i just want to tag modules to never be built in any project?
anybody dealt with the
/mnt/nvme/ue/UnrealEngine-4.26/Engine/Source/Runtime/AudioMixer/Public/Quartz/QuartzSubsystem.h:10:10: fatal error: 'Sound\QuartzQuantizationUtilities.h' file not found
in the current revision of 4.26? The Engine module where that header is seems to be included so not sure what is particularly wrong there.
hm just curious if it might be the \ in the include π
well you can change that and test it, right?
yeah it was... a bit further now π
sorry got lost in digging through the other issues π
I'm using the Oculus fork of Unreal Engine, is it possible to create a new branch in my forked repo based on the original Unreal repo, not the Oculus repo?
you can merge the original in
add the original as another remote in your git and pull from it and... good luck
Alright I'll give that a shot, thanks!
I am not sure how far behind that fork is so it might be quite a bit...also the conflicts might be an issue
I've only made like 2 changes to the engine, so could I add the original as a new remote and pull that into a new branch without trying to merge with Oculus?
you do not need to merge with the Oculus fork
But it depends how many changes they made to their fork that would make it conflicting with the original it is not only your changes that would be the problem there
I think they've made a lot of changes... π
you will see that when you try to merge π
just pull from the correct branch from the original
Alright, we'll see π
fix for my issues with the current 4.26 build https://gist.github.com/aknarts/9eef111b314e6617b62817f77fe85107
Hello everyone, I'm trying to build the engine from source but I've encountered a problem that I don't know how to solve:
10>UnrealBuildTool : error : Could not find definition for module 'DerivedDataCache', (referenced via Target -> DatasmithSDK.Build.cs -> DatasmithCore.Build.cs -> Core.Build.cs)
10>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat DatasmithSDK Win64 Development -WaitMutex -FromMsBuild" exited with code 6.
And then the same problem repeated across many projects. Could anyone point me in the right direction? Thanks a lot in advance, I've searched the interned but with no results
What branch are you building?
Hi guys, I have a question, When I build the UE from source, it build for almost all platforms and the engine size is pretty huge, how can I build it more optimize and light size + specifically for Windows only?
similar to Unreal Store Library, there are options that I can turn off since i wont be using them, where are these information located (in source code of course)?
I noticed after compiling from source code, it created ".pdb" files for each plugins which are quite heavy
let's say plugin 2D in the officially released 4.25.3 is somewhat around 14.9mb and if compiling the UE from source code it's 234mb
How can i have a clean light version of UE after compiling it from source code?
for Chaos
Why not use 4.26?
I'd argue Chaos in 4.25 is even more preview π
should do the trick
yeah, but it's still in preview stage in 4.26 no
Chaos is new tech - it's unstable in 4.26, and I'd expect even more unstable in 4.25
https://github.com/ryanjon2040/UE4-Binary-Builder
@spiral mortar That's helpful
i see... but did they add anything new to Chaos on version 4.26?
I haven't check 4.26 yet
I see... okay, i will try building it in 4.26
also, is there anyway that i can specify my only platform?
like in the official release there is options that i can turn off, other platform
but I'm not sure how i can set that up when i building it from source
@spiral mortar
disabling extra platform that i never going to us
Look, if you can't read a github readme you shouldn't be building from source
wow, that's harsh
Β―_(γ)_/Β―
yeah
Before asking more questions, check the links ppl give you
that tool is a literal GUI to build from source
even has toggles from the platforms you want to build
yeah, okay
well, that tool is great, but do you know where in source code they set those settings?
oh, they are in InstalledEngineBuild.xml
@spiral mortar UE4-Binary-Builder does only support 4.22-4.24, it didn't build it and show error
@phy How do you build binary for version 4.26?
Hello, on linux i cant click on the notifications, Is there any other way to cancel packaging?
I'm curious what the best way to set up UE4 (built from source) for a team is? We can't fork the repo into an organization. Should I fork it with my private account and my team would push changes there?
perforce is definitely the SCM of choice since you can use UGS (unreal game sync) with it, which is the easiest way of distributing source build binaries to your team
since it works with streams and implements sync filters without virtual streams
i would steer clear of using git for game development as it has the worst UX out of any source control system ever
perforce is definitely the SCM of choice since you can use UGS (unreal game sync) with it, which is the easiest way of distributing source build binaries to your team
@hidden hedge We love perforce! My team uses perforce for assets and project files. We are making the transition from a "normal" UE 4.22 editor (downloaded via Epic Games Launcher) to a source built Unreal Editor.
I did not know about Unreal Game Sync, thank you for mentioning it, I will do some research on it.
Git is just awful, glad to know we can avoid it
What is the problem with git?
@hushed cove I started using perforce few days ago. Been using git for over 10 years.
Perforce is really bad. REALLY bad though.
I think he is thinking git is awful because they were not using it in the correct way.
Admittingly though, I might not have ben using perforce the right way either.
I did try though, it wasn't easy. which is another bad thing for them.
What is the problem with git?
Artists :p
π I won't help if you can't use it.
does anyone actually have any tutorial on setting up ugs?
it's quite confusing. they require to store Engine in p4 depot and they also talk about mechanism for getting zipped engine binaries out of separate stream
UGS is really on the higher budget end, because it involves setting up a lot of backend stuff. For binary build distribution on solo or 2-3 member indies budget,setup manually each member's workstation through TeamViewer, and setup a linux perforce server at home and open the relevant ports for the depot (You do not need a beefy machine for that).
Ive got perforce server running in the cloud and ugs looks like nice addition to the workflow
However it seems to confuse different workflow on its own
I found this, might be helpful @summer spindle :
https://www.gamasutra.com/blogs/AndrewHaining/20191202/354908/Unreal_Game_Sync__Migrating_to_Internal_UE4_Builds.php
Is there any point in submitting a PR to UE4? Most of them seem to get ignored.
@hushed cove thnx. Seens this one, not too useful tbh
@half talon There is as long as it's a small impactful one that fixes some bug
keyword: bug
it helps if it resolves an issue active on the UE issues tracker
if it is, tag it with the ID
if you're an engine licensee, posting it on UDN also helps
@half talon of course there's a point in submitting PRs - you help others. I've just had one of my PRs accepted, took them 3 days which is nothing.
also a lot of the ones i've seen ignored for a long time are usually things doing non-trivial changes
how do people manage this
I've had a larger one wrt AI, Mieszko's even reviewed it, said I should make some changes so I did but then said Fortnite is taking up all their time (this was when it became a hit) so he didn't have time for it anymore - so I think that's honest and alright
and it was a new feature not a bugfix
@hidden hedge tbh if that's coming from the devs of spatialos epic might simply just let it through as long as it compiles
this tends to happen a lot, i think it's just from people who don't understand git
yeah lol
https://docs.unrealengine.com/en-US/Programming/Deployment/SubmitBinariestoPerforce/index.html
This link mentions that Epic doesn't submit binaries to p4 anymore, but now I'm using UGS and finding it hard to understand how to push binaries to artists and designers without VS
This page describes how users can submit binaries to Perforce.
or is the answer they gave VS licenses to their artists
you can create packaged build
use UGS
just dont commit binaries to p4
it's bad practice
ue4.25.3 InstalledEngineBuild gives me error saying it expects vs2017
is that error in the script or something else?
providing -set:VS2019=true didn't solve the issue until i set its default to true
how to properly register installed engine build? adding reg key doesn't seem to have effect, it keeps calling it "Binary build at.."
I Need Help merging UE4.19 Nvidia WaveWorks with UE4.26.0 Preview or just getting WaveWorks running in 4.26.0 i can't find any documentation online I'm running a Source Build of 4.26.0 not the epic launcher version and VS Studio 2019 any advise
basically, give up
Does any one know how IOSExports.cs exactly works? Looking at it seems like the options should show up in the editor in project settings. I see and option for bEnableSignInWithAppleSupported in the file, but no option for the same in editor. I want to add that to my ios app so I decided to remove the if check and have the file add that regardless of what the bool is set to so. But it doesnt add anything to my entitlements file. Any idea what could be happening here?
