#engine-source

1 messages · Page 48 of 1

timber sluice
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Hey, just saw i video from Cyan games, and they had a slightly different content browser, it looks like they have a CI/CD in place. Do you have an idea?

hidden hedge
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well have you created collections?

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you can have collections that are shared between other developers and are in source control and personal ones

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it's a vanilla UE4 feature

ancient sorrel
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hi guys

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I'm exiting with code 6

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how do i solve?

tender elm
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Not much info to go off of there… code 6 could be anything.

candid cave
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Hello! Today I tried to compile the UE5 EA2 using Visual Studio 2022. My CPU is the AMD Ryzen 2500U and I have 16GB of RAM.
I left the laptop to do its job but when I came back after a few hours, I got many errors but mainly the "Compiler is out of heap space". I had nothing else opened and even closed unnecessary background processes to free even more RAM.
*Before I left, I checked with Task Manager the RAM usage and it was never near the limit.

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I also changed the MSVC version number in the WindowsPlatformCompilerSetup.h header because it was giving me warnings all the time that I was using a newer version of the MSVC compiler.

hidden hedge
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just retry the compile until it goes through?

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and there was an EA2 build?

candid cave
hidden hedge
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and are you compiling solution too because that's a big old time sink

candid cave
hidden hedge
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also I wouldn't recommend using UE5 unless it's to explore its new features, it's not production-ready

candid cave
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Well yeah I like playing with new experimental stuff! XD

hidden hedge
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is there even a reason you need to compile it from source?

candid cave
summer pelican
# candid cave Hello! Today I tried to compile the UE5 EA2 using Visual Studio 2022. My CPU is ...

If you're still struggling with this you can limit the number of parallel build actions at once that will help make sure you don't run out of space. Just edit your BuildConfiguration.xml in %appdata%\Unreal Engine\UnrealBuildTool to be something like this:

<?xml version='1.0' encoding='utf-8'?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
    <BuildConfiguration>
        <MaxParallelActions>64</MaxParallelActions>
    </BuildConfiguration>
</Configuration>

Where you change MaxParallelActions to be how many actions you want (64 is likely way too many unless you have a threadripper). You can tweak this until you find the sweetspot where you can compile but still have as many parallel actions as possible

fresh bolt
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Getting a crash in HairStrandsClearClusterAABB on the GPU anyone have an Idea on what can be done to stop this?

tough valley
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not sure if I should ask here or in cpp chat, but: does anybody here know enough about the rendering guts to help answer some questions on adding a new pass? I'm trying to do an effect, I know how I want it to work, but I can't figure out how the data flows from the point it generates the scene proxies to the new render pass function call in FDeferredShadingSceneRenderer::Render

tough valley
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looks like it adds all the relevant draw data for a pass to the DrawListContext field that in the base class of FMeshPassProcessor when it registeres a mesh batch, so now I just need to figure out how we're expected to get that data from the FMeshPassProcessor instance in the rendering function for the associated pass

unique sand
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UE4Editor.exe' (Win32): Loaded 'F:\UE4-GameWorks-4.19.2\Engine\Binaries\Win64\UE4Editor-XMPP.dll'. Symbols loaded.

Exception thrown at 0x00007FFF54C74FA3 (UE4Editor-XMPP.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF.

Unhandled exception at 0x00007FFF54C74FA3 (UE4Editor-XMPP.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF.

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try to rebuild the engine from the source

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got this error

boreal jungle
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is it possible to convert a project built from source to one based off the official release binaries?

heady sparrow
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Yep, just convert the uproject

opal gorge
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Can you build 4.27.1 with VS 2022?

heady sparrow
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I believe yes

opal gorge
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Anyone get this error:

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Building 4.27.1

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Seems to have to do with the HoloLensTargetPlatform

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C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(211): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif

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Looks like it is a VS2022 problem...

rose wing
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I downloaded Unreal from the Epic Game Launcher, but now I am missing VS-files and files, like the "GenerateProjectFiles.bat". Can I somehow add these to the version I downloaded from the Epic Game Launcher or do I need to reinstall the version by using the Git-repo?

rose wing
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Asking, because I am currently working in the 4.26.2 version and I am missing the VS scripts etc.

pulsar kestrel
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I had my source build separate from my launcher build but decided to put the source Engine side-by-side with my project folder and was able successfully to regenerate the project files and rebuild the project, but it no longer loads some debugging information (for example for APlayerController — it just says "Impossible to read from memory"). What step do I need to take to fix this?

still saddle
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When you make an installed build, can you move the installed build folder somewhere else and delete the original source build of the engine and it'll all still work?

