#engine-source

1 messages · Page 46 of 1

tender plume
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(for example, could I start a dedicated server from some manager program that it could communicate a "Ready" signal to)

upbeat aurora
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Hey all - I've got a bit of a lag issue w/ my Visual Studio 2019 as of late. Every time I click (right or Left) on the UE4 Project in VS, it just completely lags out - it wasn't doing it beforehand, either. I've tried Cleaning the Solution & rebuilding, but neither fixed the issue -any ideas?

hidden hedge
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I'm not sure what the latter half of your message even is, a dedicated server is just a different target you package like you do for your client

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and the server signalling ready seems like a backend thing you would implement

tender plume
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What I am trying to get at, is I want to better understand how the server is actually separated from the client. And yes, that is why I wanted to better understand how the server is made

hidden hedge
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that's a very abstract question

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if you want a separate game module that is only compiled into a dedicated server build, then that's something you can do

tender plume
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I'm just not communicating very well I think XD.

In general, I want to know HOW the server and client are separated when the packages are being made. I want to know what objects in C++ drive JUST a server's game loop, and which objects drive JUST the client's game loop

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but it is probably not a question asked very often, so its OK if no one here knows

hidden hedge
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there are #if !UE_SERVER blocks all over the engine which explicitly remove things like FX and rendering from the server

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In terms of packaging, whether client, server or game target, you are compiling a different game executable which is completely separate from the editor

copper topaz
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anyone met this error while compile UnrealEngine-4.27.0-release.zip ?

UnrealEngine-4.27.0-release\Engine\Source\ThirdParty\Windows\DirectX\include\d3d12.h(427): error C4668: ‘WINAPI_PARTITION_GAMES’ is not defined as a preprocessor macro, replacing with ‘0’ for ‘#if/#elif’

Build started…
1>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
1>Building UE4Editor and ShaderCompileWorker…
1>Using Visual Studio 2019 14.29.30133 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Building 5 actions with 36 processes…
1> [1/5] Module.ElectraPlayerRuntime.1_of_4.cpp
1>D:\EpicGames\UnrealEngine-4.27.0-release\Engine\Source\ThirdParty\Windows\DirectX\include\d3d12.h(427): error C4668: ‘WINAPI_PARTITION_GAMES’ is not defined as a preprocessor macro, replacing with ‘0’ for ‘#if/#elif’
1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command “…\Build\BatchFiles\Build.bat -Target=“UE4Editor Win64 Development” -Target=“ShaderCompileWorker Win64 Development -Quiet” -WaitMutex -FromMsBuild” exited with code 6.
1>Done building project “UE4.vcxproj” – FAILED.
========== Build: 0 succeeded, 1 failed, 2 up-to-date, 0 skipped ==========

tender plume
#

Anyone know how the class metadata is processed? IE I would imagine they analyze all the base class specifiers, then move to the derived class so they can override as necessary. I think that is the intention, but im not sure about if that is how it happens in their build tool

tender plume
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Or rather, does anyone know how to manually run the "UnrealHeaderTool" correctly? I can put in breakpoints and do my own work from there

rich gale
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Question, have a build and getting a sporadic crash error there but not in editor. Been trying to figure out the cause with log print strings and it seems to crash after a delay (next event is a fade in with fade in audio checked). I don't think it's the looping background sound as I have the same setup in other levels without it crashing randomly.

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That's where in the level blueprint it's apparently crashing in builds.

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The only log error I see is an orphaned looping sound error (not in editor but in build). It's been a real head banger.

rich gale
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Well it's not the sound shrug same "[2021.08.26-15.26.57:291][812]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000028"

ancient goblet
#

I'm writing a custom usf vertex shader and trying to use WPO to store custom data but I can't seem to find where WPO is actually being applied so I can remove it. There was one line that added it to WorldPosition.xyz but removing that didn't change anything. Any ideas?

tender plume
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then change the command line arguments to something like this (changed for your projects)

"C:\TestDevEnv\AugustDemo\Isekai\Isekai.uproject" "C:\TestDevEnv\AugustDemo\Isekai\Intermediate\Build\Win64\IsekaiEditor\Development\IsekaiEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\TestDevEnv\AugustDemo\UnrealEngine\Engine\Programs\UnrealBuildTool\Log_UHT.txt"

stable hemlock
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im trying to edit a builtin engine plugin directly but recompiling/building the project doesnt seem to do anything - whats the way to get this to work (i also tried dev tools -> module -> recompile but that did nothing as well and also compiling the file in the editor directly)? thanks!

copper topaz
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use Visual Studio 2017 or 2019 to compile UE4.27 ? i found GenerateProjectFiles.bat gen VC16(vs2019) .sln

tender plume
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for recent UE builds its using 2019

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I remember reading that (and I am using UE5 EA and it uses 2019)

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does anyone know where object loading happens? Like where it loads into about UCLASSES? I've confirmed the UHT isn't hosing my flag, and I've confirmed when I go to place the object the flag IS hosed, so I am trying to figure out where in between the problem is happening

gritty hill
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can I open a Dev build of the game using a UE4 editor? how? the editor isn't packed into the exe, right -- I presume the user needs to get the engine separately.. ?

tender plume
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not sure what you are looking for, but i don't think you can just take an exe and open it into the editor. not sure that works at all XD

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but if you had the project of the game itself, then yeah you would likely have the editor there to open it with

gritty hill
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no I'm pretty sure you can open at least a Debug build with an editor; the docs say something about launching via a flag to see your changes reflected but I'm not sure if that means being able to actually save your changes or what..

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maybe I'm conflating something like VS or a profiler with the editor proper, though, I have no idea... ?

tender plume
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you can debug anything with visual studio, how much it makes sense its based on both skill and having symbols XD

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i've debuged game crashes for thing've I've bought to just get enough into to figure out "ok it crashed on something sound related" despite having nothing 😛

#

but i still don't think I am getting your question

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the bottom line is, just like a photoshop, if you want to actually modify the photoshop work itself you need the project file. If all you have is a jpeg of the final result, you are limited on what you can do

tender plume
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Seriously though, I could use some insight onto how these CPP based blueprints are loaded and saved - I am learning a lot about the engine but i am going crazy trying to debug the game loading in one of my objects

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for example, are they considered "packages" or is that only the maps ?

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everything is so multi threaded, and even the strings that print out are so obfuscated ctrl + shift F for strings and terms is only getting me so far XD

stable hemlock
heavy sonnet
copper topaz
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is it really good to modify d3d12.h ??

heavy sonnet
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Yes, it is fine
I failed to compile 6 times before, now it is working

heavy sonnet
# copper topaz is it really good to modify d3d12.h ??

After comment 'WINAPI_PARTITION_GAMES' from d3d12.h

Open command prompt and go to this location C:\UnrealEngine-4.27\Engine\Build\BatchFiles

Paste this command to continue from latest building
=> Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet -WaitMutex -FromMsBuild

copper topaz
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i saw someone met another errors after modify it

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ok, thanks. i'll try. does this error have relation with windows SDK?

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C:\Program Files (x86)\Windows Kits\10\Include

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10.0.18....is nessesary?

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hollow silo
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Hey guys. Is CameraShake.h missing from UE4.27? In my build from the launcher it isn't present.

hollow silo
twin hazel
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Is there any way to compile UT source code with VS2019?

dense swan
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i have this error ( always crashes when i laucnh 1 level)
Assertion failed: InDeltaTime >= 0.f [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/AlphaBlend.cpp] [Line: 90]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

uncut dew
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Hi! i'll ask this on this channel too, maybe someone knows.

I'm trying to add the VaRest plugin to my source version or 4.26

How do i get the plugin folder to add it into the engine source repo?

uncut dew
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Found it, just in case anyone needs it.

  1. download the plugin's version compatibly with your UE4 source code.
  2. add it as a folder into your directory at UnrealEngineSource/Engine/Plugins
  3. Open the visual studio project for your Unreal engine source and rebuild the whole engine (it's gonna take less time than the first build)
  4. remember to enable the plugin on your project
dense swan
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oooh

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that wasnt about my problem

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xD

uncut dew
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i'm so good that i can resolve problems that you didn't even had

sly token
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[Help] how come assets take over to load the first time that class is loaded?

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take forever**

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if there's a more ideal channel to post that question in let me know

tender plume
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unfortunately the engine channel is a little slow... I've had a question for a couple days that i can't seem to research the answer for or breakpoint find the answer for XD

still saddle
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Ok I must be doing something wrong here: I build the engine from source, the engine opens fine. I then open my project and it opens VS and rebuilds the whole engine again

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Why is this?

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Why doesn't it just build my project and open it since the engine was already built once?

gloomy hamlet
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Some parts of the engine get built separately for a project target, so it could just be that. But if it keeps doing it, then it's just ubt being broken. Nothing new.

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@sly token They get preprocessed for things like mesh reduction, texture compression, etc. Results are cached.

still saddle
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Not sure if you can cook a shipping build for console platforms with an installed build though

gloomy hamlet
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Yeah that's probably the way to go. I used to do that to avoid this exact issue, but it's ages since I did, think the process is different now.

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Don't see why you wouldn't be able to cook for console?

still saddle
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Yeah I suppose it makes sense that it'd be able since you have cooked the installed build from a full source build

still saddle
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Did you find a way to solve this other than deleting the code in DebugSolverTasks.h ?

latent geyser
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Anyone know how to add a platform extension to a binary build? For some reason UE is refusing to pickup the platform extension I've created, it works in a source build though.

Also, are there any examples of a properly put together Platform Extension without having to request a console specific one from Epic? The HTML5 PE is outdated and so broken, so it does not help.

wraith shore
ocean wolf
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does each commit and pull request need to be its own branch to contribute to engine? or is same branch fine as long as commits are very closely related and on topic?

next mason
next mason
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Here is the 4.27 error I am getting - even on the 4.27 branch (not release branch). Seems like the main error is related to Chaos

next mason
crimson crane
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i posteed in #cpp but thought i would post here as well since im not sure which one is more suited for this. im building from source since i want to experiment with dedicated servers. it says in the epic docs [1] that i need to build for Development Server which works fine. do i need to build for Development Client ever? im using Development Editor for my "client" part and it seems to work fine even with packaging
[1] https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Networking/HowTo/DedicatedServers/

How to set up and package a dedicated server for your project.

long wave
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Anybody know if "Datasmith" is a valid exclusion for repo setup? I'm currently using a pretty long exclusions list as it is..
EXCLUDES= -exclude=Linux -exclude=Mac -exclude=Android -exclude=Dingo -exclude=WinRT -exclude=Switch -exclude=Linux32 -exclude=osx32 -exclude=osx64 -exclude=Lumin -exclude=IOS -exclude=TVOS -exclude=LeapMotion

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Got all the datasmith stuff in the repro but don't need it

crimson crane
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are these errors "normal" for a source build? i havent touched the engine code at all and i have no pending changes in git status. everything else built successfully (after 5 hours). DatasmithSDK HeadlessChaos UnrealFileServer failed to build

crimson crane
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editor loads up fine so i guess its nothing 🤷 currently building the project which is probably going to take about 2 hours :(

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have you made any changes to the engine source?

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if not, i would recommend maybe pulling/redownloading the source just in case

crimson crane
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did you run the setup script to download all the extra stuff?

crimson crane
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i dont know if i can be much more help. maybe someone more familiar with the tooling might be able to help you out. i guess my suggestion would be to just make sure everything is up to day in case its a bug with VS. maybe try rebuilding or clean+build?

next mason
crimson crane
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yep from 4.27

next mason
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So it seems like there are errors with the release branch that we would have to patch before getting it to work...

next mason
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I got through it but I had to do three things:

(1) HeadlessChaos - FPhysicsActorHandle I did something like this:

FPhysicsActorHandle ActorHandle = nullptr;
FChaosEngineInterface::CreateActor(Params, ActorHandle);
ASSERT_NE(ActorHandle, nullptr);

Since the second parameter it wants in is the actor handle, not the static cube. I don't really care about chaos myself right now so I think it is good enough ...