@verbal fjord We use UGS and P4 at work (I didnt set it all up though so I can give you broad strokes but not all the details)
Big picture is 2 depots, 1) Your whole game without binaries and 2) Depot just for zipped binaries
Then Jenkins (or whatever CI solution you use) is setup to do all the builds / dumping into the 2nd depot
we also setup the web server for UGS so you can see peoples status / mark builds as good or bad etc but Im not sure if thats fully necessary
@celest viper thanks for the response. I've definitely been pushing through it. I've got zipped binaries stored in another depot now. Just working through compatibility with the plugins / modules
yeah its a bit of a hurdle to climb initially but well worth it for ease of getting multiple people working on custom builds
One good tip, if you can help it, dont setup your build graph to include the debug pdbs in the zip, we did that some time last year and it was no big deal when everybody was at the office, but once we all went WFH it was killing our UGS synchs heh
yeah I think there's something in there that strips PDBs out by default now
yeah I think there's something in there that strips PDBs out by default now
nope I'm wrong. I just verified π
I had to install Win10 SDK for something about stripping PDB files
I forget how we had it, I thought it was just a step in the BuildGraph
<Property Name="ArchiveStagingDir" Value="$(ArchiveDir)\Staging"/>
<Copy Files="#ArchiveBinaries" From="$(RootDir)" To="$(ArchiveStagingDir)"/>
<Strip Files="#ArchiveSymbols" BaseDir="$(RootDir)" OutputDir="$(ArchiveStagingDir)" Platform="Win64"/>```
I'm not really sure what strip files means in this context
hah well for what its worth I was just looking at our version of that file and we just have that removed
oh word
yeah well in the history we had that strip part commented out, we had a copy #ArchiveSymbols step in for a bit but currently theyre both removed
SO its just the #ArchiveBinaries in there at the moment
yeah there are a few references to #ArchiveSymbols that I was thinking I could probably comment out, just not sure what to expect since I haven't really messed around with buildGraph all that much
seems easy enough though to just let it ignore pdb
yeah pretty much, if you dont copy them over then no big deal
does mean its a little harder to debug crashes or whatnot on those precompiled builds though
that hasnt been too big an issue for us though, usually it also crashes in a local build heh
I just commented out like yoink
<Tag Files="#OutputFiles" Except=".../Intermediate/..." With="#ArchiveFiles"/>
<Tag Files="#ArchiveFiles" Except="*.pdb" With="#ArchiveBinaries"/>
<!-- <Tag Files="#ArchiveFiles" Filter="*.pdb" With="#ArchiveSymbols"/> -->
<!-- List all the files being archived -->
<Log Message="Archive binaries:" Files="#ArchiveBinaries"/>
<!-- <Log Message="Archive symbols:" Files="#ArchiveSymbols"/> -->
<!-- Stage all the files to be archived -->
<Property Name="ArchiveStagingDir" Value="$(ArchiveDir)\Staging"/>
<Copy Files="#ArchiveBinaries" From="$(RootDir)" To="$(ArchiveStagingDir)"/>
<!-- <Strip Files="#ArchiveSymbols" BaseDir="$(RootDir)" OutputDir="$(ArchiveStagingDir)" Platform="Win64"/> -->
dev team will have their own PDBs regardless, binaries will just be for artists / designers
yarp
if they get a crash they can frowny face it
so, is there a way to set the engine as "read only"
because for some reason VS wants to recompile it from scratch every day
without any changes made
@celest viper how do you handle UGS over all?
it expects engine to be somewhere in //depot/Engine. Why tho? They speak about storing engine in perforce as is being bad practice and them not using that anymore and right after that they require it to be present
@summer spindle they mention that they don't store the precompiled binaries on perforce anymore, but they still have engine source on perforce
They also didn't say it's bad practice, just that they don't do it anymore for x reasons
But its the one used to compile game/engine on pull according to the docs
Yeah you'll compile from the source engine build at //depot/engine
So basically
Engine is still at //depot/engine
Its used to produce zip for artists that is stored in archive depot
However no build products are synced to //depot/engine
Is that correct?
I still have binaries sync'd to the source, but their filetype is writable so they don't prevent you from building over them
I'm not sure that's how you're supposed to do it, I'm still experimenting
Where do you host ugs servers?
for metadata?
Yep
I'm working that bit out as well, but we have a windows server that'll do
Ive got depot running on digitalocean
However it doesnt support Windows
So Im still unsure how to approach that
Oh, forgot about them
@summer spindle Looks like you and Divo hashed it out, but yeah we have a completely seperate p4 depot for the zipped binaries, which UGS will sync and then unzip them into the correct location under //depot/engine
for the meta data we just have an internal machine hosting it
How do you handle build?
Is that BuildEditorAndTools or InstalledBuild?
I'm using EditorAndTools, but my binaries are still missing dependencies from the project modules
I'll update if I figure anything out, but maybe @celest viper knows off the dome
EditorAndTools doesnt copy config or engine content files afaik. Did you modify it?
Yeah not sure on the EditorAndTools / InstalledBuild options
@celest viper i still dont quite get it
Ugs requires engine to be present in //depot/Engine to connect
And connection is needed to get the engine and extract it to //depot/Engine
How to handle that initial setup?
Im trying to recall, but I think you needed a UE4Editor.version file in there to start with is all? Itll get overwritten with UGS builds afterwards but I think you needed that to jumpstart it
it has been awhile though
Ill have to check ugs source to be sure
probabaly best kept secret so far ;
wonder when they will say anything about it
maybe for Ue5 beta ?
its supposed to start relatively soon, no?
they were saying end of 2020 for first betas
the "closed" beta seems to have started
is there a way to request it? im registered ps5 dev so would like to tinker
though idk. who besideds big studio and friends got in
idk
I wish I cloud tell you anything but I don't know really
what's Valkyrie, for those who aren't aware?
some kind of ECS Framework
inside new Editor
public access for UE5 should start begining next year
they will want to throw as much bodies to test it as possible before fortnite
@summer spindle last reference was talking about the new editor "valkyrie" and some "entity components"
this is the next valkyrie reference we got, months later
its a damn well kept secret
chasing unity's DOTS as it seems?
if it is what we think it is
it probabaly works better and is in more finished state than DOTS
though looking at other development like Network Prediction
it seems like Epic is not trying to shove it everywhere
so UDN knows nothing about Valkyrie as well?
I haven't even asked
don't think I would get answer
asked few friends
they also didn't tell me anything
i wonder how they manage to keep these systems behind the closed doors
lots of stream on perforce
most of them hidden
sometimes something leaks, though it is now uncommon π
wish i had access to udn
looks like its documentation is way more advanced than the public one
nah, everyone have access to the same documentation
it's just epic developers answer
I actually wish UDN was read only access for everyone
i think i've seen some references in the public docs to udn docs, to something that was absent from the public one
it wasn't about console development or anything of this kind
that must have been quite a while ago then [;
could be
its interesting that they are being this incredibly secretive about it
just like with lumen and nanite
ECS doesn't really make for good public annoucment material π
what do you refer to? looks like i've missed some interesting stuff
no public info regarding that?
well you can download code and see it for yourself
i mean like it's not talked about anywhere
that entire ecs is basically equivalent to unity new ecs
its used to make Sequencer animation stuff faster
That is cool π
For the folks whove been working with UGS again lately, have yall noticed any issues when switching between synching Precompiled Builds and Non-Precompiled builds?