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Basically making your own version of a launcher build essentially?

opal gorge
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How do I exclude the Hololens module from my engine build

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It is causing me all sort of headaches

still saddle
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Try the latest source build from github (in the 4.27 branch)

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Just built with no errors from that

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But not using VS2022...

opal gorge
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I'm using VS2022 and more importantly Windows 11

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Which I think is my issue

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using Windows.Management doesn't exist (at least anymore from what I'm guessing)

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HoloLensPlatform.Automation.cs Line 17

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Oddly it builds and runs fine actually

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Just doesn't build with --rocket

opal gorge
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The Hololens module fails to build if you're using Windows 11 SDK

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I've added these two references manually

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Intellisense errors are gone now

opal gorge
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And builds in VS2022

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But not with --rocket

hidden hedge
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why would you be using --rocket?

tender elm
still saddle
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Thanks!

opal gorge
hidden hedge
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git based then? because for perforce there's UGS for that

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but even then you don't really need --rocket if all you're doing is distributing pre-built binaries

opal gorge
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Yes, using git

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Not sure I understand

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I thought I had to use RunUAT.bat -rocket to make a build that I could send to team members that they then don't need to compile themselves

hidden hedge
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for artists that don't have visual studio installed, it's not really going to make a difference

opal gorge
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Rocket builds are like Launcher builds

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They don't need anything, including VS

hidden hedge
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this is not specific to --rocket

opal gorge
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Ok, so then what is it specific to? Just sending the compiled binaries?

hidden hedge
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yes because that's pretty much what we did before UGS

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but with perforce, UGS is obviously better

opal gorge
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Yeah we are using Perforce

hidden hedge
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since with UGS, you don't store your build products in the same location

opal gorge
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Not using UGS

hidden hedge
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uh

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you said git earlier

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but UGS really is the way to distribute the game binaries to a p4-based team

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the build products live in a different place on p4, in a zip file, and is only downloaded by designers/artists

opal gorge
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Sorry for not being clear

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The engine source is on Git

hidden hedge
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well that makes less sense

opal gorge
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The rocket builds are then uploaded to Perforce

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So you recommend using UGS?

hidden hedge
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yes which would require you to version your engine in perforce, rather than git

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but it's so much easier for everyone involved

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and has build labels that your CI server can use, and has sync filters

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which are way more performant than virtual streams

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that and robomerge

opal gorge
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Interesting

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Do I still "fork" from unreal somehow

hidden hedge
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well we have a perforce based workflow to handle engine upgrades

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since we have the "clean" engine in another depot

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and you can just merge that in when you do an engine upgrade

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we get the engine source from epic's perforce, but I'm sure you can do something similar with github if you don't have a custom license

opal gorge
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Yeah we need to look at that workflow

kind storm
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Installed builds?

summer pelican
robust epoch
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I'm getting this error when trying to create an installed build of UE5

C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(211): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif

How can I fix it?

robust epoch
opal gorge
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Sadly not yet

thick furnace
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could be because of 10.0.22000 SDK, try using older version

robust epoch
heady sparrow
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you hate to see it...

hidden hedge
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that seems a weird way of distributing a source build to a team

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never knew that option existed

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oh are you using some weird hybrid SCM model?

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because why would they ever be out of sync?

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I was thinking if you were using git and perforce together or something similarly messed up

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the standard is to use UGS

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but that's only a perforce tool

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licensing issue?

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if you use git, there aren't many options. but the standard for unreal is definitely UGS

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which stores build products in a zip file in a different depot, and only designers/artists sync those, programmers don't and build locally

soft flint
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Couldn't it be changed to fetch binaries from whatever backend tho?

calm mason
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How did you make the installed build?
This is my cmd line which definitely makes a folder in LocalBuilds

.\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=false -set:WithFullDebugInfo=true -set:VS2019=true -set:GameConfigurations=DebugGame;Development;Test;Shipping -set:WithServer=true -set:WithClient=false -set:WithLinux=true -set:WithLinuxAArch64=false -set:WithWin32=false -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLumin=false -set:WithLuminMac=false -set:WithHoloLens=false
robust epoch
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Where can I modify the Version and Branch of a custom build?

opal gorge
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How do I disable a module in my engine build?

tender elm
# opal gorge How do I disable a module in my engine build?