(2) #include "Chaos/ChaosEngineInterface.h" in PhysicamMaterial.cpp to remove GetWorld() errors

(3) I have no idea what this error is, but commented it out "internal compile error":

// TODO - Why is this broken - Mike
/*for (TSharedPtr<FRemoteControlEntity> Entity : PresetPtr->Registry->GetExposedEntities<FRemoteControlEntity>())
                        {
                                PresetPtr->PerFrameUpdatedEntities.Add(Entity->GetId());
}*/
next mason
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Ok, for (3) you need just:

if (PresetPtr.IsValid() && PresetPtr->Registry)
        {
            for (const TSharedPtr<FRemoteControlEntity> Entity : PresetPtr->Registry->GetExposedEntities())
            {
                PresetPtr->PerFrameUpdatedEntities.Add(Entity->GetId());
            }
        }

since the template default is already set to FRemoteControlEntity

small surge
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I am currently using the github version of ue4 4.26 and I cannot find the media option in create any reasons why this could be happening?

bitter plume
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I'm compiling unreal from source but it's super slow. What gives? I have i7-6700K, GTX 1070 and 16 gb ram.
The source code is on a 1TB HDD.

stable hemlock
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i have a crash trying cook for linux server in ue5

      /Engine/Private/RayTracing/RayTracingLightingCommon.ush:488:32: error: use of undeclared identifier 'FarFieldReferencePos'

  LogShaderCompilers: Error: Errors compiling global shader FLumenReflectionHardwareRayTracingRGS  :

  LogShaderCompilers: Display: /Engine/Private/Lumen/LumenReflectionHardwareRayTracing.usf:219:11: warning: redefinition of 'i' shadows declaration in the outer scope; most recent declaration will be used [-Wfor-redefinition]

              for (int i = GroupThreadId; i <  8 * 8 * 16 ; i +=  8 * 8 )

                       ^
  LogShaderCompilers: Display: /Engine/Private/Lumen/LumenReflectionHardwareRayTracing.usf:194:11: note: previous definition is here

              for (int i = GroupThreadId; i <  8 * 8 * 16 ; i +=  8 * 8 )

                       ^
  LogShaderCompilers: Display: /Engine/Private/RayTracing/RayTracingLightingCommon.ush:488:32: error: use of undeclared identifier 'FarFieldReferencePos'

                              FarFieldShadowRay.Origin += FarFieldReferencePos;

Fatal error: [File:A:\UE5-Source\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 6884] 
Failed to compile global shader FLumenReflectionHardwareRayTracingRGS  .  Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.```
spice vine
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how the hell do MeshBatches of type LineList work

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with {p0, p1, p2, p3, ...}
it doesn't render lines between pi and pi+1 like I would think

next mason
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The engine source of 4.27 compile fails me half the time still with unrelated issues... -_-

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Do I need a specific version of VS?

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Or upgrade my VS build tools?

fresh coral
copper topaz
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anyone know which thread runs first, GameThread or RenderThread?

copper topaz
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GGameThreadId = FPlatformTLS::GetCurrentThreadId();

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so GameThread is the MainThread?

still saddle
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How do I invoke AutomationTool when making an installed build? The docs say this Run the Installed Build Script by invoking the AutomationTool with the following command line but when I run the script in cmd it says that it fails to recognize the first word which is BuildGraph

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Do I need to make a shorcut of AutomationTool.exe and put the command BuildGraph -target="Make Installed Build [PLATFORM]" -script=Engine/Build/InstalledEngineBuild.xml -clean on that?

still saddle
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Answer here for anyone curious in the future, just run this in cmd (updating your directories of course): "C:\UE426\Engine\Build\BatchFiles\RunUAT.bat" BuildGraph -target="Make Installed Build Win64" -script="C:\UE426\Engine\Build\InstalledEngineBuild.xml" -clean

spiral mortar
copper topaz
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thanks

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is there any way to dynamically change Tech Options of Rendering in game?

still saddle
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If making an Installed Build with -set:WithDDC=false does this just mean that anyone downloading the build will need to generate their own DDC like the binary launcher build?

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And if it's true, it'd copy and paste the whole DDC for your engine as part of the download?

plain mulch
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However, i'm trying to build 4.27

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BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:VS2019=true -set:HostPlatformOnly=true -set:WithDDC=false -set:SignExecutables=false -clean

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is it normal that my engine go over insane size ? like 200 gb ?

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(the goal is to distribute the engine to the team after)

spice vine
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im looking for the simplest possible example of a custom rendering component in UE4

still saddle
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No need for the bat in my case

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Will let you know if mine turns out to be 200gb

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Was it 200gb just for your installed build or the entire source engine directory?

plain mulch
#

installed build kyle

still saddle
# plain mulch installed build kyle

Would you happen to know why I'm getting this Linux error when not building for linux at all? ERROR: Platform LinuxAArch64 is not a valid platform to build. Check that the SDK is installed properly.

I'm running this:

"C:\UE426\Engine\Build\BatchFiles\RunUAT.bat" BuildGraph -target="Make Installed Build Win64" -set:WithDDC=false -set:WithWin64=true -set:WithSwitch=true -set:WithWin32=false -set:WithMac=false -set:WithLinux=false -set:WithIOS=false -set:WithAndroid=false -set:WithTVOS=false -script="C:\UE426\Engine\Build\InstalledEngineBuild.xml" -clean
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Since you got it working maybe I'm missing something, any help would be really appreciated

plain mulch
still saddle
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-set:WithLinux=false

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Should disable cooking linux as a platform, no?

plain mulch
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oh didnt see this

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one second let me check installedbuild.xml

still saddle
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Thanks!

plain mulch
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you want to build only with win64, right ?

still saddle
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Yes and switch

plain mulch
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and switch, okay one sec

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"<Property Name="DefaultWithLinuxAArch64" Value="true"/>"

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in installed build.xml

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it's why

still saddle
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Ah there's no override to pass in so I should manually set that to false in the .xml?

plain mulch
#

set:WithLinuxAArch64=false

still saddle
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Ah perfect many thanks for the help

plain mulch
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should work i guess, no problem

still saddle
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Waiting for the whole thing to compile for each failure haha

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Can take a lot of time

plain mulch
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yeah, 3h

still saddle
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Appreciate the help

plain mulch
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it's just finish on my side, it's 40gb after compile, not 200.

still saddle
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That sounds much more reasonable

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Still not near a launcher build I wonder why

plain mulch
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yeah, its just while transfer file, he need 200, i guess his moving unpacked thing.

still saddle
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Makes sense

plain mulch
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so be sure to have enough space, or the last operation while fail.

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painfully when it take 2h to reach.

still saddle
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I have exactly 200GB free 😄

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So I'll move to another HD

plain mulch
#

oh, try to build on SSD or NVME

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or it gonna take a LOT more time than 2hours.

still saddle
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Will do, I'll do it on a samsung T7 which is fast

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And by the way when this completes it should mean that I can build and package my project for Windows / Switch without needing to build from source again?

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As currently if I even open a new .uproject it needs to rebuild the whole engine again, and then it builds the whole thing AGAIN when packaging each time

plain mulch
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no, project will need to be recompile everytime you switch engine.

still saddle
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I believe this should let me skip rebuildling the engine and it should work like a launcher build right?

plain mulch
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but this avoid rebuild engine yep

still saddle
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No I mean the engine won't need a rebuild right?

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That's what takes the most time

plain mulch
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By proceeding like this, engine is like rocket build (the one you have on epic launcher)

still saddle
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That's amazing!

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But with switch ready to cook

plain mulch
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exactly.

still saddle
#

Nice that'll save a LOT of time

plain mulch
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the only thing is : if you update the engine a lot, go with UGS instead.

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this way to do, "independant build", is for people who never (or rarely) update the engine.

still saddle
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I never need to update the engine, have been using the launcher build until now but need switch and other console platform support

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So I think this way with the installed build I can stay essentially on a launcher build

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But gain the platforms

next mason
plain mulch
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@next mason you mean with project or source itself ?

next mason
plain mulch
#

yeah, but you speak about error in the compile of the project

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or error in the compile of unreal source ?

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(Editor or your game)

next mason
plain mulch
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you should have zero error to compile with unreal source.

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but packaging can have some error, check the message to fix it, as usual.

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(package the source i mean, not package a project)

next mason
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I tried the 4.27 branch as well and it throws even more compile errors

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But, you still didn't answer my question. Did you or did you not have any compile errors on the 4.27 release branch?

next mason
plain mulch
gloomy hamlet
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@next mason You asked if you need specific versions, those are the specific versions of the compiler verified by Epic.

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It's not VS 2022. They're relatively old versions of the compiler. You can get them through the Visual Studio Installer.

novel anvil
#

guys, do you know where I can find the shader responsible for calculating the velocity buffer for objects not moving (non-movable?) in the scene?

teal plinth
#

how do I select how many threads/cores I want to use for building source?

pallid drift
#

Will i be able to work with my friend that works with vanilla UE4 when i have the source build?

fair holly
#

Generally you need to be on the same build to work together iirc

pallid drift
#

aiii ait

crimson crane
#

so all of a sudden and for no apparent reason, my project is failing to build. im using an unreal source build (which 2 projects failed - UnrealFileServer and HeadlessChaos). i havent changed the unreal source at all and before this, my project compiled perfectly fine. ive tried rebuilding my project but its giving me the same errors. those link errors i dont understand since the binaries definitely exist and i have read and write access to that directory

bitter plume
#

How to add a Geometry Shader to the deferred base pass?
how to add a shader stage and how to modify the existing base pass shaders to handle going from a Vertex Shader to a Pixel Shader, but also handle Vertex Shader to Geometry Shader to Pixel Shader?

bitter plume
wicked bolt
#

Hi, I want to understand how packaging works under the hood. How does Unreal manage to convert an authorable scene in memory to an executable? Does it generate the code of the authored scene and compiles it with the engine source code?

hidden hedge
#

well it doesn't do that for a start

bitter plume
#

What is the best unreal version (4.0 - 4.27) for studying the source code?

crimson crane
bitter plume
crimson crane
#

Ye sorry I don't have an answer but your question was very broad. If there's something specific about the renderer you wanted to study then any version it exists I should work? Later versions might have more fixes/features though

bitter plume
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I think it's better to study the lowest version possible to keep the complexity down.

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I'm also looking to modify the engine.

calm mason
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IMO You should use the latest as that has all the latest documentation etc. Otherwise you'll have to make sure you have the older versions of visual studio, windows sdk, etc. Also if you have to ask any questions most people here will be on >=4.25 and almost no-one on 4.0 🙂

bitter plume
spice vine
#

anyone got pointers on how to make your own vertex factory and shaders?

viscid snow
#

hey guys, I had a problem doing the setup for my unreal engine source. Does anyone know what caused this error?

cosmic stump
#

I have some C++ code straight from Epic's docs and when building project with 4.27, I get this:

#
otherwise your project will no longer compile. [-Wdeprecated-declarations]
UATHelper: Packaging (Android (ASTC)):             for (USkeletalMeshSocket* Socket : BaseMesh->Skeleton->Sockets)
UATHelper: Packaging (Android (ASTC)):                                                          ^
UATHelper: Packaging (Android (ASTC)):     F:/Apps/UE_4.27/Engine/Source/Runtime/Engine/Classes\Engine/SkeletalMesh.h(626,2): note: 'Skeleton' has been explicitly marked deprecated here
UATHelper: Packaging (Android (ASTC)):             UE_DEPRECATED(4.27, "Please do not access this member directly; use USkeletalMesh::GetSkeleton() or USkeletalMesh::SetSkeleton().")
UATHelper: Packaging (Android (ASTC)):             ^
UATHelper: Packaging (Android (ASTC)):     F:/Apps\UE_4.27\Engine\Source\Runtime\Core\Public\Misc\CoreMiscDefines.h(234,43): note: expanded from macro 'UE_DEPRECATED'
UATHelper: Packaging (Android (ASTC)):     #define UE_DEPRECATED(Version, Message) [[deprecated(Message " Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.")]]
UATHelper: Packaging (Android (ASTC)):                                               ^
UATHelper: Packaging (Android (ASTC)):     4 warnings generated.
UATHelper: Packaging (Android (ASTC)):     [5/7] MeshMergeFunctionLibrary.gen.cpp [arm64]```
#

what I do I need to do to fix that ?