Updated UE4 Binary Builder to v2.6.1. Grab it here: https://github.com/ryanjon2040/UE4-Binary-Builder/releases/latest
Add information about how many files compiled per step and total files compiled.
Support canceling zipping.
Support directly zipping and skip building if Engine build exists in LocalBuilds\Engine
Fix "The path is not of a legal form" when zipping.
Fix GameConfiguration might be missing when preparing command line.
Refactor PrepareCommandline function.
Added GameAnalytics for the app.
Before I go digging for it, does anyone know if the functionality that causes the epic launcher to come to the foreground when you exit the editor is part of the editor, or if its part of the launcher?
does any one know how to debug the game running on ps4/xbox with unreal?
I am directly launching from unreal on to the console, I thought that I should be able to hit breakpoints if I do that in visual studio directly, seems like none of them are being hit, I tried both development editor and debug game editor.
@next rapids you launch the app from inside visual studio
or attach to process
attach to process works pretty well
I was trying to do attach to process, let me see if I can find the right process, thanks
@celest viper it doesn't seem to care about anything but having engine with Build.version in place
Yeah ok, that sounds like what I remembered
it would've been more convenient to just select path where engine is stored in my opinion
setup is a little mess
@brisk silo thanks that worked
has anyone been able to build the engine on aws? i keep getting compilation errors (with Switch SDK) and when i run the compiled editor it complains about directx featured level not being supported (even tho it should be)
I'm getting a precompiled header file is from a different version of the compiler, or the precompiled header is C++ and you are using it from C (or vice versa) when building the engine?
Getting a Internal compiler error now under Build Tools Win64
hey folks is anyone knows about what is enhanced input update on 4.26?
@opal gorge - did you get it figured? I had that problem a while back and ended up re-cloning and it went away - I couldn't seem to get the pch to recompile properly or something
@compact sparrow new version of UInputComponent
I think there are things like combos and generally it is more complex and powerful
Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-8364982-a85e4f818bf442abb779012b02ed7ac5/0cce40be2ca79a5c8f29ee27c703df7919d8596f': Access to the path 'C:\Users\ewn11\Desktop\UnrealEngine-4.25\Engine\Source\ThirdParty\Steamworks\Steamv146\steamworks_sdk_146.zip' is denied. (UnauthorizedAccessException)
I keep getting failed to downlaod different online subsystem errors when doing the setup.bat
any ideas?
I didnt no where to ask, but Licensed for use with Unreal Engine only
What does it mean
can't be used in another engine, or any other application that doesn't involve unreal engine
if a marketplace asset doesn't have that label, you can buy it from marketplace then use it in another engine if you want
other marketplace license restrictions still apply though, meaning you can only use the asset for games, seat restrictions still apply etc
yes, unless an asset has special conditions that they state on their page, all marketplace stuff can be used in commercial games
Hello, hope i'm in the right place to ask the question i have, just joined so hopefully i'm in the right place. I'm trying to do my university work which is working with unreal and recently we're moving to coding in visual studio. i'm not new to coding (new to unreal) but this error has been giving me hassle for over a week. I'm using Unreal engine 4.24.3 and all i tried to do was add a new c++ class. the engine did that fine but when i try to generate the code in visual studio, or refreshing the code to use in visual studio I get an error saying the code is "unsupported". i have tried everything I and my lecturer (professor) could think of and i still can't get it working. really hoping someone has had something similar to this here that could point me in the right direction.
also apologies if this question has been asked before
should also have mentioned i'm trying to use visual studio 2017 since my lecturer says that's the version he's had least issues with
does anyone know what is this error for?
Attempt to add file to temp storage manifest that does not exist (D:\Epic Games\UE_Source\UnrealEngine\cpp.hint)
I'm trying to build 4.25.4 from source.
AutomationTool is throwing this error
This is the log file
I have set the visual studio that unreal should use to 2017 tho, and even when I switch it to 2019 it still has the same issue
would there be a problem opening a source build project of 4.25.1 in a new build of 4.25.3? Getting some .target errors but not sure what's causing this.
Error MSB3073 The command "C:\Users\sfenn\Documents\GitHub\UnrealEngine\Engine\Build\BatchFiles\Build.bat -Target="SteamDedicatedTestEditor Win64 Development -Project="C:\Users\sfenn\Desktop\SteamDedicatedTest\SteamDedicatedTest.uproject"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6. SteamDedicatedTest C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44```
SteamDedicatedTestEditor isn't it steam plugin?
4.25.1 to 4.25.3 is not feature or major release, it's just bug release, shouldn't cause any problem
no its the project name actually
Yeah that's what I thought, but I keep getting this error
@rocky wyvern
You can temporarily use such a solution to solve compilation problems.
This problem has been resolved in the 4.26 branch. You can temporarily use the solution I mentioned to fix your compilation errors first. If you have time, you can find the corresponding CL in the 4.26 branch.
@thorny granite oh nice, I'll try it now

@stuck meadow I would double check the paths, MSB3073 mostly related to path
Paths seem okay in the error message. not sure why it cant find the module properly
your project is on your desktop
C:\Users\sfenn\Desktop\SteamDedicatedTest\SteamDedicatedTest.uproject
maybe put your project in a driver or somewhere like D:\projects
could this be a path name length issue?
MSB3073 is the error related to path, that VS can't pick up, using absolute path is a good solution
Will try, thanks.
What's the best way to start learning engine source code?
this was really well done, and it's a good starting point: https://learn.unrealengine.com/course/2436528?ts=637394180313923914
if that link doesn't work, it's the "best practices for creating and using plugins" class -- the sourcecode will error when you grab it from github - you just have to change in include to fix it....
gah. I can't find the git respository right now - if you look at the "issues", on git, I did post in there - I don't know if the code has been fixed on their side yet
@final wasp itβs okay, thank you so much!!
Anybody dug around in the Niagara system code side?
Specifically Im trying to see where the list of default provided params are set
like theres a bunch for the Owner Position / Rotation / Velocity under Engine Constants, but so far all I can find is the plumbing for making those variables show up in editor, not where they get set
has anyone been able to do a binary build of the engine with ps4 sdk?
i know the compiled source with ps4 works, but im asking about the binary standalone for distribution (with the team)
Hey i thought maby i will ask a bit more advanced part of the community
my engine crashes after deleting a massage nnode
maby one of you knows how to fix it?
Assertion failed: false [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/EdGraph/EdGraphPin.cpp] [Line: 1875] Pin named StructOut was serialized while trashed - requesting pin named StructRef owned by node K2Node_SetFieldsInStruct_0
Is this a good channel to discuss issue with building the engine ?
@thick storm holy shit ue5 code
we need a bot that pings in here whenever there's and engine commit π
My compile seems to stuck at Running UnrealHeaderTool UE4Editor
does anyone have ideas on why this is happening?
I did modify the engine source code
and after that it is stuck on compiling
nvm, turns out I need to disable unity build for UnrealHeaderTool
seems that unity build somehow messed the compile output (.exe) and makes it hang infinitely
this is from 4.24.3 (which doesn't even work properly for ps4)
and this is from 4.26 git
or is there another way to make a standalone binary for team distribution now?
(or somebody forgot to add platforms on the script)
just exclude these options from the exec
or remove from the script if needed
the thing is that the parameter is not existent on 4.26 (and 4.25)
i tried running the regular command line with -set:WithXboxOne on 4.25 and it didn't recognize it
Anyone knows if the Visual Logger works in 4.25.3, It's crashing after a few seconds of running
isnt there a place where i can find 4.20 source in a zip
@leaden nova from the git
where do i find it ? or how do i get it ?
i have github installed
in case that helps
you have to join the unreal group to get access, then you can fork the source, and clone the 4.20 branch
I used that have access
did you fork it so you have access to the source in your personal github repository?
not sure, lemme search for a short
π
This ?
oh - yeah - I was talking about on the github site - set that as your branch... sec... I don't know if you can grab a zip from the desktop app...