Option 1: module dependencies are usually listed in the target’s .build.cs file; therefore, you could try removing it from the module dependencies for the editor/game. If it is a dependency though and not a plugin, then removing it will very likely break parts that depend on it.

Option 2: rename / remove the build.cs file for the target module. Engine plugins are auto-added by UBT by scanning for all .build.cs files. So, no file, no plugin.

Option 3: completely remove the module’s source folder (same as [2], but just for surety)

Other than that, I am not aware of any blacklist features yet for Engine plugins.

opal gorge
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A great explanation @tender elm thank you

slate thistle
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Does anyone know how to fix this. Happens on every ue5 branch but EA2. Cant use EA2 need new IOS/MacOS SDK

tender elm
untold yew
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Are the ue4 doc pages decent for explaining how to get started building from source? my c++ is not great and I've only used launcher builds so far

tender elm
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Get the source code:
git clone https://github.com/EpicGames/UnrealEngine.git

Get the necessary dependencies:

cd UnrealEngine
Setup.bat

Generate the build files:
GenerateProjectFiles.bat

Open the UE4.sln solution in VisualStudio.
Important: Build the UE4 project and not the solution.

slate thistle
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@tender elm The reason im using ue5 is when using metahuman on ios it crashes right away on 27 but worked on 5

untold yew
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Reviewing data, not sure if i'm set up with github

tender elm
tender elm
untold yew
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seems I havent even reinstalled VS since I upgraded. doc page says VS 2017 ?

slate thistle
tender elm
slate thistle
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This is one i managed to get

tender elm
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SegFaults! (Love tracking those down!)

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Do you have anymore of that stack-trace at the end?

slate thistle
tender elm
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Looks like thread 8 crashed in this log:
UObject::ConditionalPostLoad() is the last function call before the seg-fault.

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My hunch is that some values are not being loaded on package-load or that a simple guard was missed. - I would need to review the Engine source.

slate thistle
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its weird. the other weird thing is if i download EA2 bridge works but its the same thats in source

untold yew
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I keep getting a 404 trying to access the github code. I just linked my account...

tender elm
tender elm
slate thistle
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it's such a weird issue

untold yew
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ohhh, sends an email to give access...

untold yew
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@tender elm Thanks for the help. Its Resolving deltas, whatever that means. Probably wont get to further testing/issues till tomorrow 🙂

stable hemlock
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Also is there any way where I can build ue4 from source on another computer and shift the build to my laptop?

tender elm
stable hemlock
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Plz try to answer it

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@tender elm

tender elm
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Supposedly there is also a way to copy the installed-build (after running RunUAT.bat), though I haven’t had a need for it myself yet.

stable hemlock
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@tender elm is there any website where I can download this already build ue4 source for windows?

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Sorry for pinging you

tender elm
stable hemlock
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@tender elm I want to build server in order to deploy to AWS.So that's why I am trying tod build ue4 from source.So now can I get this already build files from source?

calm mason
tribal arch
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im trying to rebuild UE5 from source, but with the 5.0 / UE5 - Main / UE5 - Early Access repositories i end up with UE4, posted my Question here, find it rather confusing xD https://forums.unrealengine.com/t/rebuild-from-github-source-ue5/263018

tender elm
tribal arch
tender elm
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You can’t clone the specific branches, you can only clone the main repo and then checkout the branch

tender elm
# slate thistle it's such a weird issue

Finally got around to exploring a little...
I analyzed the stack trace a little more, I suspect the segfault is the result of calling a member function on a nullptr.
My analysis:

UObject::this   - guarded in FAsyncPackage::PostLoadObjects()
ObjectArchetype - guarded in UObject::ConditionalPostLoad()
StaticClass()   - guarded in UObjectBaseUtilit::IsA() and UClass::IsChildOf()
GetClass()      - not guarded; this can be a nullptr based on how UObjectBase::ClassPrivate can be assigned; it should be unlikely though
GetOutermost()  - not guarded; calls UObjectBaseUtility::GetPackage(), which performs some unsafe logic - the loop is infinite and the variable "Top" is also not guarded; UObjectBase::OuterPrivate can be a nullptr
dusky zinc
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anyone else get a fail for the UnrealFileServer module. I've been seeing that and It looks like it's not including some headers or something properly

tender elm
hidden hedge
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I think we had the same conversation months ago

dusky zinc
hidden hedge
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if you're building solution, typically you're doing a source build wrong

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UnrealFileServer isn't a required component to run the engine

slate thistle
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@tender elm thanks for taking a look just got out of work going to take a look at it tonight

opal gorge
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What gives with the CryptoPP ThirdParty? It seems to have no build.cs file and no lib or dll?