#

(I am not C++ pro 😦 )

teal beacon
cosmic stump
#

thanks, I'll try that!

teal beacon
#

hope it works

teal beacon
#

just build main branch from source, whenever I try to open a texture or click play the editor crashes

#

is this a common issue? I build it with vs 2022, and added net framework targeting packs, unreal engine installer, desktopdevelopment, nuget and gamedevelopment

#

please @ me

#

nvm I think I got it

cosmic stump
#

it worked @teal beacon but now I am getting issue in the header:

teal beacon
cosmic stump
#

in the header? no.. Only in .cpp

teal beacon
#

No I mean at F:/Unreal Projects/SkelIssueQuest27/Source/FFR_v30_issues/MeshMergeFunctionLibrary.cpp(63,19):
...

cosmic stump
#

ah, shoot.. nope :/

teal beacon
#

Yeah I think you have to replace it everywhere you get that error, if the solution works

cosmic stump
#

1>F:\Unreal Projects\SkelIssueQuest27\Source\SkelIssueQuest27\MeshMergeFunctionLibrary.cpp(63): error C2106: '=': left operand must be l-value

tender elm
#

I’ve been trying to figure this little detail out… how/where are UToolMenu items linked to their corresponding action delegates/callbacks?

inner field
#

Hi, does anyone know what classes are used to define the DataPrep recipes?

#

I'm trying to find out how to modify the "Input" path through code / python.

heady steeple
#

if there is an exposure parameter set for every frame in UE4 shaders?

north frigate
#

I have a patched engine build that I got working, hooray. How do I distribute the build to developers for use in a cpp project? And how do they associate projects with the custom distribution?

hasty dragon
#

Has anyone successfully compiled the 4.27 release branch?

I'm getting pretty much the same errors seen here, and none of the potential solutions I've found are working:
https://answers.unrealengine.com/questions/1034296/index.html

I've tried several toolchains and am on the correct Windows SDK. Currently using the exact toolchain used by Epic's build farm, according to the 4.27 release notes.

37>Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).

Also tried on VS 2019, with the same and newer toolchains.

calm mason
hasty dragon
#

Thanks noggs. I'm assuming no changes were necessary?

calm mason
#

I thought Chaos was disabled by default in 4.27 still

#

I didn't change the source

hasty dragon
#

weird... well, the solution is definitely building the HeadlessChaos project

#

I had to do two things to get it to work:

  1. Disable UnrealFileServer project from building
  2. Patch HeadlessChaosTestPhysicsScene.cpp to fix compilation error

#1 I generally have to do to get UE5 to compile as well

tender elm
#

I got the 4.27 release compiled on Linux 🙃 (using clang 19)

north frigate
#

Has anyone had luck creating installed builds with VS 2019?
I hit an error after like an hour saying VS 2017 is required, which could mean a lot of things. There wasn't any additional information about the error.

north frigate
#

ue4 uat BuildGraph -target="Make Installed Build Win64" -script=Engine\Build\InstalledEngineBuild.xml using ue4cli
Comes to this command

-Manifest=C:\Users\Administrator\UnrealEngine\Engine\Intermediate\Build\Manifest.xml
-nobuilduht
-NoHotReload
-xgeexport
-NoUBTMakefiles
-nobuilduht
-precompile
-allmodules
-nolink
-2017
-nodebuginfo
-log="C:\Users\Administrator\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-Win64-DebugGame.txt"```
#

Is there any way to adjust that -2017 flag from build graph?

north frigate
#

Looks like -set:VS2019=true did the trick

bitter plume
#

How to compile the first version of unreal engine? (UE 4.0)

#

It requires visual studio 2013. But I have visual studio 2019.

crimson brook
ancient sorrel
#

hi guys

#

Ive been trying to download unreal source code with my mac

#

and so far every time, unreal has crashed

#

any solutions?

shadow pasture
#

Does anyone know whether it's possible to gfx-cull an entire level while keeping physics + audio running?

marsh flint
#

What should I be doing if I'm getting this error trying to build my solution with 4.27?
SlateNullRendererModule.cpp(12): [C1083] Cannot open include file: 'TextureResource.h': No such file or directory

tender elm
ancient sorrel
tender elm
#

I haven’t built UE4 for mac before. Can you build with make or does it require xcode? I know Unreal can be built using the clang compiler on Linux and I know clang is a thing on mac, so theoretically…

fleet kiln
#

Can someone please tell me what dependancy i'm missing? i have all the C++ runtimes the correct Windows SDK i've downloaded fresh source zip 5 times this week and every single time this, i don't get it google reveals NOTHING these werid issues like this are what make me want to give up on Unreal

hidden hedge
#

you don't need to build UnrealFileServer

#

not sure why so many build solution when working with source

fleet kiln
#

thats right out of the box, setup.bat --> Generate Project Files --> UE4.sln F7 ^^

hidden hedge
#

yes but you should never need to build solution ever

#

especially if you have a project to work with already

fleet kiln
#

i mean i can try switching the project but if UE4 isn't built then when i go to build the project its going to hit simmular compile errors no?

hidden hedge
#

well you don't need UnrealFileServer like I said

#

working with source you usually have:

Engine/
YourProject/
GenerateProjectFiles.bat

#

when you generate the solution, your game will be in it. you build the game target and then it only builds what you game actually needs

#

saves a ton of time

fleet kiln
#

i'll give it a shot real quick, but i've never been able to get a project to build successfully without first building the entire UE4 source

#

Worse on project 12,000+ errors i just dont understand the dependancy tree for UE source its not documented at all really the setup.bat is suppose to sync everything but i don't think it works right

hidden hedge
#

yeah stop trying to build UnrealFileServer when it's broken

fleet kiln
#

explain thats how its setup out of the box, what are you suggesting i do exclude it from the solution

hidden hedge
#

don't EVER build the solution. not sure how many times I need to repeat that

fleet kiln
#

that was NOT the UE4 source that was the myproject.sln

hidden hedge
#

you still don't build the solution there either

fleet kiln
#

i'm doing it a different way building the game project only from in UE4.sln but this is werid because thats not how its "Supposed" to work

hidden hedge
#

building the game project from UE4.sln is literally how it's supposed to work

#

because that causes it to build only the dependencies your game needs, can cut build times significantly

#

if you use UGS, it pretty much does the same thing

fleet kiln
#

@hidden hedge Thanks for your help eariler, i was super frustrated, because the amount of issues i was having with source was at the point that i had 10 times more time spent chasing UE issues than actually working on my project, and while i may have beeen internally yelling at you because what you were saying wasn't making since to me at all, you pointed me in the direction i needed to go, which is more than i can say about anyone else in other communities. So thanks.

crimson crane
#

so i have a source build and a C++ project that uses it. when i build my project, it also rebuilds a bunch of libraries and puts them in the engine binaries folder, why is this? i already build the engine source for development editor. the log says its building my project for development editor plus ShaderCompileWorker

north frigate
formal flower
#

I've recently forked 4.27, and it built w/o issue or error.

Trying to Rebuild a 4.26.1 project using the forked 4.27, I'm getting these errors:

30>Done building project "HeadlessChaos.vcxproj" -- FAILED.```

and

```41>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(51,5): error MSB3073: The command "C:\Users\ME\Desktop\UnrealEngine\Engine\Build\BatchFiles\Rebuild.bat UnrealFileServer Win64 Development -WaitMutex -FromMsBuild" exited with code -1.
41>Done building project "UnrealFileServer.vcxproj" -- FAILED.```

Not sure if this is a source issue or just a project issue.  When looking at the Chaos setup instructions they make no mention of 4.27.  

Engine's HeadlessChaosTarget.cs's got this in it:
bUseChaos = true;
bCompileChaos = true;
bCompilePhysX = false;
bCompileAPEX = false;
bCompileNvCloth = false;

All that's in UE4Editor.Target.cs is:
```public UE4EditorTarget( TargetInfo Target ) : base(Target)
   {
        Type = TargetType.Editor;
        BuildEnvironment = TargetBuildEnvironment.Shared;
        bBuildAllModules = true;
        ExtraModuleNames.Add("UE4Game");
   }```