I don't see it - on the website, set your branch , then the green code button will let you grab a zip
π
Oh, its friday, everyone is drunk i guess π
how do I debug xbox ?
with PS4 is fairly straightforward..
but xbox I look since yesterday over internet and UDN, and can't really find any real solution ; /
you should ask on UDN since the answer is probably NDA breaking
don't really know where to ask this, but I'm trying to use the Automation Driver: https://docs.unrealengine.com/en-US/Programming/Automation/AutomationDriver/index.html
An overview of the new Automation Driver feature, which enables programmers to simulate user input.
Does the AutomationDriver only work for UI input? I was trying to see if I could get it to simulate player input for testing actual gameplay
Issues related to xbox and ps4 are limited by NDA. You need to use UDN to confirm with Epic official staff whether the relevant build tools are complete.
has anyone heard of any current ways to code using C#, monoue isnt there anymore and CLR just isnt working
Hey guys I was wondering why if I try to move from engine version to another I have to download the whole engine again and I can't just update
@stark warren you could set up git to fetch from github, I guess
So nobody knows anything about this? Forums are dead too, can i get an official answer?
i tried running the regular command line with -set:WithXboxOne on 4.25 and it didn't recognize it
@peak zinc
Hi Guys, I downloaded UE4 from git, and i want to use TFS as source but when i try to set it, it reverts back to git.. how can i make it work with tfs ?
Out of curiosity, does UE4 source compile use multiple threads ?
yes, seeing as it maxes out my threadripper when I do a full engine compile
yes, but running something like Incredibuild even on a single machine leads to faster results
Does the engine supports "runtime virtual textures" on switch?
or at least anyone knows what's it called on the Device profiles variables?
can someone help me understand why my packaging fails? https://pastebin.com/6NWUJgWN is it a nativisation issue?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
UnrealBuildTool.Main: at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in C:\UE4\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 242
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in C:\UE4\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 372
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in C:\UE4\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 219
UnrealBuildTool.Main: at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in C:\UE4\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 550```
is this the error?
fixed
@peak zinc I think the latest version 25 has this fixed
Do anyone know how to solve this:
D8049: command line is too long to fit in debug record when building UE4
Question about multiple developers and Building Unreal Engine from Source. We are using Perforce to work on project together and I am going to use Unreal Engine from Source. Do the other team members have to also build the source on their machines or can they still use the Epic Games Launcher?
Someone knows howto make trace files with ue4 insights per command?
Matt is showing it in this ue4 inside live Stream: https://youtu.be/ZRaeiVAM4LI?t=994
But also in this stream it was not working and he didn't found the file and got back to the backup file.
I tried the same comamnd he uses in the video but do not find any file.
Somebody knows of any preparation needed and how to use this "trace start gpu" to start recording insights trace files? (And where they are stored?)
Side question: And I guess "trace start net" and "trace start cpu" ist starting insights network and cpu traces?
ue insights documentstion says nothing about such command
@runic cove what? the thing with platforms? 4.25 doesn't have the platforms (4.24.3 did, ps4 didn't work tho anyways)
@toxic seal Yes, they have to !
@buoyant gust Not sure if I understand the question correctly, but I pass -tracehost=127.0.0.1 -trace=frame,cpu,gpu when starting ue4 with the Unreal Insights application already running. Then Unreal Insights will get the data and store it to disk.
@jagged sinew : thanks, but yes,its not the same. Thats also described in the docs I linked. In the UE4 Inside stream Matt shows how to start/stop it on the fly in a running game per commands like "trace start gpu".
I have a answer on Reddit, seems to work first with 4.26: https://www.reddit.com/r/unrealengine/comments/joaeec/how_to_use_ue4_insights_with_recording_trace_file/
Thanks anyway!
@leaden nova Thanks. π
I'm using a custom UE version that I created and whenever I change a c++ file and compile it the compilation is much longer than usual. Does anyone know why?
is it possible to modify custom screen space shader, without reboot the editor ?
@toxic seal that question is from yesterday but if you use a source build then you will need to distribute your engine to the team. for larger teams, this is typically done by setting up UGS (unreal game sync)
@hidden hedge right now its only 2 or 3 devs. We we built on their machine, or tried to. haha
with UGS the behaviour is if someone doesn't have VS installed it will use precompiled binaries that are zipped up (usually by your build server) and if they do, the expectation is you build locally
previous to deploying UGS we just had all the executables and DLL just hanging out in the depot
it worksβ’ but isn't ideal
Thanks π
Hello, I'm trying to get our Debug Editor build loading, it compiles fine but when loading assets at startup it's stack overflowing. Looking at UBT, I can't see an immediate way to increase the default stack size for the program. Has anyone had experience with this or can point me to some resource please?
Anyone knows how to fix the issue with .uproject file not found when running the game?
you might want to use DebugGame rather than Debug
I did find that I could increase the stack size in the ini! and then just update the Target.cs file for my project to include bOverrideBuildEnvironment = true; and it works!
e.g. in DefaultEngine.ini
DefaultStackSize=36000000
DefaultStackSizeCommit=2000000;
under category
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
you might want to use DebugGame rather than Debug
@hidden hedge looks like the issue was that if I am deploying from my xcode/visual studio directly, I first need to package the game from editor so that the data can be cooked. Thanks a lot though, appreciate the response
Quick question: how do I disable a plugin in a source build? I build the engine from source and am trying to launch the editor but it doesn't let me because of this. How do I disable a plugin when I can't launch the editor?
@calm lark launch from uproject file
Or create a shortcut or batch file to open UE4Editor with your project
I don't have a .uproject file yet, and can't create a new project with this version of the engine because I can't launch it.
I tried creating a blank project with a different version of the engine then tried to switch it, but ran into a similar problem.
@calm lark I've had to move the plugin project directory out of the Plugins folder when I've had troubles like that - then when UE is back up, move it back, Refresh VS files, and try to debug from there
@final wasp Thanks, that seems to have worked. I had to remove one plugin folder at a time until it stopped complaining and launched.
yeah - I went through that just last night π
hmmm... anyone here build ue projects from within vscode? I'm having an include problem and I'm not sure how to fix it... In visual studio (msdev), I can add the include to the project properties. When UE (4.25) exports to vscode, rather than msdev, it doesn't seem to be using the msdev includes that I had set up already, so the build fails. Is there somewhere in UE that I can modify that include path? (the specific include I'm having trouble with is RayTracingDefinitions.h)
Ah! found it - for anyone interested, it goes in the XX.build.cs file - PrivateIncludePaths! MRMesh.build.cs shows a good example of how it works and even generates the path to the current engine you're building against - brilliant!
I tried rebuilding my version and I didn't get any errors, but when I start the engine I get this error window:
nvm, I tried deleting the file and building the code again and it worked.
that would have been my best guess π
I can't build the source after canceling the previous build abruptly
/UnrealEngine/Engine/Build/BatchFiles/Linux/Build.sh: No such file or directory make: *** [Makefile:307: CrashReportClient-Linux-Shipping] Error 127
oh nvm I just had to issue ./GenerateProjectFiles.sh after the build broke
Hello, all I have a question regarding where in the Engine source does physx Apply Movement in the form of impulse when a simulating physics body is colliding during blocking collision? I've posted this in the fourm with no responses and I've dug into the code but can't seen to find where this is. I tried going through the primitive component class but cannot find where its applying movement to my object on top of movement calls?
I got this error
At first I built with master on accident
Then I switched to release and regenerated the files
And now I get this error
It said build failed
anybody using chaos in development?
cuz according to 4.26 it's still not on by default, but in a beta state
so if it's safe to start developing on it, or if it crashes too much or something
it doesn't crash
it works fine
I don't have issues with it
but I only use physics for traces
this is why my engine is not building
@split vapor Between your two screenshots you've managed to clip around the part where the actual error is, after switching branches make sure you re-run the setup.bat to refresh your binary dependencies and then re-generate project files
Please, do changes in any source code in the engine through one project affect other projects?