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Why is it even there?

tribal arch
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i get these errors while trying to pack/launch my server from inside VS22 (i can open UE via VS and build my regular client) seems to be pointing to non existing files,

junior skiff
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I made a new Client.Target.cs file but it doesnt show in visual studio does anybody now why? ```// Copyright Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;
using System.Collections.Generic;

public class TestClientTarget : TargetRules
{
public TestClientTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Client;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.Add("Test");
}
}```

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found out why, had a sneaky "space" in the file name

meager basin
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if anyone here can get reimporting for custom data type to work in ue5 or 4.27 let me know

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its just refusing to overwrite anything through reimporter, manually importing and going through dialog box works fine...?

sturdy pond
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How to fix this?

final wasp
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Hey all 🙂 so.... um...

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when you install unreal from launcher, you can save a ton of space if you deselect all the targets you don't want included - like, since I'm only ever packaging for windows, I can say, "don't install all the ios, android, etc. stuff" - which is great...

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but building from source, all that stuff gets built and takes up a not insubstantial amount of drive space - is there a way to build so all those extra targets aren't included?

pulsar kestrel
final wasp
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Brilliant! Thank you 🙂

flint basalt
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Anyone has problems with building Editor from 4.26 release branch? I have problem on 2 different PCs, Editor build success, but crashes on RunSmokeTests in EngineLoop

hidden hedge
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are you on that version of VS2019 with the bad codegen?

flint basalt
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i'm using the latest MSBuild 16.0 and building from Rider

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GenerateProjectFiles and then build from .sln file using Rider

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what version of VS2019 i need to install to fix this?

hidden hedge
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I don't remember that exact version but you'll want to make sure you have the latest VS build tools (NOT MSBUILD) installed

flint basalt
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ok, thanks for help, i'll update now VS2019 to latest version, and try to rebuild all

sturdy pond
tender elm
sturdy pond
turbid goblet
tender elm
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@turbid goblet @sturdy pond Curious, do either of you have access to https://github.com/EpicGames/UnrealEngine ? If not, then that there may be your issue.

Also according to the Unreal Engine website, docker containers are still in beta.

untold yew
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I am attempting to modify the ChaosVehicle plugin, in UE5, can I just compile that plugin? or do I have to build the entire engine?

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it seems to be a seperate entity, but not sure how to do

tender elm
# untold yew I am attempting to modify the ChaosVehicle plugin, in UE5, can I just compile th...

Plugins are as the name suggests: "plugins" 😉
Each plugin is considered an "unreal module", so each plugin should have its own module class that extends IModuleInterface.

Anyways, to get to the point, yes, you theoretically could extract an engine plugin, place it in your game project's plugins folder, modify it to your heart's content, and then compile it without recompiling the entire engine. There is one catch though: you must avoid plugin naming conflicts. If the engine loads its own "ChaosVehicle" plugin, then you cannot also name your variant of the plugin the same thing.

untold yew
tender elm
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If you build the entire engine from source and then make changes to that one plugin, then only that plugin will be recompiled (and anything that includes the plugin’s headers - supposing you make changes to the headers)

untold yew
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Hm. so I'd click rebuild, instead of build? My project is just blueprint at this point

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the project is about 1hr dev time so far tho

tender elm
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No; a Rebuild will clear your cache and literally rebuild everything. Build will just update the build with your new changes

untold yew
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ah ok

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Will try that out closer to bedtime so I can just call it if it decides to rebuild everything

stable hemlock
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Hello.I am building my unreal from source.Downloaded 4.26 zip file and compiled it perfectly.Now when I run editor from windows local debugger I am getting this error

stable hemlock
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I did it by cancelling and starting build several times in span of two days

tender elm
# stable hemlock

Looks like a corrupt dll binary.

I would recommend cloning the git repo instead of downloading the zip. It’s easier to do a git clean -fx and start fresh than to delete the entire source folder and re-extracting (or tediously deleting intermediate and binary folders).