Need I just add the following to the **Editor.Target.cs?
```bCompileChaos = true;
   //Note that the following line is not needed for 4.23 or previous versions.
   bUseChaos = true;```
And then rebuild the engine, and the project? Or is there a quicker way?
hidden hedge
formal flower
#

@hidden hedge thx for the reply. On vanilla 4.27 bUseChaos and bCompileChaos are true. Setting those to false should fix it? Tried looking up the other person earlier's issue but couldn't find it. Not exactly sure how to fix that UnrealFileServer error (first I've heard of it, actually, so it's likely something set up by default too).

I stopped building the solution. I'm on a pos PC, so some brief instruction on fixing these, or a link to that other person earlier's issue would be greatly appreciated. I'm not a programmer. I've just been maintaining a toon shader model fork. Spent a bit too much time googling for solutions.

tender elm
#

😂

hidden hedge
#

It’s very unlikely your project depends on it

#

Also if you have your engine and project side by side and generate project files, all you need to do is compile your game target and it automatically figures out the dependencies

#

Which like discussed earlier, saves a ton of compile time to boot

tender elm
hidden hedge
#

I’m guessing internal Epic tool, I’ve never run into a case where I needed to compile it

scarlet mason
#

Hey everyone. I was wondering two things that I was hoping you guys could help with.

  1. Why build from source?
  2. Can you transfer an installer project to a source project
tender elm
hidden hedge
#

Because sometimes you gotta modify the engine

#

And you need it for dedicated servers also

#

And transferring to a source build is trivial if you know what you’re doing

scarlet mason
#

when you say 'when you know what you're doing' to what degree do you mean?

hidden hedge
#

Basically making sure the engine and project are side by side and copying the project across, excluding the binaries and intermediate folders

scarlet mason
#

so it is a copy past affair?

hidden hedge
#

We do the source build the epic way, including deploying unrealgamesync, which non-coders use for pre built binaries

scarlet mason
#

when you say side by side do you mean both are open and you migrate the project files, or do you copy and paste the contents folder from one to the other?

hidden hedge
#

Engine and YourProjectFolder are side by side

#

You run GenerateProjectFiles.bat which generates UE4.sln

fleet kiln
#

I think the better way to explain it is Your project folder needs to be INSIDE the UE4 Source ROOT folder

hidden hedge
#

And then you compile your game target within it

scarlet mason
#

I see. So can I just continue working in editor until I think I need the source code, or is it the longer I wait the harder it gets

hidden hedge
#

With a decent CPU you probably can compile the engine from scratch based on what your game actually uses in 10-25 minutes

scarlet mason
#

I have a 5950X, so it should be pretty quick

hidden hedge
#

With the 2nd threadripper down from last year and 64GB RAM it’s about 11 minutes for me on a SATA SSD

#

Not at my PC so I don’t remember the exact mode number

fleet kiln
#

SSD is key its IO intensive

hidden hedge
#

Would be faster on M.2

scarlet mason
#

I believe single threaded mine is better, and multithreaded yours is better because you have 32 cores and I have 16

#

so I'd guess 20 min

fleet kiln
#

mine is a NVME 3Gb/s but my bottleneck is the 2700X

hidden hedge
#

When you get the moarcore threadrippers, you definitely need lots of RAM… it uses it all

scarlet mason
#

I have 32gb

hidden hedge
#

I even get compiler is out of heap space from time to time on 64

fleet kiln
#

yeah I use fast build (asking for problems) and it uses about 16GB from each build machine it kinda amazing how much ram it eats

scarlet mason
#

I can't justify a threadripper for a bit. the 5950X was expensive enough

hidden hedge
#

I needed a productive WFH beast that would last me a while

scarlet mason
#

right now I need a new gpu. I have a 670 because I couldn't upgrade it due to the shortage

hidden hedge
#

I was lucky I got a 30xx series card when I could. I had a 1080 for a while

scarlet mason
#

yeah I was like, I'll save for a few months and buy one

#

that was a mistake

#

price went up by 2/3

hidden hedge
#

I was forced to splurge on a 3090 which at retail price was close enough to the scalper 3080 price anyway

scarlet mason
#

here we don't have scalpers because the stores just increased their prices to scalper levels

#

It is actively cheaper for me to buy a gpu from a scalper in america, and ship it here than it is for me to buy one from the store

#

I'd never heard of unrealgamesync until now. Seems like it will be useful. We use perforce.

hidden hedge
#

Yeah I absolutely recommend it, there is a bit of cost in setting up the web service and setting up CI builds for the editor binaries but it makes things so much simpler in the long run

#

The build status labels are also handy to implement

scarlet mason
#

Does it not have a local build version?

hidden hedge
#

I’m not sure what you mean?

scarlet mason
#

so with perforce we have a local server, so we don't need to set up web services

#

and from what I can tell this is just built on top of perforce

hidden hedge
#

The web service is specific to UGS for providing build status and other features

#

I believe the documentation says it’s optional but it does back a lot of the neat stuff in UGS

scarlet mason
#

how much would you say the cost would be?

hidden hedge
#

The cost is time

scarlet mason
#

oh, I presumed it needed a server somewhere to run it

hidden hedge
#

Well the metadata service yeah

#

You can run that on a local network though

scarlet mason
#

yeah I thought it was a bit strange if you couldn't

#

so how does building from source work with source control?

#

does each machine build their own from source and it's just the project

#

or is there other steps

hidden hedge
#

You have your engine sans-binaries and symbols in source control

#

Coders build locally, non-coders sync a zip file with the prebuilt binaries in it

scarlet mason
#

presumably it doesn't have to be a zip, it's just recommended

hidden hedge
#

You can use sync filters on your client to filter out platform files and the like, much faster than virtual streams

#

It works off a zip file

scarlet mason
#

what works off a zip again?

#

the binaries are stored in a zip?

hidden hedge
#

The prebuilt binaries for non-coders

#

Usually your CI server will just be churning those out

scarlet mason
#

do you know a good resource by any chance for setting this stuff up?

hidden hedge
#

The official docs page on it?

scarlet mason
#

it covers everything?

hidden hedge
#

Of course there’s shit you just have to figure out yourself, but that’s working with unreal anyway

scarlet mason
#

so when it comes to precompiled binaries, does that work with the complied game code as well?

hidden hedge
#

It says you need a mysql server, you don’t. The latest metadata server actually uses SQLite

scarlet mason
#

I find atm that I need to recompile on my partner computer when I make big changes

hidden hedge
#

Prebuilt is engine binaries plus editor DLLs for your project

#

But the CI server (we use Jenkins) handles that stuff

scarlet mason
#

so to clarify atm, we do not have a dedicated server for it, and run it on one of the desktops. Will we need to run it on a virtual machine for running a CL server

hidden hedge
#

Unless you all build code locally, then you’ll probably need to set something up eventually

#

Especially if your team grows

scarlet mason
#

yeah right now I just manually go and build the code changes on their machine

#

but that is definitely not sustainable at scale

#

Seems I still have alot to learn

celest viper
#

Were on the same UGS / P4 / Jenkins setup here. It is extremely useful

scarlet mason
#

Hey, sorry to ask but when what do you actually need to change to setup networking stuff in the source code. I don't think I'll be doing it on my current project, but I think it would be good to start learning for the next project

severe depot
#

is there any way to expose an internal struct type to blueprint usage (other than patching the source)?

tender elm
#

I don’t know how complex your target struct is, but technically because this is C++, you can just recreate that struct under a different typename and then reinterpret_cast your struct to the internal one and vice versa.

severe depot
#

ok, that sounds like i would have to "forward" each value from the proxy to the real struct

#

and vice versa

tender elm
#

Yes, that is what a proxy class does. 😉 (You could also do the second method I mentioned if that is reasonable.)

severe depot
#

ok thank you

#

guess i'll just make a littler helper function which takes all the arguments of the struct, fills it and returns the struct

#

or i patch the source instead of that hacky workarounds ;/

#

it's for control rig, so kinda an edge case where you can use an struct which isn't available as datatype for variables in the editor

#

you don't happen to know if i can still pull from official ue git when i have an local change commited?

tender elm
#

If you have your local change committed, and no other pending changes, then a git pull will just merge / fast-forward any new changes into your local branch.

severe depot
#

ok, thanks, so it shouldn't be big of a trouble adding one uproperty change to one file 😄

tender elm
#

A less “hacky” solution would be to create your own struct to pass around in blueprint space. Then in C++ space, you simply assign values between structs when accessing internals.

This way you won’t need to recompile your editor, you won’t need to add overhead from a proxy class, and you can avoid risky casts.

severe depot
#

yea, but i would like to avoid any casting/execution on runtime, because control rig runs every frame

#

so i guess the sanest way is to just have the data prepared in the correct format

#

and that stuff is luckily part of the plugins, so recompiling engine plugins should do the trick

tender elm
#

Ah, I guess in that case then your fastest solutions are to update your editor… or do a reinterpret_cast like before (no additional assembly instructions are generated)

tender elm
#

@severe depot Thinking of more creative ways to solve that problem, I’m curious if UE4 would allow the use of a struct with blueprint-exposed reference variables.

It’s an extension to my ‘less hacky solution’ earlier that also reduces the number of read/write instruction.

severe depot
#

actually figured out that it works if i make a custom struct which just holds the internal struct 😄

tender elm
#
struct exposed_t {
    exposed_t(internal_t& base)
    : m_base(base), arg(base.arg)
    {}

    T& arg;

private:
    internal_t& m_base;
};

That works too. I figured you were also wanting to modify the data within the internal type.

severe depot
#

but how do i read it then?

#

would it expose the fields on the exposed_t struct?

tender elm
#

arg is a reference. Both reads and writes are to the base value

severe depot
#

i think i'll try that tomorrow just to understand it 😄

cyan solar
#

Hey guys, I am here trying to use the engine from git and I have downloaded from github, unlocked the zip and extract, made all that stuff and compile the Editor, but when I try to compile the Programs and Visualizers folders I got errors. Is that usual? The engine itself have compile with no errors and run without a problem.

tender elm
cyan solar
tender elm
cyan solar
tender elm
#

I can’t say from my own experience unfortunately. On linux, make and make project-name are two different build paths. make is like ‘building the solution’.

#

Only make project-name works for actually compiling my UE projects on Linux.

astral hedge
#

Hey not sure if this is the right channel - I'm trying to automize sth. and im not entirely sure where to start or If I can do that with my skillset atm, I can do python and BP programming, no c++ - I'm trying to automatically create a new ue project before migrating a new asset to - can you actually do that inside a open ue4 project or is that sth. you would need to write a tool outside of it that executes sth else ( like opening the epic games launcher and making a project? im a bit lost at that part on what to actually access to make it happen)

next mason
#

Does ShouldUseThreadingForPerformance in FApp affect multithreading?

#

I guess question is two fold: (1) is multithreading always on? (2) can I just have that function return true and multithreading would always work if not?

shrewd thorn
#

Did anyone here look into why rendering performance dropped in 4.26 compared to 4.25? This long forum thread has a lot of reports of it but no real conclusions: https://forums.unrealengine.com/t/4-26-performance/154610

#

I'm seeing it on a Switch game I'm working on. I'm pretty sure the difference is either in separate translucency or the base pass shader, but I thought I'd ask here in case anyone has personal experience.

restive prawn
#

Hey all! I get a bunch of LNK2019 and LNK2001 errors when building a class derived from the UUserWidget. Any thoughts?

hidden hedge
#

add UMG to Build.cs?

#

not sure how this is engine source related

cyan solar
#

this is cpp related lol

pallid delta
#

hey guys what is that error