Because my project keeps crashing at odd times like when I wanted to select a matrix variable in blueprints.
I got a CoreUObject dll not loaded error with the crash
Hi! Is there easy way to move my *.exe from folder <GAME>/Binaries/<PLATFORM> to the root folder (where launcher lies)?
@split vapor Between your two screenshots you've managed to clip around the part where the actual error is, after switching branches make sure you re-run the setup.bat to refresh your binary dependencies and then re-generate project files
@fresh coral thx so much
Do I have to build my engine all over again???
likely
alright
I am cross compiling for linux too is there anyway I can speed up the progress or I just gotta let it do its thing
when I ran setup.bat it did have some dependencies to update but only like 4k
I am also using the release build
so it should have no issues
@fresh coral i got this again
its not done but this is during
that's a warning
that one in particular looks like some deprecation warnings out of the NDisplay stuff, that's not going to be a problem
that one in particular looks like some deprecation warnings out of the NDisplay stuff, that's not going to be a problem
@fresh coral alright
@fresh coral I have one last question I have the advanced sessions plugin from 4.23.3 in the project imma use will it still work with my own source build
maybe
ok
depends on if there are API changes between that version and 4.25 that need fixing
Advanced Sessions Plugin
Updated 05/05/2020
Plugin now has two modules, one is AdvancedSessions and one is AdvancedSteamSessions, this will allow me to tie more Steam specific functions in without forcing the steam subsystem to be packaged out with projects that don't wan...
this is the forums
for the plugin
threadripper people
is 1gb ram per cpu thread is enough for you for engine compilation?
@fresh coral same thing
@fresh coral https://stackoverflow.com/questions/57131654/using-utf-8-encoding-chcp-65001-in-command-prompt-windows-powershell-window that might help you
you keep screenshotting the part of the output without the error message in it
or at least that its not clear that's the only error
@fresh coral thats the onl error
hi guys! iΒ΄m trying to build from source an UE 4.24 but iΒ΄m getting this error. I have both VS2017 and VS2019 and every time i try to run GenerateProjectFiles.bat no matter if i use the option -2017 or -2019 the same error happens
any ideas?
Judging from the error message, it seems to be caused by permission issues. You can try to use cmd in administrator mode to execute GenerateProject
Hello, i want to download 4.26.1 but i see it as preview, do i download it or wait for a more stable version
@spiral mortar Thanks, i guess. I'mma just wait for ue5.
hi guys, could someone help me with this error?
I want to compile the engine with the solution generated from the unreal engine github repository
That's some heavy perspective lol
I have a question regarding ./Run.Bat -BuildPhysx command. I am having issue where I get an error with the compile because it need P4, I have it installed butbut its also complaining that the clientspecs is not found?
any thoughts?
@fading dagger Try add -nop4
Hey guys, is there no working branch for ue5 stuff yet? cuz i've seen the virtual production branch which is pretty new, thought there might be ue5 stuff too there
@unkempt forum ok that makes it clearer. The error is specific to DMXEditor
Hm
Is that something you added? Cannot check the source code right now.
Looks like the lib/dll may be corrupted
Nope
You can look up that lib/dll in your intermediate / build folder and delete it so it can be recreated
Strange though
there is no lib/dll
Itβs not in that folder
i searched from the root
Ok so it didnβt manage to create it
Can you search for the cpp.obj file then
Mentioned in the linker error
Btw which version of the engine are you trying to build?
Delete them and Build again
You can safely delete them, just make a copy of that plugin folder somewhere just in case
kk
Can someone tell me how I can become a unreal developer on github? it has like 50k members, how did they join the team apart from the organization?
@fresh horizon you need to have your own GitHub account and then link it to Epicβs
that's what i did already
Did you get a notification that you are now part of their organization?
yes
Ok, then you should see the Unreal Engine repository
i can see the unreal source, but i'm not in the developers team
i also can't fork the repo
can you fork it @plain lily ?
Yes you should be able to fork it
Maybe someone needs to approve you
who? is there some sort of information out there for this? cuz i think with this amount of people there should be a procedure for this
When did you get added? Right now?
It may take some time for the authorization to propagate
it was about a week ago
Ok that should be enough time
I did it long time ago so I donβt recall how long it took
actually it was about two weeks ago
A couple of biz days should be enough
You cannot fork but you can see / download right?
yes
Strange. Maybe someone else knows.
i can even see who has forked the repo... jeez.. frustrating!
When I click fork it tells me I have already forked it, which I did
I donβt recall if I forked it directly or just downloaded / modified it and it forked automatically when I submitted a PR
well mine doesn't allow me to fork as i don't seem to have permission... is there anyone from unreal official here?
USA is still sleeping, plus it is Saturday
i meant generally, but yeah i can understand that
@unkempt forum you are welcome!
I'm trying to vendor a copy of UE4 into a sibling folder next to my project, and I'd like to edit my uproject file to refence that engine using a relative path so all my team members are using the same sync'd engine copy...is that possible?
I tried ..\ThirdParty\UE_4.25.4 (where it lives) but that seemed to not work.
I'm not sure it understands relative paths
I am slightly lost with UAT/UBT. I would like to compile plugin for win32 on win64 machine, which I thought would be easy.
So I ran RunUAT.bat BuildPlugin -plugin=".../MyPlugin.uplugin" -package="Outs/" -TargetPlatforms=Win32
The compilation went well, it even registered I want to target it to win32, but it still only generates Binaries/Win64 folder not Binaries/Win32
Running AutomationTool... ... Building plugin for host platforms: Win64 <-------- ... Building 7 actions with 32 processes... [1/7] Default.rc2 [2/7] SharedPCH.UnrealEd.ShadowErrors.cpp ... [7/7] UE4Editor.target Total time in Parallel executor: 17,20 seconds Total execution time: 23,47 seconds Took 23,5773513s to run UnrealBuildTool.exe, ExitCode=0 Building plugin for target platforms: Win32 <-------- BUILD SUCCESSFUL AutomationTool exiting with ExitCode=0 (Success)
Win32 is obsolete
I'm going to download and build source but which branch should I clone? release? 4.26? 4.25?
power was cut while building ue4. do i have to redownload everything or i can start building again?
@teal plinth I would definitely go for release, since other branches might not compile or have critical bugs. Version is up to you, depends on if you want to use newer features, but generally the newer version the better
@mossy walrus You should be able to continue the build
How should I launch a project with the engine from github?
Figured it out, I am supposed to Right click on the "UE4" under Solution explorer, set it as a startup project, then right click again, and select Debug->Launch New instance. (For anyone having a similar question)
Hiya folks, does anyone know which files I should delete in order to reduce a built engine size in the disk?
@proven sky It's quite simple. If you already have a project, right click the myproject.uproject file and select "Switch Unreal Engine version". One of them will be your Github build.
Then generate visual studio project files and open myproject.sln
Open it and it will include your engine
is there a reason you're looking to support 32-bit windows? on steam, it makes up less than <0.4% of all users
I get errors like this when I try to compile the engine source (4.25.4):
Command line error D8049: cannot execute 'C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\c1xx.dll': command line is too long to fit in debug record
any idea what to do with it? π€
getting better and better π€¦ββοΈ
3>f:\unrealengine\ue_4_25_c\unrealengine\engine\source\editor\contentbrowser\private\spathview.cpp(1264): fatal error C1002: compiler is out of heap space in pass 2
how much RAM do you have and how many cores does your CPU have?
you'll get that from time to time, you can just retry compiling
16gb ram, 12 cores
had like 16gb page file as well, changed it to default 32gb max 100gb, seems to work so far for the out of heap space error π€¦ββοΈ
command line is too long to fit in debug record seems to be the case all the time for incremental builds tho
for some reason I can only make clean builds, that is not great π¦
Decided to test UE 4.26 on Linux and everything worked pretty well except drag and droping actors to the viewport. Seems to be related to X11 display server not understanding what's going on I guess.