You can git checkout 4.26

stable hemlock
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can I start compile it from scratch.Will it work?.Do I need to do entire process again?.

tender elm
#

The only difference between cloning a repo and downloading a zip of one of the releases is that with a cloned repo you have more control. You can also pull the latest source changes without needing to redownload the zip and extracting it.

Building the engine won’t be any different.

stable hemlock
#

Can you tell me how to do with what i currently have?.

tender elm
cobalt tree
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so ive noticed that my compiled build of UE runs slow and someone told me to see if i can compile with optimizations dose UE have some flag to do this like godot dose

hidden hedge
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Shipping builds are built with compiler optimisations enabled

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So are development builds so profile it I guess

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There isn’t a magic make my code go fast button

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There is BP nativisation but the code it generates isn’t human readable and often causes issues, it’s removed in UE5

stable hemlock
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No problem.It is working perfectly now.Pausing it is the problem

cinder jungle
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It seems that deleting assets in the content browser will also blacklist these asset files as ignored files for filecache monitors, is this right? And how could I prevent this?

I want to delete an asset, and then copy a new asset with the exact same name back into the content browser, but currently this requires an editor restart

eager lagoon
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Is there a function in the editor to review all the current asset guIDs? I'm afraid i have a duplicate guid in one of my materials and i have over a 1000 in my project....

thick furnace
opal gorge
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How can you start a build from the command line?

upper hedge
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Did you ever get this resolved? I am experiencing this issue myself right now.

tender elm
dark bridge
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Hey people :o Could anyone give me a short explanation of what the difference between origin/4.X and upstream/4.x branches is? :o

upper hedge
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Don't click this

opal gorge
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The type or namespace name 'DeploymentInterface' could not be found (are you missing a using directive or an assembly reference?)

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Not sure why it can't find this?

mint vault
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I have fresh pc with windows 11. Just installed visual studio 2022 and grapped the engine source. I get these errors when building the engine

1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(211): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(371): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(371): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'```
#

Any idea what I should do?

tender elm
crystal glade
#

Does anyone know which version of SDL2 is included in 4.27?
Getting some unresolved external symbols on some functions that are in the includes but apparently not in the lib

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I'm using the one included in the engine because I wanted to use the one bundled but it's causing more issues than I'd hoped lol
I have a lot of other functions working, just seems that SDL_JoystickGetVendor and SDL_JoystickGetProduct aren't resolved unfortunately

tender elm
vital hawk
# crystal glade Does anyone know which version of SDL2 is included in 4.27? Getting some unresol...

2.0.12 (see Engine\Source\ThirdParty\SDL2\SDL-gui-backend\include\SDL_version.h)
You can probably diff it with a vanilla SDL release to see what Epic changed. But since SDL is only used for GUI on Linux, I wouldn't rely too much on it for joystick stuff. I know the default lib doesn't work with my (albeit weird) joysticks, so I'm using a vanilla 2.0.9 (so I'm not sure if the issue is between 2.0.9 and 2.0.12, or due to possible Epic changes).

crystal glade
# vital hawk 2.0.12 (see `Engine\Source\ThirdParty\SDL2\SDL-gui-backend\include\SDL_version.h...

Ah right. What a mess haha
I’ve added a new feature coming in the next release of my joystick plugin and was hoping to rely on product guids but I’ll just resort to device name ig

Basically I’ve added a settings system that allows you to setup a mapping for individual axis, so that you don’t have to manually map your inputs min max ranges in code

Works fairly well. Just gottta do some maintenance cleanup on it

Gonna add your suggestions for UI support and the Device Manager improvements in the same release too

broken knot
#

Hey all, I've recently upgraded my project from 4.26 source engine to 4.27 source and when I go to package my game server to linux it can't find the clang install. Though I have Clang 19 installed from the unreal documentation and the linux multiarch root is set correctly in my system variables. Anyone know what might be the problem here?

sinful oak
#

Morning all. Anyone know what the latest UE5 branch has over the launcher version?

sinful oak
#

Bug fixes right?

weary locust
runic cove
#

To install a plugin from marketplace I need to
Move plugin to engine Plugins/Marketplace folder
Compile source

Is this correct?

tender elm
simple wharf
#

I was able to finally find a solution for this. It was that the Android NDK wasn't successfully installed somehow, by doing it manually. Installing from Android Studio is much cleaner. Also, make sure to get the Java JDK, which Epic doesn't mention much in their Android packaging setup instructions. This video series is what helped me: https://www.youtube.com/watch?v=VcAB7CGK85c