#

Unable to read module manifest from '../../../Engine/Binaries/Win64/UE4Editor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime.

#

i never seens thing like that

dry ore
#

Where can I see/check what .NetFramework SDK version I need for a particular engine version if I wanna compile from source?

dry ore
#

Getting dozens of errors when trying to build from source.

That can't be normal can it?

#

Unreal Engine 4.27 release, and VS 2019 community with .netframework 4.6.2

dry ore
#

Apparently it's all just a matter of EXACT sdk setups. Turns out I had to also disable any other netframework sdks, also get the latest windows sdk etc.

dry ore
#

Could someone explain to me please why a compiled-from-source engine is so much bigger than a downloaded binary one?

I am talking 118gb vs 38gb in my case.

hidden hedge
#

probably the 3rd person I've had to say that to

#

HeadlessChaos and UnrealFileServer are not required for the engine to run

dry ore
#

That's a bit of a strange way of error handling.
Anyway, I got it to compile eventually, as I mentioned above.

hidden hedge
#

well it's still something you want to avoid doing

#

laying out your engine build to be side-by-side with the project and only building the game target will cut down compile times significantly

#

and the resulting file size

dry ore
#

Hm this is beyond my understanding of everything still.
Especially since I need to make it work with the Switch SDK (which we can't discuss here)

hidden hedge
#

well all that does it drop a directory in Engine/Platforms

#

usually anyway

pallid delta
#

hey guys where in the source i can find the unreal editor version i want to hide the ue4 version the loading splash

tall thunder
#

Where can we find editor settings? Want to change the range of the camera speed slider.

dry ore
#

@hidden hedge could you perhaps elaborate on “laying out side by side with game project” ?
I’d like to understand that approach 🙂

hidden hedge
#

that's literally it

#

you run GenerateProjectFiles.bat in the root, build your game target

#

suddenly you don't have to build as much

dry ore
#

Okay interesting. Gotta try this for sure.

#

Thanks!

#

I still open the the engine solution file, right?

#

(Not the game one)

hidden hedge
#

UE4.sln but you build the game project

dry ore
#

Yeah exactly 🙂 Thanks for confirming

dry ore
#

@hidden hedge

How am I able to select my project when I open the UE4.sln?

#

Ah wait, the project needs to have code (to generate a .sln) I assume?

dry ore
#

Edit: Yes.

dry ore
#

Okay, so the compile time went down drastically, the filesize was reduced by about 40gb, but is still about 40gb higher than a downloaded binary.

But I take that. I could probably delete the intermediate folder if I don't wanna change the engine code

delicate grotto
#

is it possible to migrate an engine component from an earlier version over to 4.27?

hot parrot
#

Hi, i built ue4.27 from source (everything works), but when i try to use it in my project (previously on 4.26) i have errors while the engine build, what should i do to clean my project and use the new version ? I already changed the uproject engine version and regenerated the files

#

I have errors like that :

ActorComponent.h(375): [C3668] 'UActorComponent::GetWorld': method with override specifier 'override' did not override any base class methods

opal gorge
#

Any way to disable this particular module from being built?

dry ore
#

@hot parrot Your first order of action should be to invest time in setting up version control, so those issues are not a problem in the future.

hot parrot
muted harness
#

Having issues with Rider

muted harness
#

Would there be a need to remove the old VS sln project and files ?

compact herald
#

I have these two error, does anyone can help me?
fatal error CVT1107: 'G:\GitHub\UE\Engine\Intermediate\Build\Win64\UE4Editor\Development\D3D12RHI\Module.D3D12RHI.2_of_4.cpp.obj' is corrupt

Unable to read G:\GitHub\UE\Engine\Intermediate\Build\SourceFileCache.bin.

dry ore
#

@hot parrot I am sorry, I thought you were concerned about having messed up your uproject and cant go back

hot parrot
#

It s ok :p i have build errors but i can still run the editor, i guess the modules with errors are not mandatory

pulsar kestrel
#

I'd be very grateful for any help with this:

  1. C++ project was started with the Launcher Engine pre-4.25 then updated to 4.25.
  2. 4.25 Engine was compiled from source.
  3. In order to get the custom Engine to open the project, DefaultBuildSettings = BuildSettingsVersion.V2 was added to the ProjectName.Target.cs and ProjectNameEditor.Target.cs files, which worked.
  4. Project was updated to 4.27.
  5. 4.27 Engine was compiled from source.
  6. Custom Engine cannot open the project, whether built with or without the aforementioned DefaultBuildSettings. The error I get is ERROR: Building would modify the following engine files: followed by the .modules files in \Engine\Binaries\Win64\ and \Engine\Platforms\ and then pretty much all the .modules files in \Engine\Plugins\.
compact herald
#

It took like 1 hour compile from 8 to 14/3313, is that normal?

pulsar kestrel
#

One hour is enough to compile the whole engine.

#

What's your CPU usage like?

compact herald
pulsar kestrel
#

It should be around 100%.

compact herald
#

yeah, do you know how can I change it?

pulsar kestrel
#

How many Microsoft C++ Compiler Driver processes do you have running?

compact herald
#

I can only see 4

pulsar kestrel
#

0-0.1%

#

Yeah, that's not normal.

#

What happens if you open up the Performance Monitor and set their priority to above average?

compact herald
#

oh no, where is that performance monitor?

pulsar kestrel
#

Sorry, I meant in the Details tab.

#

If you go in the Details tab and you right-click on the process name, you can set its priority to above average.

#

I'm not sure that'll make a difference since your CPU is so under-utilized anyway, though.

cyan solar
#

Hey guys, someone know how to solve it?

tender elm
#

Does the file exist where msvc is looking?

cyan solar
#

Yes, it exist.
Geez, I am suffering to use the source engine. I am trying to get the 4.26.2 version but keep getting the 4.27 instead. For the 3rd time I am downloading it. Tried via Git also but it give me error.

tender elm
#

git branch -l will show you a list of branches. The starred branch is the one you currently have checked out. “release” is going to be 4.27.

cyan solar
tender elm
#

Did you clean your directory?

cyan solar
#

now I do, but before I didnt

#

just have switched the branch and updated all

#

the compile go all good, just when I try to run the engine

tender elm
#

Curious, how are you running the engine?
(Guess I should try compiling for Windows so I can be of more help; I’ve only developed on Linux.)

cyan solar
#

I press F5 to run the editor, I think its the same as press the play button

#

I should build only the UE4, not the programs and Visualizers folder right?

tender elm
#

Yes, I believe so. On Linux, it was just make

cyan solar
#

I see, I am building here again, lets see if I will have any error again, have downloaded the zip file, lets see if the version will be correctly as well.

tender elm
#

I'm cloning the repo on Windows. Need to checkout 4.26-chaos, correct?

cyan solar
#

Not sure lol, the 4.26 its from months ago. So probably yea

tender elm
compact herald
cyan solar
#

yea, another time I've downloaded, compiled and... engine 4.27. I have downloaded from git website on the 4.26.2 release version -.- got the .rar version

tender elm
pulsar kestrel
tender elm
compact herald
# pulsar kestrel I'm afraid your best bet is to Google "visual c++ compiling extremely slowly" an...

haha yeah I did that, an options it-s that vs it's not using all my cores, but the build says "with 8 processes"
I still have a some errors lie this one: atal error CVT1107:

'G:\GitHub\UE\Engine\Intermediate\Build\Win64\UE4Editor\Development\D3D12RHI\Module.D3D12RHI.2_of_4.cpp.obj' is corrupt
1>G:\GitHub\UE\Engine\Intermediate\Build\Win64\UE4Editor\Development\D3D12RHI\Module.D3D12RHI.2_of_4.cpp.obj : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt

hidden hedge
#

you have to rebuild

#

not sure if deleting the corrupt obj file will work

compact herald
daring basin
#

Each UE4 pull request should be on a clean up to date fork with no history, right?

But what if you want to have multiple pull requests, do you make multiple fork repos on GitHub? Or can you trash the fork once you've submitted the pull request?

gloomy hamlet
#

Just make a branch per pull request.

#

Generally you want to keep your fork's master up to date with the upstream. Then branch off from that for each pr you want to develop.

tender elm
#

Anyone here successfully build UE4 with clang on Windows? Going to give it a try in a sec.

tender elm
cyan solar
compact herald
#

I solved now I have a bunch of errors:

Error CVT1107 'G:\GitHub\UE\Engine\Intermediate\Build\Win64\UE4Editor\Development\D3D12RHI\Module.D3D12RHI.2_of_4.cpp.obj' is corrupt UE4 G:\GitHub\UE\Engine\Intermediate\ProjectFiles\CVTRES 1

Error LNK1123 failure during conversion to COFF: file invalid or corrupt UE4 G:\GitHub\UE\Engine\Intermediate\Build\Win64\UE4Editor\Development\SlateReflector\Module.SlateReflector.cpp.obj 1

hidden hedge
#

do you keep killing the compilation process when it's still running or something/

#

you've the only person I've seen who is consistently getting these corrupt obj files

#

or you have weird power settings making your PC go to sleep while the compile is running

wanton summit
#

anyone have any idea why this is happening?

UATHelper: Cooking (Windows):   LogCook: Warning: Unable to generate long package name, TitansPersistent

i'm trying to cook my project and it's not cooking the only map i need to cook

#

the package is like... a few characters long. why would this be happening

dense mason
#

Guys, please tell me how you can fix the problem. I compiled the engine sources, launch the engine using UE4Editor.exe, the engine starts, I set up the project, click OK, the engine does not start, the visual studio opens (C ++ Project). After restarting the engine using the [nameproject] .uproject file, writes: "The following modules are missing or built with a different version of the [NameProject] engine. Do you want to rebuild them now?" I press "Yes" - after a while an error appears (on the screen).

I have already rebuilt the source code of the engine and nothing. Generated Visual Studio files of my project "Create Visual Studio Project Files" - nothing helps. Please tell me how to fix the problem.

Sorry for my English 🙂

#

Version Engine 4.27

hidden hedge
#

did you put your engine and game side-by-side, since that's ideal?

#

if you do that, you'd just run GenerateProjectFiles.bat, open UE4.sln, and build your game from there

dense mason
#

I solved the problem by compiling the project

#

Thanks

daring basin
#

I'm writing a pull request, and as part of that I'm adding a new variable to an existing UE4 class. Does anyone know if there are any rules that Epic has for where to place the variable within the class definition?
Sometimes they seem to be grouped based on if they're related, sometimes it's public/protected/private grouped, also there's packing issues as well I guess?
I just don't want to submit something stupid..

tender elm
#

looks like bCompileWithClang was removed in v4.18; nothing immediately mentioned in the release notes...

torn vigil
#

Hi there, I'm having issue compiling UE4 from source, getting error in PythonScriptPlugin when building. The weird thing is that, I did build it before (and used it with a project), I didn't really change anything apart from moving the location of the entire folder

#

Strange thing is some files, like K2Node_ExecutePythonScript, seems to rely on code which is behind a WITH_PYTHON define symbol, while the code calling that is not behind that define, so it makes sense it doesn't compile, just don't understand "why" suddenly

tender elm
torn vigil
#

So basically, I have a sln with UE4 + a project, I wanted to launch UE4 "only" to create a new C++ project, for that I've just set UE4 as startup project, and then Build + Run with Development Editor target

hidden hedge
#

I've always just created a new project with the launcher engine because it's quicker than compiling the entire engine

torn vigil
#

Can it open easily from a source engine after that though ? I actually don't even have the launcher installed I think XD

hidden hedge
#

yes, I just moved the project to the appropriate directory under the engine, removed binaries and intermediate folders and ran GenerateProjectFiles.bat

#

then I only need to compile what the game needs to have a functioning editor

torn vigil
#

Interesting, I'll try that next time! Still stuck with my problem though XD I'm trying a clean rebuild but that's annoying and long

hidden hedge
#

this makes it significantly less long

spice vine
#

can you only call RHI commands from the render thread?

hidden hedge
#

and WITH_PYTHON would only get set to 0 for a Development/DebugGame Editor build if you were missing the Python libs from the ThirdParty directory

pulsar kestrel
hidden hedge
#

top level:

Engine/
Project/
GenerateProjectFiles.bat

etc

pulsar kestrel
torn vigil
#

I actually can't even use GenerateProjectFiles.bat, I get an error "Python SDK not found"

#

don't even know what they mean, I mean, I have Python installed but didn't know it was a requirement anyway