Just wanted to know if this issue is being looked at before releasing the stable version to the public?
the unreal engine source code github page says that it should take from 10 to 40 minutes to build the project, anyone knows what kind of specs are required for this time? Because it normally takes hours with my computer specs, this are my specs https://www.userbenchmark.com/UserRun/35520501 , I ran this while building UE so idk if that lowers my score because yikes that's quite low lol
@sleek sand I have 64GB of RAM with a 24 core CPU, I get this very occassionally if I have too much open
you don't want it to hit the page file
if you get "command line is too long" then you might want to put it in an upper level directory so it doesn't hit MAX_PATH, there's no other reason for it to fail really
I did not hit the page file
Windows being dumb or idk
Upper level directory sounds cool, i will give that a try π
Does anyone happen to know how physx applies additonal velocity when collision is detected for a rigid body (bIsSImulatingPhysics) while the primitive component is moved at the same time? Been struggling to find this in the Engine source code for about a week. I have dug into the functions and see them at play between physx and UE4. However I can't seem to see directy how the Actor and it's root component is being pushed around in the game by physx itself. This is important to me because I wanna investigate how moving a rigid body works with respect to the MoveComponent function inside primitive/scene comp
Yeah of course it does, building unreal from sources maxes out your CPU completely
It's important that your build type is set to Development editor otherwise it will compile a lot more modules than necessary
I found that an SSD improves the build speed a decent chunk. But the most important thing is the CPU.
how's that anything to do with the development editor target
if you compile debuggame editor or debug editor, if you build only your project it only builds modules your game needs
I'm making v3 of Unreal Binary Builder which now uses dotnet core. In this new version you can run Setup.bat with extra options and package plugins, projects etc.
I posted this elsewhere, but I realize this might be a better channel to ask:
Has anybody had success getting the Houdini plugin working in 4.26? I've tried building from source using the latest master branches from Epic and SideFx GitHub repos but without success. Visual Studio throws LNK2019 errors for unresolved external symbols. I'll try building again when I get home to post a screenshot of what it's giving me
Hi, I'm a first time developer for playstation, I'm looking for a hand with building my engine source code with the specific files sony sent me. Shoot me an DM if you have some experince and a little time/
anyone know how to track down why loading the editor stalls at 75%? no errors from the output when launching from visual studio.
I built the engine on Fedora 33 by following the official linux build guide everything worked like a charm however the maps are not visible.
The output of ./UE4Editor > my_log.txt
I'm trying to build with "Debug Editor" configuration but I get this message
process launch failed: unknown error
With git ue4 if there is a update do you need to compile whole UE4 again or does it compile only the new files?
is anyone aware if it is possible to have a packaged game not lag when focus is lost or would that need to be changed in source?
Hi, we are developing for the Quest2 so we need to use the https://github.com/Oculus-VR/UnrealEngine version of the engine.
On my machine I have downloaded everything and I am currently compiling it using the settings suggested in the windows tutorial.
Is there any way I can create a binary of this to distribute to team members? I do not want to have to download visual studio, packages, etc, and build from source on each of their machines...
@teal plinth I actually found switching to VS Code (instead of VS 2017) speeding up my build times quite a lot
Do you guys know if its correct that we can now compile Unreal Engine (from source) with Clang? https://docs.unrealengine.com/en-US/Platforms/Linux/GettingStarted/index.html Or am I misunderstanding something?
Also kinda curious, why isnt Clang the default compiler if so is the case (as Ive understood it, Clang actually produces more efficient instructions than what MS build/msvc does and most people seem to also prefer it for better error messages and faster build times?)?
(Please ping on reply β€οΈ )
My PR about material local variables has been merged!!!!
I'm so happy right now :)
Big kudos to the Epic engineer who took the time to test it & merge it after so long! @ingramb3 maybe?
if you have a PR, don't loose hope π
It might get merged a few years later
are there any known issues with using source control with compiled versions? I got the Quest2 version of the engine compiled but it does not accept the same source control settings as what the default engine does Got that working by just putting the details in again.
If there is any devs here seeing this, then i have a idea for UE 4.26 and UE5 (Unless you already have done it)
could you guys add a performance goal for projects that can be seen in the Stat RHI ++
Like this:
Render target memory 2D
UsedMax: 1350MB (Goal: 4096MB)
Tris drawn: 14.000.000 (Goal: 25.000.000)
Or something like this for most of the stat views when working with performance optimizing.
Full output log from building HeadLessChaos
This is the only module that's failing from me.
did you enable Chaos?
In editor target?
yeah
why buildall modules?
Just in case I need everything
Is headless chaos not used in-game? (hence the term headless)
correct
I'll ignore it then - I think it's missing PhysX?
Shame but if you say it's not necessary then I'll just ignore it
tbh its missing includes though i never use BuildAllModules
i build only what is needed
I see
would need to look at source to find out why that would be happening
but it seems like a #define issue
show me line Engine/Source/Runtime/PhysicsCore/Private/PhysicalMaterial.cpp(105)
i havent' got access to source engine atm
(on laptop)
Not around that function
right
Sounds like the thing I'm missing
Since that function relates to physicsMaterials
But not sure why the pre-processor wouldn't be set
Should be true if I look at the Definitions file
where is fchaosengineinterface
need to look at 4.26 gimme sec
i mean the only way it would fail
is if ChaosHeadless never included PhysicsCore
in its module list
yeah that seems like it
Looks like someone should submit a PR then?
hello @all
How to clear the cache of a WebBrowser Widget ? Or override the name of webcache?
I have use IPlatformFile::DeleteDirectory or IPlatformFile::DeleteDirectoryRecursively to delete folder webcache, but fails on the webcache folder because the game/application uses files in the directory while it's running.
hi,
when using last value on a onrep function is last value send by server or take locally from the client?
sorry if this is a n00b question, but for 4.26 and master branch builds, is it better to use Visual Studio 2017 or Visual Studio 2019? I'm finding conflicting info. On the GitHub its says 2017 whereas in the docs here: https://docs.unrealengine.com/en-US/Programming/Development/VisualStudioSetup/index.html it mentions 2019 for 4.25 and later.
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine.
Not sure which is better persay, but 2019 works. @errant vector
Thanks, I think i'm gonna stick with 2019 for now because I finally got a master build running with the houdini plugin π
I'm doing a deep dive into UnrealBuildTool, but I cannot for the life of me figure out how UBT finds .cs files for targets.
I found this section in the project file for platform extensions:
<ItemGroup>
<Compile Include="../../../Platforms/*/Source/Programs/UnrealBuildTool/**/*.cs">
<!-- RecursiveDir metadata expands to [PlatformName]/Source/Programs/[etc]. The Replace() will
replace everything from the first slash to the end leaving just the platform name. Should the
Replace() fail then RecursiveDir is still an agreeable value -->
<Link>Platform/$([System.Text.RegularExpressions.Regex]::Replace(%(Compile.RecursiveDir), [\\/].+$, ``))/_</Link>
</Compile>
</ItemGroup>
But I cannot find anything that resembles the above for the rest of the engine. Is this some behind the scenes magic that simply finds them all from a working directory? Any help in this regard would be greatly appreciated.