Unreal Engine 4.26 Android Packaging For Android | Unreal Engine 4.26 Export Android Packaging .
Facebook page : https://www.facebook.com/Code-Prof-110511874050372/

▶ Play video
narrow lion
#

Hello all

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When I'm trying to build in Visual Studio I have an error "Could not find generated.h"

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I don't have generated.h files

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someone has an idea please ?

stable hemlock
#

I accidentally rebuilt the project which erased my ue4 source files.So when I started building my ue4 from source I am getting this error.Do I need to start again??

tender elm
mint vault
tender elm
stable hemlock
#

So I just to need to press rebuild when I right click ue4 right??

tender elm
stable hemlock
#

I am not able to see ue4editor.exe is no longer seen in binaries folder

tender elm
#

Assuming you are running on windows, you open the editor for your game by double-clicking on your game’s .uproject file.

stable hemlock
#

Anyways I will try to rebuild entire ue4 from source.Thanks for help

tender elm
tender elm
# stable hemlock Anyways I will try to rebuild entire ue4 from source.Thanks for help

The editor itself should be cached in the engine’s binaries when you build your game. Just to be aware, it will save you a little bit of time to build your existing game project.

The minimum for a working editor will be built for your game and any new features you want to add later will automatically be compile when added. UBT takes care of a lot of the heavy lifting for you behind the scenes.

stable hemlock
#

Okay.

#

Thanks for the info.

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But I don't want to risk anything so I will rebuild it just to prevent future issues.

narrow lion
abstract rune
#

any idea?

tender elm
crystal void
#

what was the correct way to add (market place) engine plugins to source build engine? Copy and delete binaries and get them build somehow?

pulsar kestrel
crystal void
#

yeah might have been just version missmatch 4.27.1 vs 4.27.2. updated the launcher engine. also build project from VS.. At least I was now able to open the project again...

vague peak
#

the bottom right corner for animation blueprints read "ANIMATION" instead of the default "BLUEPRINT". does anyone happen to know where this is configured? i'm making my own graph editor, and would like custom text here instead of the default "BLUEPRINT"

#

should i be looking in the schema? or is this done in slate? or in BlueprintEditor class itself. im not finding a clear way to override this

tender elm
robust epoch
#

For an installed build of the UE source, how/where can I specify a version name that will show up on the top right where also the branch name is displayed?

sonic pasture
#

hello, is there a way to know from the crash log file or crash reporter if the crash is from client or server?

tender elm
#

I believe the crash log will be with respect to the program that crashed.

static dirge
#

anyone had issues with this?

unborn nimbus
#

Hey guys, I have a question that I been struggling to get answers, hopefully this is the right channel for it.
I'm making a dialog system using async nodes to trigger dialogs and build the flow like so , but I would really like if the Options and selected pins could be part of the same node so you have a add pin and automatically it creates a new option input and a new option selected output (like on the 2nd image). But this been a UBlueprintAsyncActionBase it uses UK2Node_AsyncAction by default so I cannot extend the functionality, I supposed to use the meta HasDedicatedAsyncNode to prevent the used of the default UK2Node_AsyncAction and use a custom, but I cannot find how to link a custom UK2Node to the child of UBlueprintAsyncActionBase. and also i cannot seem to find (or at least identify) how the node converts the delegates into outputs cause I will have to make something more dynamic if i have an dynamic outputs pins.
Maybe someone can point me in the right direction

smoky goblet
# unborn nimbus Hey guys, I have a question that I been struggling to get answers, hopefully thi...

If you're making a custom node derived from UK2Node you should probably just ignore the AsyncActionBase. You can make a custom node that functions latently exactly as you want without it. For example I have this custom node for doing dialog boxes that looks like a latent node but is just wired together with custom events and delegate bindings internally. Once you're building your own node you can also do really crazy things with pin functionality. I haven't done anything that's needed the Add/Remove pin functionality but since other nodes do it it's definitely feasible to replicate.
I published a tutorial about writing custom K2Nodes that you might find interesting here: https://www.gamedev.net/tutorials/programming/engines-and-middleware/improving-ue4-blueprint-usability-with-custom-nodes-r5694/

unborn nimbus
unborn nimbus
#

How did you circunvented the fact that the node can't be part of the project/pluging code but it needs no know about the Two Option Dialog class internally?