hidden hedge
#

do you have files in Engine\Source\ThirdParty\Python\Win64?

torn vigil
#

Yep, python is there

#

Interestingly, I get the same error if I try and launch the python.exe in that folder

#

The Python 2.7 version works, but not Python 3.x

torn vigil
#

Ok so, who knows why, some files had been deleted from the Libs folder in the Python 3 folder, makes no sense to me but now generation fworks fine, maybe building too, gonna try now

torn vigil
#

Haha, Unreal Engine is always trying to make me regret looking into it, now I get that when I compile:

#

Nice useless error : (

tender elm
#

Before I create a ClangToolChain under Platform/Windows, is there already a way to build UE with clang on Windows?

UE4.17 and earlier use to have a way but I guess it was removed when UBT was refactored.

gloomy hamlet
#

My impression was the push to get clang support kinda died. Don't know of any explicit decision, but it went silent.

tender elm
dusky zinc
#

anyone get 4.27 to build without errors yet?

polar light
#

Does anyone knows why the Unreal Engine 4.27.1 Source has errors in: AndroidPlatformProcess.cpp ?
I mean when i build the engine, no problem, but when i build the UnrealBuildTool etc., i get several Error and i think that leads to my EOSsdk Problem in my game ...

hidden hedge
#

these are all intellisense errors

#

look at the output log

tender elm
hidden hedge
#

guessing it's someone else who builds the entire solution since UnrealFileServer and some other project don't build out of the box, which is fine because you don't need them

tender elm
#

Probably

dusky zinc
tender elm
dusky zinc
tender elm
#

you technically don't

hidden hedge
#

you build your game target and UBT figures out what you actually need

dusky zinc
#

i build the entire engine out of simplicity

hidden hedge
#

strange, because this is also simple and saves a ton of time

dusky zinc
hidden hedge
#

???

#

a project level engine compile is like 10 minutes on a CPU like that

dusky zinc
#

I've run into enough weird things with UE4 to just cross my t's and dot my i's and do a little dance before I do everything lol

#

one of those things is fully building the engine.

hidden hedge
#

I'm still not sure what you're getting at

#

building the game target is actually better for this

#

due to a source build being a unique build environment

dusky zinc
#

we are in enterprise situation with something akin to archvis and other odd things.

tender elm
#

You really only want to compile from source if you need to make changes directly to the engine or you just love compiling things from source for the sake of it. Otherwise, the pre-compiled engine on windows will work out of the box.

#

(nightly builds / unstable branch testing is another good reason)

hidden hedge
#

well if you're a perforce house it's best to deploy UGS

#

so non-coders get pre-compiled binaries easily

dusky zinc
tender elm
dusky zinc
tender elm
dusky zinc
tender elm
#

I think there was a slight bit of miscommunication - my fault.
What I meant by nightly builds is you pulling the latest source changes and building theoretically every night on your systems.

dusky zinc
#

oh no no you don't want to do that haha.

tender elm
#

I wasn't being literal; nightly build is just a connotation
(I did add the qualifier "theoretically" 😉 )

dim flint
#

upgrading my project to 4.27 from 4.26.1 and i'm getting an error about RTTI from ApexDefs.h. has anyone else run into this?
error C4668: 'USE_RTTI' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'

#

the only thing that seems suspicious is protobuf as an external module in one of my plugins, which required "GOOGLE_PROTOBUF_NO_RTTI=1 in the public definitions

tender elm
#

From my experience, you can't mix rtti/no-rtti binaries.

#

however, this is specific for linking; you can mix with dynamic runtime loading

dim flint
#

makes sense. but if that were the issue, wouldn't this have been an error when compiling against 4.26.1?

tender elm
#

there may have been an rtti change in the build? 🤷‍♂️

hidden hedge
#

no? RTTI has never been default for UE4

dim flint
#

that's what a bit of searching here suggested

#

which is why no rtti for protobuf made sense

hidden hedge
#

did you do a clean build?

dim flint
#

yeah

#

rebuilding now to double check

#

built the engine by itself prior to the upgrade without seeing this error

#

google only revealed one result that seems relevant

#

not particularly useful

#

oops

dim flint
#

gah. same error.

tender elm
#

I have finally reached enlightenment!
I learned the "rules" for building the editor, and figured out where in the code I can select a build toolchain on windows. Now to build the ClangToolChain for UBT...

dim flint
#

so after pondering this further, i'm unclear on why i'm seeing anything related to Apex. it's a deprecated feature from PhysX.

#

with that said, i've disabled the warning and i'm currently waiting on shaders to compile

tender elm
#

Okay, so clang support actually was not removed. You just need to specify it on the command line - much better than modifying the UBT sources!

GenerateProjectFiles.bat -VeryVerbose -Compiler=Clang -CMakefile is the command I tested.

Within the verbose output, I got:

Compiler: C:\Program Files\LLVM\bin\clang-cl.exe
Linker: C:\Program Files\LLVM\bin\lld-link.exe
proven imp
#

QUESTION:
How much ms can I save with disabling TICK?
Meaning: Is there a benefit to clicking 'disable Tick' on a component (like an arrow) that will be used as a placeholder for spawning? I have tick enabled on all the wall parts of a ship. Will disabling that cause issue with collision, or something?
Or... is the only time TICK is costly, is when you are using it in BP to check something... like Checking every frame if door has opened?

dull pollen
compact herald
#

I already made a rebuild and I have these problems:

Error CVT1107 'G:\GitHub\UE\Engine\Intermediate\Build\Win64\UE4Editor\Development\SequenceRecorder\Module.SequenceRecorder.gen.cpp.obj' is corrupt UE4 G:\GitHub\UE\Engine\Intermediate\ProjectFiles\CVTRES 1

Error LNK1123 failure during conversion to COFF: file invalid or corrupt UE4 G:\GitHub\UE\Engine\Intermediate\ProjectFiles\LINK 1

pulsar kestrel
compact herald
pulsar kestrel
#

Is it likely your computer slept/hibernated during the build?

#

What are your power settings like?

compact herald
pulsar kestrel
#

How much free space does your hard disk have?

compact herald
hidden hedge
#

damn the lack of cleartype in those screenshots

hidden hedge
#

but generally if something doesn't need to tick, it shouldn't tick

dull pollen
wooden palm
#

Hello

PROBLEM
i download 4.26 FROM SOURCE but it always give me 4.27 when i build the engine....

So, when i download the engine from github ** 4.26 ** it works perfect

BUT when i do the typical steps: Run setup bat > Run Generate Project Files AND FINALLY THE WORST STEP: Open visual studio 2019 communiity and BUILD THE ENGINE (wich cost a lot of time to build) it ALWAYS give me the version ** 4.27 ** when i wanted and downloaded the ** 4.26 **

Anyone can help me? i tried this 4 times for the last 4 days and im tired, i dont want to miss up again and lose one more day wit no solution...!

stable gulch
#

@everyone Hey, how do I build from source ue5-main with pixelstreaming plugin working for a windows to linux cross compile?

small surge
#

Im kinda new to building from source and I was wondering if there is any way to reduce the space the whole thing takes. Is there any way to exclude platforms not needed for example?

hidden hedge
#

Exclude those files from your workspace? That’s what UnrealGameSync does

#

And don’t build anything but your game project so you’re not building plugins you’re not using

small surge
tender elm
# wooden palm Hello **PROBLEM** i download 4.26 FROM SOURCE but it always give me 4.27 when ...

When you say you are downloading from source, are you doing the following:

git clone https://github.com/EpicGames/UnrealEngine
git checkout 4.26

The default git branch is release, which is currently on 4.27. You need to manually checkout the 4.26 branch.

If you already cloned the repo and checked out 4.26 but still get 4.27, then try cleaning the repo with git clean -fX. (You will need to rerun all the scripts again.)

small surge
#

maybe try a git fetch before checkout?

wooden palm
#

I tried 2 times using github app.
The last time i simple downloaded the branch and do the steps without github.

i'll try again with github and use these commands, thankyou for the answers!

small surge
#

command line is usually the most consistent. Never liked the GUI

tender elm
#

Command line / terminal is the way of the pros. 😎

I’ve built the branch 4.26-chaos on Windows and it yielded v4.26.2.

small surge
#

how are the chaos branches different from the regular?

spice vine
#

i cant compile with Debug Editor :(

#

only Development Editor

#

but the optimizations are annoying for debugging

#

when i change to Debug i get crazy syntax errors that are not real

cosmic stump
#

Lightmap Coordinate Index on static mesh maxing out at 3, which seems to be a bug because static mesh can have more UV channels than 3.

#

Where in the code do I find it to bump it up to, say, 8 and would it be the only place to adjust the code ?

compact herald
#

so I disabled the incremental linking, for that I had to change the "Configuration type" to Dynamic library and I have a lot of errors:

tender elm
small surge
#

hmmm

#

is it safe to delete plugins I do not need like Magi Leap and oculus?

#

I kinda have some space issues 😦

tender elm
#

It is possible, but you may run into other issues

small surge
#

I only want the PC stuff

#

wanted to make an fps and experiment on UE5

#

hopefully ship on the stable version

tender elm
#

It's always worth experimenting. I would just get a 128G usb drive or external hard drive if space is an issue.

dry ore
#

Feature
'nullable reference types' is not available in C# 6. Please use language version 8.0 or greater. [E:\UE_5_Main\Engine\S
ource\Programs\UnrealBuildTool\UnrealBuildTool.csproj]

#

Does someone know what this means and how I could address it?

#

It happens when I try to generate project files for an Unreal Engine

tender elm
#

which version of UE are you compiling?

dry ore
#

5 at the moment. Not getting this on others.

tender elm
#

Well based on the quote, you need to upgrade your .NET SDK to a version that uses C# 8.0 or newer,

dry ore
#

Do we know what the recommended .NET SDK version is for UE5?

I stayed on 4.6.2, since that one got me through with UE 4.27 successfully.

tender elm
#

C# 8 will be available starting with the release of .NET Core 3.0
Since .NET Core 3.0 is EOL, you can use either .Net Core 3.1, .NET 5.0, or .NET 6.0

dry ore
#

Okay, I'll have a look at those option. Thanks!

tender elm
#

let me see which developer frameworks those correspond to...,

#

Okay it looks like "C# 8 can be used with the .NET Framework and other targets older than .NET Core 3.0/.NET Standard 2.1"

#

@dry ore if you're curious, a "nullable reference type" looks something like this in C#: string? name;

dry ore
#

I am not much of a coder to begin with 🙂 I did a little C# here and there, but I am mainly trying to get a editor version compiled that lets me package a console project with houdini engine in use without errors. Struggling with that now for a week and I ended up getting desperate to check out Ue5 from the main branch. But I appreciate the thought.

cosmic stump
#

Lightmap Coordinate Index on static mesh maxing out at 3, which seems to be a bug because static mesh can have more UV channels than 3.
Where in the code do I find it to bump it up to, say, 8 and would it be the only place to adjust the code ?

tender elm
cosmic stump
#

it is a bug, but they will not fix it (as they don't fix many of the small bugs that don't affect Fortnite and other major projects)

tender elm
#

The next best thing you can really do then is either wait for a willing dev to tackle that particular issue or begin studying the code yourself. 😐 (This is what I needed to do to figure out how to compile UE4 on Windows using clang instead of msvc)

cosmic stump
#

I am at day job right now, just wanted heads-up so I could look into that part of code when I get home.

tender elm
#

Speaking of clang for windows, @wraith crystal, I finally got around to successfully compiling UE4 with clang. Anyways, it works. UE v4.27.0
What was the issue you were having with it again?

cosmic stump
#

what's the benefit of compiling with clang ?

tender elm
tender elm
wraith crystal
#

nice

#

never saw the error I had?

tender elm
#

no

#

This is the command I ran: GenerateProjectFiles.bat -Verbose -Compiler=Clang

wraith crystal
#

which version of clang

tender elm
#
M:\>clang++ --version
clang version 11.0.0
Target: x86_64-pc-windows-msvc
Thread model: posix
InstalledDir: C:\Program Files\LLVM\bin
wraith crystal
#

11

#

c++14, 17 or 20?

tender elm
#

According to the clang website, clang11 supports C++14, 17, and partial 20

wraith crystal
#

no but which c++ did you compile ue4 with

#

whatever the default was?

tender elm
#

yes

wraith crystal
#

did you have to make lots of engine changes?

tender elm
#

The above command is actually part of mainline

wraith crystal
#

so you just ran the bat and that's it?

#

no engine changes required?

tender elm