Rather, how it knows to compile them on running. I found logic in ProjectFileGenerator.cs but I'm missing a key piece of how this works.
it likely uses .NET compiler services instead of building them with UBT
DetectTargetsForProject in ProjectUtils.cs looks like it compiles Target.cs files
Hey
Guys
I am using ue4.25
I am building the ue4 sln
It's been 5 hrs and still building
Is it normal
It's say 10 to 40 mins but 5 hrs is too long
depends on your cpu, ram, and ssd
10 min really only happens if you disable a lot of stuff
some old docs mention 10-40 mins iirc, but those are the early versions of the engine
full engine got progressively heavier to compile over time
There is also no need to compile the full engine
10 minutes is my project only clean compile time on a Threadripper
Was like 20-30 on my old i7
@hidden hedge That is indeed the case. This actually kind of blows my mind how well this works. Too bad intellisense can't be thrown in.
Thanks!
Anyone know why the 4.22 and 4.23 branches on GitHub are basically empty? https://github.com/EpicGames/UnrealEngine/tree/4.22
trying to install the oculus source but it fails, see log.
https://pastiebin.com/5fb9852c4555a anyone can see the issue?
Pastie Bin is place to share your code / text snippets it also supports threads for people to post back to your current threads to allow easy collaboration
Done it before, and then it worked just fine now Im getting above
@errant grail Not abnormal, the whole engine is a big build
@errant grail uninstall incredibuild
If I had to build the whole engine quickly, I would do it on a powerful cloud instance
well back the summer I got a Ryzen Threadripper 3960X for that rather than relying on any kind of remote build server
though I don't build the entire engine, just what the project needs
disabled some default plugins too
Hello all
does anyone know how to resolve these issue with the Debug Editor Build?
UnrealBuildTool : warning : Library 'ThirdParty/PhysX3\Lib\Win64\VS2015\PhysX3DEBUG_x64.lib' was not resolvable to a file when used in Module 'PhysX', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
Is there a way I can add the path to for this file or anything with the PublicSystemLibraryPath ?
These errors appear to come from the UE-Editor Build
Addtionally: Does anyone have tutorial on the Automation build tool, Unreal Build tool and how to compiled third party libs with UE4? Ie the process to do this?
Trying to deploy a dedicated server build for Deployment to PlayFab/Window Server Core which doesn't have DirectX. When it runs, it says d3dcompiler_43.dll is missing as expected, however, I don't know the best way to include it...I see in my Engine thirdParty that DirectX has a version called d3dcompiler_47.dll, can I copy that in as a dependency and have it work ?
Or, what in UE controls which d3dcompiler DLL to point to
I tested d3dcompiler_47.dll and it didn't work.
@rare shard the tagged versions seem to be there at least https://github.com/EpicGames/UnrealEngine/tree/4.22.0-release
ah cool
Anyone have issues where the source build of the engine runs at 30-40fps but a binary build from the launcher runs at 120fps+ like it should
probably because you compiled a debug version
Ah I did choose to do that purposefully. Is there no way to get higher FPS while building debug?
Magic? Or you could remove all the actors from your level.
(no, assuming you actually want to debug the engine code, this is inevitable)
@glossy moth use debuggame editor or developmenteditor
debuggame only compiles your game modules in debug mode, not the entire engine
ah shit I think I had it as Debug Editor
Question / Seeking validation: My team will be using an engine compiled from source, and we use Perforce, BUT we are not distributing the engine files via Perforce.
As I interpret the documentation, the .uproject file's Engine Association value needs to be unique for each developer PC. So I've set the .uproject file to be "always writeable" within Perforce, so that each developer will have a slightly different .uproject file, with their own randomized string for their Engine Association variable.
Are we doing this correctly?
Documentation that I am referring to https://docs.unrealengine.com/en-US/API/Runtime/Projects/FProjectDescriptor/EngineAssociation/index.html
could i ask what you guys use the source build for as i just spent 2 hours rebuilding my project into source to try and get some extra information when i am debugging π . doubt that is its proper use
Yeah I've used it so that I can debug crashes inside the engine itself, also if I want to edit the source files themselves, like make certain classes public. There's a few I've had to do before because Epic didn't put the API macro on the class
@hushed cove why arenβt you using UGS?
I built from source the oculus branch of the engine on two different machines, I have opened a project on one machine and saved it using source control.
if I try to open the same project on the other machine it is saying I need to convert it again, why is this?
Can you recommend a good tutorial for setting up UGS?
https://docs.unrealengine.com/en-US/Programming/Deployment/UnrealGameSync/index.html the official docs are pretty decent
An overview of UnrealGameSync (UGS), an internal tool used by developers to sync their Workspace with a project's stream.
Hey All! I'm having problems trying to build engine source, but it may be a computer issue. Is anyone here building UE4 on VisualStudio 2019 v16.8.2 (latest version)? I have another computer that's building ok with 16.7.7, but I want to know if 16.8.2 should be working. I'm getting internal compiler errors and some other issues, so just checking - thanks!
yes, 16.8.2 works. I have built 4.25.4 and 4.24.3 with it. What errors are you seeing
Does anyone know if there is documentation on what the different binaries as part of ue4? For instance I need to rebuild the program responsible for generating project files
Hi there. For folks in AAA (or with larger teams), I'm curious how your Perforce streams/folders are structured for use with UGS. Do you keep Engine and YourProject in the same stream? Or do you use engine-specific streams?
I'm currently revisiting "best practices" in that space for our projects, and I haven't found many examples of overall setup that folks are happy with.
Hey I've got a problem with plugins. I'm using a 4.25.4 source and keep getting this error which prevents me from launching the engine. If I delete the folder for the shown plugin it will then just show another plugin and if I delete that it moves onto another and another. Now sometimes I get this problem right after compiling the engine, but I've also gotten the engine to work fine for a while but this will start to happen again seemingly at random. And interestingly, the project that I am using this engine version to work on still launches just fine, I'm just totally unable to launch the editor to start a new project because of this and its extremely annoying. Does anyone have any idea why this is happening or how to fix it other then reinstalling everything and hoping I get lucky?
@calm lark Try putting it in the plugins folder and then setting Enabled : False in uproject
hi
im getting a hard time doing source control ue4 installation
yesterday the command prompt stopt at 46 procent and then there was nothing i could do to install unreal engine with github, now im searching a good tutorial to instal it any suggestions ?
can i use visual studio 2019 for unreal engine source code?
yes
The readme on the github has all the steps you need. Which batch file failed?
Is there any difference between the Source and "Native" (the launcher) version of UE4 26?
@inland karma the release branch should be what is available from the launcher
Anyone aware of whether the buoyancy component in 4.26's water plugin supports replication?
Has anyone with one of the newer AMD Zen2s compiled the engine? If so how long did it take? It's too bad most of the pc hardware bechmarks focus more on gaming than application/dev performance...
@lethal dune Check pugets
https://www.pugetsystems.com/labs/articles/Unreal-Engine-AMD-Ryzen-5000-Series-CPU-Performance-1967/
Holy crap that compile time on 5900X is insane π I can't wait until my 5900X backorder gets fulfilled π
So what's the purpose of the release-engine-staging branch on GitHub? Is that what's currently in progress for 4.26? Or is that work that's going towards 4.27
@lethal dune 24 core TR 5-6 mins
not full engine but project + plugins + engine
release-engine-staging - is master
without any checks or localizations
@spiral mortar do you think they are using "Total time in parallel executor" or "Total execution time"? I'm not totally sure what the difference is technically
Parallel executor might sum all the threads times?
So if you have 8 cores, it'll be roughly 8x highers
There is a lot of time between compiling during the build process
with low cpu activity, im not sure what the system is doing then
I think "total execution time" includes those cpu breaks
Low CPU activity can be linking, or compiling big unity files
What happened to the minidump diagnostics program? I have been using it quite a lot on 4.22, but it is not in the source anymore on 4.25 and I am unable to find any hint how to deal with minidumps now
I have a custom engine sitting next to my project, and I want to setup my uproject's EngineAssociation to be a relative path so that I can share it w/ others (it's all in perforce, the engine and the game itself)...Can I declare a relative path? I can't figure it out...
it keeps putting GUIDs.
to update my source build, am i required to run setup and GenerateProjectFiles ?
I mean i've run git fetch to pull the latest changes, should I rebuild the source like i've first pulled it? (running setup then GenerateProjectFiles)
So with 4.26, can you easily create an actual night time scene now? The Sky Atmosphere was great at daylight stuff, but unless I was missing something, I never got a nighttime scene to look right
Curious: Do folks who are building custom/from-source engines tend to checkin to their repositories/version control the compiled artifacts/assets/binaries for their team?
I can't seem for the life of me to get the engine source to compile. Continually getting the error ToolMenuDelegates.h(34): [] Unable to parse delegate declaration; expected 'DECLARE_DYNAMIC_DELEGATE' but found 'DECLARE_DYNAMIC_DELEGATE_OneParam'.
edit (Jan 6, 2021): Turns out the configure files in Game/Engine/Programs were corrupted/missing so I had to replace those and then rebuild the engine
Are you trying to compile 4.26.0?
Getting a Runtime\Experimental\Chaos\Public\Framework/DebugSolverTasks.h(82): error C2061: syntax error: identifier 'FPhysicsSolverBase'
When trying to build 4.26
Anyone else experiencing this?
Building 1229 actions with 24 processes...
** For UE4Game-Win64-Shipping + UE4Game-Win64-Shipping
DebugSolverTasks.cpp
Runtime\Experimental\Chaos\Public\Framework/DebugSolverTasks.h(82): error C2061: syntax error: identifier 'FPhysicsSolverBase'
Runtime\Experimental\Chaos\Public\Framework/DebugSolverTasks.h(83): error C2061: syntax error: identifier 'FPhysicsSolverBase'
Runtime\Experimental\Chaos\Public\Framework/DebugSolverTasks.h(85): error C2061: syntax error: identifier 'FPhysicsSolverBase'
Runtime\Experimental\Chaos\Public\Framework/DebugSolverTasks.h(85): error C3861: 'StepFunction': identifier not found
Dunno if this goes here, but I installed "DirectX 12 Livestream to SPOUT - OBS" and put the plugin into my project plugins, currently I get an engine error from D3D12Adapter.h where ID3D12Device7 is undefined and causes the entire thing to fail compiling
Using 4.26, this happened on the preview version too
Plugin version is for 4.25, but I didn't expect such a massive error
These errors here
I'll try asking in the discord for the plugin itself but it still seems like Device7 is missing entirely
Wait why would an experimental class be included in a shipping build?
Are you trying to build with Chaos?
Check build configuration
Thought it was off by default
They added a HeadlessChaos which may or may not affect it
I build with Chaos enabled and everything's fine for me
Check build configuration
Ok how do I check that...sorry do I look at the RunUAT command?
Though a purely non-chaos build works just fine too
Build -> Configuration Manager
Find HeadlessChaos and disable it
Try building now
You have a number of options in the configuration manager
Some would be Editor, Shipping, DebugGame, etc
Navigate to your desired Shipping and disable it there too
Right I see where to turn it off in VS
Configuration Manager again
And at the top of the window change it to your respective Shipping
When I call \Engine\Build\BatchFiles\RunUAT.bat" from outside VS
How would I disable HeadlessChaos then?
Hmm
So you're saying if I turn it off in the VS project
It will also turn it off when running UAT outside of VS?
That's been the case for when I package things
does anybody know if you can compile a runtime plugin from the release source and then copy and paste it into the folder you have your engine instalations?
I've tried a few times with the houdini plugin and I always get the "plugin built with different engine/ can't compile at runtime" errors
4.26 doesn't seem to download Linux Toolchain properly. I can't cross compile it for Linux
Is it normal when you build the engine from source and then open a project with it that the entire engine and all modules rebuild when opening the project for the first time?
My project just has the bUseLoggingInShipping = true in Target.cs nothing else different really
I wasted this morning trying to do just that
thought i broke my build, started redownloading
turns out I broke nothing, only had to switch to 4.25
guess 4.26 is not for us so far
atest 4.26 Engine compilation fails with
Engine/Source/Runtime/PhysicsCore/Private/PhysicalMaterial.cpp(107): error C2653: 'FChaosEngineInterface': is not a class or namespace name
Anyone came across it yet?
there's more , but its fresh out of github
@ocean wolf I actually just ran into the same error when trying to build from source
Maybe the source built has enabled chaos somewhere and it shouldn't?
I am comparing the source code that comes with launcher 4.26 with git 4.26
If you find a solution please let me know, just spent 3 hours compiling and it failed due to that I think
it is due to the WITH_CHAOS define being set as 0 and I have no idea why is that set to 0 , even in the launcher engine
@still saddle A hacky solution that works is to set bCompileChaos and bUseChaos to true in
Engine\Source\Programs\UnrealBuildTool\Configuration\TargetRules.cs
I'm not sure if that's the intended way
Note to future people that get an error from ID3D12Device7
Update to Windows SDK 19xxx and remove older versions
Interesting thanks! In this case I don't want chaos enabled as it's off in the binary version as PhysX is used until Chaos gets stable. I've set both bCompileChaos and bUseChaos to false in UE4Editor.target.cs and will try to recompile but it sounds like it won't work
Is anyone else having trouble building 4.26 against linux(cross compile) ? Engine source Setup.sh doesn't seem to download Linux toolchain at all, and even downloading toolchain separately and assigning env variable throws compiler error
Running GitDependencies.sh in the engine inside Binaries/ThirdParty/Mono/Linux/bin throw error, that the "mono" file cannot be executed. It all has privileges, I don't understand why
I'm sure this has been asked multiple times, but Setup.bat hangs when running unattended (via CI in my case). Is there anyway to avoid this?
what is the correct way to make a new fresh branch
i tried making a new branch and rebasing it to 4.26
and github desktop just gives me a bunch of conflicts and expects me to individually tell all 1421 of them to just use the new base
Looking at the SkyAtmosphereComponent.cpp I found thisc++ if (bMultipleFound) { FMessageLog("MapCheck").Error() ->AddToken(FUObjectToken::Create(Owner)) ->AddToken(FTextToken::Create(LOCTEXT("MapCheck_Message_MultipleSkyAtmosphere", "Multiple sky atmosphere are active, only one can be enabled per world."))) ->AddToken(FMapErrorToken::Create(FMapErrors::MultipleSkyAtmospheres)); }What calculation is the issue? Can anyone explain why only one can be placed into the world? I have shaders in a GLSL derivative that don't have an issue with more than one being in the scene but for the sake of being inexpensive I was hoping to also take advantage of the atmosphere luminance material node built-in the engine.
If anyone can answer this, and help me find the limitation, I will correct it if possible and submit the code change to Epic.
I've spent all day trying to compile 4.26 from source but when I try to launch my project it crashes at:
Fatal error: [File:F:\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\DeveloperSettings\Private\Engine\DeveloperSettings.cpp] [Line: 132] ProxyLODMeshSimplificationSettings failed to find console variable r.ProxyLODMeshReductionModule for ProxyLODMeshReductionModuleName
Does anyone know how to fix this? Everything compiles after hours with no errors
When I try to launch the engine itself it works the first time but when opening my project, the engine fully recompiles, after which launching the engine complains about missing Datasmith content and doesn't open, and launching the project result in the fatal error above
Does anyone know...has this been solved? https://answers.unrealengine.com/questions/43614/uproject-files-engineassociation-saves-a-guid-whic.html
Can I specify a relative path here? My team is struggling with the same problem
My engine folder is in a sibling folder to my project
- Engine/
- UE_4.25.4/
- Engine/
- Project