#

the bat with the command line arg -Compiler=Clang, but yes. And no, I did not make any changes to the source code

wraith crystal
#

wow

#

that's nice of Epic

#

thanks I'll try 4.27 then

#

then I'll try vanilla 4.25, then 4.25 with c++20 and finally my version of 4.25 :P

small surge
lone scaffold
small surge
#

🤔

lone scaffold
#

likely everything, lol

wraith crystal
#

damn, 4.27 does compile out of the box

#

bam

tender elm
#

Is that with an existing project or just a new template project?

#

I want to try to replicate that error on my machine - assuming the issue is with the editor and not the project.

#

My hunch is that TempStruct was not fully memory-initialized or used another object's data, which was not memory-initialized.

wraith crystal
#

it's w/ the ue4.sln

#

no project

tender elm
#

Ah, are you building the entire solution, not just the UE4Editor?

#

I was able to create a new empty bp project using my clang-based editor and run it. I'm now going to try creating a C++ Actor to test.

wraith crystal
#

just building the editor

#

mind you I have clang 12.0

#

I'll try 11

tender elm
#

Did you build clang 12.0 or use an installer?

wraith crystal
#

installer

tender elm
#

Alright, I'll upgrade my clang version to the latest

lone scaffold
#
Linux "SDK" (cross-toolchain)
v18 clang-11.0.1-based
wraith crystal
#

problem is, 11 doesn't have c++20 I don't think

#

anyway I'll try w/ that first

#

then maybe proceed to fix 12

tender elm
wraith crystal
#

not all the features but most of them

#

3>Building 4665 actions with 32 processes... :P

tender elm
#

looks like clang12 is only going to give you the following additional C++20 features compared to clang11: [[likely]] and [[unlikely]] attributes

wraith crystal
#

haha was gonna say I've started using likely

#

could live without it though

#

in any case, you typically want the latest compiler

#

usually faster and better than its predecessors

#

new tricks, bugfixes

tender elm
#

Ah, so you would probably be a fan of arch as apposed to debian then if you were to choose a linux distro; (or always be compiling from source)

thick furnace
#

🤔

tender elm
#

12 is a nice number, so I'm going to try getting the unreal editor working with it

tender elm
#

is this project or engine related?

weary raptor
#

probaly project,

#

which channel?

tender elm
weary raptor
#

thanks

wraith crystal
#

yep 11.0.1 works

tender elm
#

@wraith crystal I successfully built 4.27 with clang12, but it crashes on launch - I think I'm getting closer to your issue.

tender elm
#

Fascinating! How is this == null? (That's the last log I can output before the crash)

tender elm
wraith crystal
#

(against master)

lone scaffold
#

But why does it work with msvc? Is not checking that pointer just solving symptoms but not the cause?

tender elm
tender elm
tender elm
#

GetSuperClass() in UClass returns GetSuperStruct() which itself returns SuperStruct.

/** Struct this inherits from, may be null */
UStruct* SuperStruct;

Because the ChildClass from each element in TObjectIterator<UClass> is not null, this suggests SuperStruct was set to null (or never set). This leads to the undefined behavior. I will take a look next at where it is being set.

lone scaffold
#

But why msvc does not crash? Is it still nullptr even in msvc but just somehow accidently does not crash?

tender elm
#

An interesting detail I should probably also note: msvc and clang11 builds only have about 2300 tasks but clang12 builds have 4400 tasks for just the editor. Perhaps the buggy code may not even be included in the default builds.

#

Sad day. The master branch really is broken. Not even the default msvc build succeeds. Yet another issue to look into...

Severity    Code    Description    Project    File    Line    Suppression State

Error    LNK2005    main already defined in CMakeCXXCompilerId.cpp.obj    UE4    M:\UnrealEngineMaster\Engine\Intermediate\ProjectFiles\CMakeCCompilerId.c.obj    1    

Error    LNK1169    one or more multiply defined symbols found    UE4    M:\UnrealEngineMaster\Engine\Plugins\Runtime\ResonanceAudio\Binaries\Win64\UE4Editor-ResonanceAudio.dll    1    

Error    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    45    
tender elm
lone scaffold
#

That's cool, nice find!Maybe also check same code in ue5-main, can be fixed there

limber heath
#

Hey guys, if I switch the UE compiler in windows to clang and the same version (12) that Im using for Android/iOS can I expect a consistent behavior?

tender elm
thick furnace
#

as for class iterator there is a chance that while looping all classes one of classes is coming from not loaded yet module (or missing prerequisite) so getsuperclass returns null

#

since it loops over ALL classes currently present

tender elm
thick furnace
#

what class is it of one that return getsuperstruct null

tender elm
#

I’ll try logging it.

thick furnace
#

since it may be a not fully loaded blueprint class or blueprint with missing parent

tender elm
#

I’m pretty confident it’s UClass though

thick furnace
#

that thing definetly has to use asset registry to collect types or at least defer to post default

tender elm
#

Using ChildClass->GetDefaultObjectName()

thick furnace
#

just GetName would be enough but fine

#

yeah, it is a blueprint without native class

#

DmgTypeBP_Environmental_C

tender elm
#

(still new to UE's API 😉 )

thick furnace
#

looks like a default damage type that loaded in AWorldSettings

#

super ancient

#

why is that even a blueprint and not a native class

#

well, it triggers FBlueprintEditorUtils::RemoveStaleFunctions

#

it creates ORPHANED class and moves unused functions to it

#

ORPHANED still remains in memory for some time due to no gc happening during initial engine startup

#

which is getting picked by global TObjectIterator

#

maybe kill OrphanedClass after it used so it never gets accessed from iterators

lament oracle
#

does anyone have a backup of the buildconfiguration.xml file? Think i screwed mine over

tender elm
lament oracle
#

yea

#

this file

#

and f course it starts working

#

nvm

tender elm
lament oracle
#

deleting the file and recompiling aparently fixs it

#

as it regenerates a new one

tender elm
#

Good to know!

tender elm
#

So... was a build folder accidentally included in a commit and this is why the master branch is broken?
Specifically Engine\Plugins\Runtime\ResonanceAudio\Source\ResonanceAudio\Private\ResonanceAudioLibrary\resonance_audio\out

round pagoda
#

Hey guys. I need to use the source-built engine but I would like to reduce the complexity for my art team as much as I can. Is it possible to easily collaborate on a project using a mix of source-build and precompiled engine? Assuming the same engine version and no modifications to the source engine code. I assume theoretically 'yes', but as I've learned with UE4, theory doesn't always translate to reality!

thick furnace
#

preferrably having a separate repo with shared engine binaries or installer for designers to use

round pagoda
#

Keen to stay away from a seperate repo for hosting costs, just seeing if it's feasible to let them use the standard precompiled version

thick furnace
#

then i guess only the person who builds server has to have a source engine

#

just ensure to not push uproject with local engine reference to shared repository

round pagoda
#

My fear would be if assets start getting corrupted from being opened by two 'different' engines

#

Oh yeah those are ignored in our p4ignore

thick furnace
#

as long as they are same version should be fine

#

(built from same release branch)

round pagoda
#

That's what I thought, but keen to hear from any others who have this workflow, for reassurance

thick furnace
#

not sure of possible complication though, always had to switch to shared source builds at some point

round pagoda
#

Do you or your team modify the engine in any way?

thick furnace
#

yeah

round pagoda
#

Fair play

thick furnace
#

bugfixes essential

#

also picking some PRs that epic refuse to merge

round pagoda
#

😂

safe acorn
twin hazel
#

Can we compile veeeery old engine versions with VS2019?

tender elm
twin hazel
#

I wanna compile UT source code

#

4.12

tender elm
#

Let me check…

twin hazel
#

It requires 2015 by default

#

Wondering if I can somehow do it with 2019

tender elm
twin hazel
#

Alright, thank you

thick furnace
#

427 branch did't had any commits in two days did they freeze it for the 4271 qa

bitter plume
tender elm
hidden hedge
#

compiling 4.0 in VS2019? just why

stable hemlock
#

hello guys so i downloaded source file from git and i did all the steps but after i create one project and if i open it its saying this

#

what is this exactly guys
how to clear this

#

i followed this steps

#

now i am unable to open project can any one help me

idle relic
#

<@&213101288538374145> (sorry if you already saw this 🤖 posting)

vapid heath
#

huh, why didn't that get purged... one sec

west coralBOT
#

Something went wrong. Check the logs for details.

idle relic
#

Agent Smith discord bot

vapid heath
#

well, it's gone now. Thanks for poking 🙂

outer kelp
#

how can I include something stored in Platforms inside engine

void oar
#

Why is this array on AnimInstance not a UPROPERTY?
I am running into issues that the anim montage running is GCed away and I'm left with a crash on invalid memory

#

are there any rules that I need to follow when playing montages so they don't get GCed?

thick furnace
void oar
#

any idea why that would lead to crash on GCed memory?

#

at least that's what it seems like

#
MyGame!FAnimMontageInstance::Advance() [B:\Unreal Engine\Engine\Source\Runtime\Engine\Private\Animation\AnimMontage.cpp:2171]
MyGame!UAnimInstance::Montage_Advance() [B:\Unreal Engine\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:1653]
MyGame!UAnimInstance::UpdateMontage() [B:\Unreal Engine\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:323]
MyGame!UAnimInstance::UpdateAnimation() [B:\Unreal Engine\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:474]
MyGame!USkeletalMeshComponent::TickAnimation() [B:\Unreal Engine\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1133]
MyGame!USkeletalMeshComponent::TickPose() [B:\Unreal Engine\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1281]
MyGame!UCharacterMovementComponent::TickCharacterPose() [B:\Unreal Engine\Engine\Source\Runtime\Engine\Private\Components\CharacterMovementComponent.cpp:10683]
MyGame!UCharacterMovementComponent::PerformMovement() [B:\Unreal Engine\Engine\Source\Runtime\Engine\Private\Components\CharacterMovementComponent.cpp:2308]
MyGame!UCharacterMovementComponent::ControlledCharacterMove() [B:\Unreal Engine\Engine\Source\Runtime\Engine\Private\Components\CharacterMovementComponent.cpp:5574]
MyGame!UCharacterMovementComponent::TickComponent() [B:\Unreal Engine\Engine\Source\Runtime\Engine\Private\Components\CharacterMovementComponent.cpp:1367]
#

This is the callstack and the exception is trying to read memory like 0x0000091e10932e0c, so it seems like it got overwritten

thick furnace
#

is it stable reproducible? you can turn on per-frame gc

#

is actor itself valid or already pending kill?

#

is the faulty montage instance in array of them?

#

is the animinstance itself valid (check object flags)

#

is skeleton itself valid (check obj flags too)

#

maybe montage not getting interrupted

#

ActiveMontagesMap is not UPROPERTY so things in there may get gc'd and i don't see it in AddReferencedObjects

rapid folio
#

what is "<Name of Unreal Project>Editor" that is taking forever to build in a first c++ project? Is it the editor? Then will it build one for every project?

tender elm
outer kelp
#

but I cannot include it inside engine source

tender elm
outer kelp
#

where can I override which PlatformFeaturesModule should be used ?

tender elm
#

To be clear, are you talking about building the UE source code (as in UBT - C#) or are you talking about the UE source code itself (as in C++ files).

outer kelp
#

I am talking as in C++ files

tender elm
#

Okay, which file are you looking at?
(I’ll tell you right now I don’t have the answer, but I might be able to help with some intuition.)

outer kelp
#

I am currently here trying to change the FPlatformMisc definition as it defines windows by default I think

hidden hedge
#

Really not sure why you’d ever do this

tender elm
#

@outer kelp FPlatformMisc is going to be platform specific, so it will be determined at compile time.

On Windows, this would be WindowsPlatformMisc.cpp. The return value is conditionally either “WindowsPlatformFeatures” or nullptr.

bitter plume
hidden hedge
#

I don't think that's particular true but w/e

#

and then you learn something that's also deprecated or replaced, like most of the rendering code

bitter plume
tender elm
#

@bitter plume The best way to tackle any massive project's code base is to take it one bite at a time.

compact herald
#

I have this problem: Plugin 'GeometryMode' failed to load because module 'TextureAlignMode' could not be loaded. There may be an operating system error or the module may not be properly set up.

muted verge
#

I've found the curious code in the engine source. Here it is. Let's imagine there are actors A and P. A has a SceneComponent called B(RootComponent) and C, P has a SceneComponent called Q(RootComponent) and R. So, the hierarchy will be looks like this:

A
└B
 └C
P
└Q
 └R

And here, let's attach C to R. The hierarchy will be looks like this:

A
└B
P
└Q
 └R
  └C

And when you click the A on 'World Outliner' window in PIE. The hierarchy goes back to the beginning:

A
└B
 └C
P
└Q
 └R

When you click the actor on 'World Outliner' window, SLevelEditor::OnActorSelectionChanged will be called and it refreshes some kind of tree that is related to the actor you clicked. Of course, this problem occurred by so many codes on the call stack, the most curious code I felt is the code in this picture. Why is it trying to attach to the original parent even though the current parent may have changed? I think there must have been some intention. And also this working felt kind of a bug to me.

The code in the picture is on void FSCSEditorTreeNode::AddChild(FSCSEditorTreeNodePtrType InChildNodePtr))

tender elm
#

Issue: SetActorLocation is ignored in corner-case scenario

AActor actor;
actor.SetActorEnableCollision(false);
actor.SetActorEnableCollision(true);
actor.K2_GetRootComponent().SetSimulatePhysics(true);
actor.SetActorLocation(FVector{ .x = 0, .y = 0, .z = 0 }, false, nullptr, ETeleportType::None);

@wet pike, would you say this is correct for how you are setting up your code?

#

Also, for your root component, are you using a component that extends UPrimitiveComponent, UDestructableComponent, or USkeletalMeshComponent for your specific use case?

wet pike
#

I think I had a primitive component. The example looks similar as to what I had, although in my case the collisions were disabled in a separate frame from the enabling

#

the root was either a static mesh or a box collision

tender elm
#

I noticed in SetActorEnableCollision that all UActorComponent instances will be notified when you change the value. I wonder if that might be a big contributor to the issue.

wet pike
#

I found another fun thing that I'm trying to figure out atm :) It seems using UPROPERTY(EditDefaultsOnly) TSubclassOf<UInterface> InterfaceClass; produces a dropdown box that only displays bp interfaces and none of the C++ interfaces

#

I seem to be good at finding these weird edge cases lately lol

#

Ah, solved that one - you have to add meta=(AllowAbstract) for it to show the C++ interfaces too which is a bit strange but at least it works

tender elm
#

@wet pike Unfortunately I wasn't able to replicate your issue. My code is as follows:

AMyActor::AMyActor() : m_run_once(true) {
    PrimaryActorTick.bCanEverTick = true;
    this->SetActorEnableCollision(false);
}

void AMyActor::BeginPlay() {
    Super::BeginPlay();
    if (m_run_once) {
        m_run_once = false;
        AActor::SetActorEnableCollision(true);
        auto root_component = this->GetRootComponent();
        auto prim_component = Cast<UPrimitiveComponent>(root_component);
        if (prim_component) prim_component->SetSimulatePhysics(true);
        AActor::SetActorLocation(FVector::ZeroVector);
    }
}
kind storm
#

There's something related to IOS dependency prevented me from making installed build of my engine source with Automation Tool:

DeploymentInterface -> D:\Unreal Engine\IsekaiEngine\Engine\Saved\CsTools\Engine\Binaries\DotNET\IOS\DeploymentInterface.dll
  C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(2084,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "BouncyCastle.Crypto". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors. [D:\Unreal Engine\IsekaiEngine\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj]
  D:\Unreal Engine\IsekaiEngine\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\Properties\Resources.resx(123,5): error MSB3103: Invalid Resx file. Could not find a part of the path 'D:\Unreal Engine\IsekaiEngine\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\Resources\GreyCheck.png'. Line 123, position 5. [D:\Unreal Engine\IsekaiEngine\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj]
Took 2,3759292s to run MSBuild.exe, ExitCode=1
#

I have absolutely no intention to deploy for iOS whatsoever, and I have tried excluding iOS from Automation Tool args:

AutomationToolLauncher.exe BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:SignExecutables=false -set:EmbedSrcSrvInfo=false -set:GameConfigurations=Development;Shipping -set:WithFullDebugInfo=false -set:HostPlatformEditorOnly=false -set:AnalyticsTypeOverride= -set:HostPlatformDDCOnly=true -set:WithWin64=true -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithLumin=false -set:WithLinuxAArch64=false -set:CompileDatasmithPlugins=false -set:VS2019=true -set:WithServer=false -set:WithClient=false -set:WithHoloLens=false -set:WithWin32=false
#

I have excluded all platform dependencies except Win64 in Setup.bat, because it's currently my main target platform and development. Initially it won't build at all because AutomationTool requires some iOS binaries in order to built, so I copied one from vanilla 4.27 and it went somewhere. Until this roadblock happens.

What gives? Is it absolutely necessary for UE4 to have iOS binaries to make installed builds at all? It's hard to believe and mega baffling if that's the case here. (and specifically ironic in relation to whole Epic v. Apple thingie)

#

I have tried doing hours of google-fu of this issue to no avail: most of them concerns about intentionally building for iOS. Even one forum post about this issue went nowhere.
https://forums.unrealengine.com/t/build-installed-version-of-ue4-always-fail/99718

tender elm
#

nice… isekaiengine 😜

Is this about installing the editor after building it?

kind storm
tender elm
#

So I’ve built the engine several times now, and it would make sense for there to be some kind of packaging system for the unreal editor itself. However, I am not familiar with it yet.

Would you be willing to enlighten me?

#

(Specifically regarding the “installed/Binary Build” portion)

kind storm
# tender elm (Specifically regarding the “installed/Binary Build” portion)

In short, making binary builds that behaves like the vanilla ones from the launcher. It's useful for distributing the modified engine for teams, saving them from building hassle, and prevents project building from rebuilding the engine by random chance. Also built engine modules often tied to one project, and this is an issue when having multiple Unreal projects using the same engine source.

tender elm
kind storm
tender elm
#

Would that be the /Engine/Binaries folder or something else?

kind storm
#

It's still ridiculous that making installed build of the engine source code depends on iOS. And even more hilarious considering Epic and Apple are having bad blood in recent years, with the latter threatening to demolish Unreal Engine from iOS ecosystem.

tender elm
kind storm
tender elm
kind storm
#

In the meantime, I have no choice but to fetch iOS dependencies and try rebuilding it.

ionic lava
#

Hello, I am struggling with compilation of the UE4 from source. I need to work with latest Oculus integration (v.33) which comes as a dedicated engine github repo. VS2017 keeps failing with LNK2001 error with external symbol __CxxFrameHandler4 for hlslcc_64.lib for multiple obj Where should I look for that file?

balmy ridge
#

question:

how understand, when need to make a new level transition, for hardware resource optimization ?

i mean - i have a 3D level with content (the very big forest, for example), and i can do it very big and game could crash, cause CPU and RAM is over

or maybe i need something other ?

true schooner
#

SOLVED. See next message.

Well I'm completely stuck, hopefully someone can help me realize what I'm missing here. When trying to build lighting, the editor is telling me I need to compile Lightmass but I already have (and even rebuilt it several times). I compiled against the development editor configuration, which is an easy gotcha, but not the issue here. I also read this error can be a red herring when there's a bad mesh somewhere in the scene, but it's happening even if I try to build a blank level with just a floor, so that rules out the bad mesh cause. I'm running 4.26.2, by the way.

Here's the specific error from the Output Log (this exact error has been shared in this server before, but everyone else seemed to be beginners who just needed to compile Lightmass for the first time)

LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED
LogEditorBuildUtils: Build time 0:07
LogUObjectHash: Compacting FUObjectHashTables data took   0.51ms
Error, fatal in BeginJobSpecification
Error, fatal in EndJobSpecification
LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed. Swarm failed to kick off.  Compile Unreal Lightmass.

I'm hoping I'm just tired and forgetting something simple. Otherwise I'm pretty sure my engine/editor is actually haunted.

true schooner
#

Follow up: figured it out, although I can't explain what the problem stemmed from. The answer can be found in this earlier message:
#ue4-general message
I needed to copy a missing .dll file (embree.dll) from the launcher version of 4.26 because the Swarm Agent console was telling me it was missing a dependency. Even though I compiled Lightmass, it never produced that specific .dll file. Luckily I had the launcher version of 4.26 already installed so a quick copy was all it took. Very strange.

tender elm
true schooner
#

It looks like core Lightmass stuff, there's an Embree.cpp in the UnrealLightmass project. What's weirder is, a related embree.2.14.0.dll file is created just fine, just not the embree.dll that I needed. And they're not the same file with different names since the launcher version of the engine has both files and they're different sizes. So, beats me why compiling sometimes doesn't create that one specific file.

tender elm
true schooner
tender elm
#

What does dumpbin /EXPORTS embree.dll spit out?

true schooner
#

Output is very long

#

I can put it up on pastebin or something if you want

tender elm
#

I’ll probably run the same commands as well when I get back. 😉 What ever works.

#

I’m just curious about differences between libs and their symbols

true schooner
#

If I'm honest this part is above my head

tender elm
#

If I remember correctly, on linux readelf -s library would list all symbols in the lib. dumpbin is apparently the equivalent for windows dll libs.

true schooner
#

Hopefully I'm allowed to share a pastebin link, here goes

#

In case you want a head start

tender elm
#

Thanks!

true schooner
#

Thanks back

tender elm
#

What you should see in that command’s output is some meta data and all the callable functions that the lib has.

Their names are naturally mangled because C++. 😉

An example of one function name in that lib is add@ThreadPool@TaskSchedulerTBB@embree@@QEAAXAEBV?$Ref@UTaskSchedulerTBB@embree@@@3@@Z

Which demangled is add@ThreadPool@TaskSchedulerTBB@embree@@QEAAXAEBVRef<struct embree::TaskSchedulerTBB>

(I just ran the name through demangler dot com)

#

In case you’re interested in any of this. 😉

true schooner
#

Interesting! Yeah, thanks for explaining that.

pliant light
#

Hey guys when i hit build or rebuild ue4...this is all i get.. i dont get it

tender elm
#

Looks like it was sucessful

#

Wait, are you building the solution? You should only need to build the UE4 project.

#

@true schooner I did a quick search in my 4.27.0 source build of UE4 and found both embree.dll and embree.2.14.0.dll.
Maybe 4.26.2 has a build bug or the file was accidentally deleted... 🤷‍♂️

pliant light
pliant light
tender elm
# pliant light i want to build source ue4

If you generated cmake files, then what you want to build is the "UE4Editor". In your solution, look for the "UE4Editor" project. Right click and select "Build".
If you generated msvc files, then under "Engine" should be a project called "UE4". Right click and select "Build".

pliant light
#

yeah when i right click rebuild soultion for UE4... it builds in litterally 2 seconds...and thats not right

#

rebuild should take 10-40 mins

#

that is what i get when i 'rebuild soultion'

tender elm
#

🤔 I'm hesitant to try "rebuilding" my engine right now because of how long it usually takes... another thing you can try if you want to rebuild the entire editor is run git clean -fX. This is assuming you cloned the repo with git. You would need to rerun the Setup.bat and GenerateX.bat files again.

pliant light
#

are these settings right?

tender elm
#

the defaults should be correct (I didn't need to modify anything)

pliant light
#

GenerateX.bat where is that? i searched for it couldnt find it

hidden hedge
#

unless "RTA" is your game

#

then you should build that target

pliant light
#

RTA is my game

#

i am modifying the engine and i need to build it

#

its not building

tender elm
hidden hedge
#

yes so build your game

#

and it'll build the engine modules it needs

#

don't build solution

#

right click "RTA" under Solution > Games and click build there, or open a source file from your game and you can build it from the build menu

pliant light
#

i just want to build the engineeee this is so annoying

hidden hedge
#

how is this any different from pre-engine source?

#

you do the exact same thing there

pliant light
#

i really dont know why it says build succeeded in 2 seconds

#

it makes no sense

hidden hedge
#

show log

pliant light
#

its not even going through the files

hidden hedge
#

and set your game as the startup project as well

pliant light
#

thats the log

hidden hedge
#

ok then you're still building the wrong target

pliant light
#

im trying to follow this

hidden hedge
#

yes and that's what I'm saying too

#

are you doing any of this?