smoky goblet
unborn nimbus
#

So the class cannot be filtered by TSubclass of since the base class is elsewhere? Also In my case I also need to feed it a game specific struct that contains character data of "who" is taking to you, I'm screwed?

unborn nimbus
#

I guess I can user an object pin and just have an object exposed at spawn and cast it internally

#

but I would really like to have the options be limited so just the right thins go in

smoky goblet
#

@unborn nimbus The class pin can be filtered by a base class. In this case the K2Node exists in the same plugin as an abstract UDialogBox class (though in different modules within the plugin). This allows the K2Node to limit the class pin to only things derived from UDialogBox and the use of reflection data allows it to work for any derivation of the class regardless of the module that the class exists in or the class being a blueprint or native type.
As for feeding it a game specific struct, that shouldn't be a problem. You can make custom nodes in a module along side your main game module and allow it to access any of the game types you want. There's no requirement that custom nodes get put in some engine module that are completely game agnostic.

unborn nimbus
#

Thanks for the help!
Sorry for the noob questions, is my first time getting into this node stuff and is VERY different form the flow I'm used to.

smoky goblet
#

@unborn nimbus it's alright. I don't think most people that do stuff with unreal make many custom nodes this way. That's why I wrote that tutorial, I couldn't find any good resources when I was building them. And once I felt like I was to the point where I could do some really interesting ones (like a TMap For Each, which can't be done as a UFUNCTION or blueprint macro), I decided to write it down to make it a little easier for anyone else.

unborn nimbus
#

Yeah I been reading it and understanding a lot more, awesome work!
I just wish I had some working code examples to some of this stuff 😛.

cyan parrot
#

I work in a source build, cause of the need for dedicated servers. I'm about to share the project with a friend, would he need a source build too? Or would it only be necessary for me? 🤔

obsidian linden
#

did not know this channel existed so hopefully this is the right place. so im having an odd issue. this is using 4.27.2 source with chaos. whenever i try to play as client on a level i get a black screen and my mouse stays active. playing as server works just fine. i also noticed that if i clear the Game Default Map this error appears and again its only on the client. i tried this on the installer 4.27 build and it seems like its working just fine. any thoughts?
Edit: Fixed. its something related to EOS

pulsar kestrel
cyan parrot
humble nexus
tender elm
humble nexus
tender elm
#

If you’re targeting UE5, source-builds may be the only way to go for a while.

humble nexus
tender elm
humble nexus
tender elm
#

zip files don’t have any git information, which is why I suggested ditching the zip and cloning the repo. 😉

humble nexus
clever igloo
#

Is there a possible way to put UE's undo transactions in some context? For instance: I have a custom editor mode, and when I close my custom mode, UE4 should stop applying transactions on objects that I modified during work of my custom editor mode.

uncut dew
#

Hi! i'm running the source version and was working fine for months, it's suddenly crashing when i try to open.
It freeze at 93/94% load and crashes with some error about nodegraph.
Is there any way to read a log or something about the crash? so i can look into it with more detail

#

the error appears and goes really fast and i can barely read it

#

i got it, there's a folder with logs on the "saved" folder of your project

#

[2021.12.21-18.30.39:023][ 0]LogWindows: Error: Assertion failed: Result [File:D:\UnrealEngine-4.26\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphNode.h] [Line: 582]

uncut dew
#

is there any way to edit a blueprint file without opening the engine? it's throwing me error because of a line and crashing the engine

#

the backup file is from 5 days ago and i would like to save the file if posible

tender elm
hidden hedge
#

backup? no source control?

stable hemlock
#

hi all

#

I am building unreal 4.26.2 form source code
and it is not working
after complete shedering and it become 75% it stops with out nothing

#

I played the UE

#

form the Visual Studio and it through this error

#

I downloaded the source code 3 times and build it more than 15 times
without any hope

#

please help

tender elm
stable hemlock
#

I download it from Github

#

as zip file

tender elm
#

Okay, are you willing to give git for windows a try?

stable hemlock
#

can we try anything else?

tender elm
#

Git is the best solution for getting up-to-date sources.

stable hemlock
#

I am using Visual studio Enterprise 2019

tender elm
#

Well, this is the procedure I would follow for successfully building UE4:

git clone https://github.com/EpicGames/UnrealEngine.git
cd UnrealEngine
git checkout 4.26
Setup.bat
GenerateProjectFiles.bat

Then open the solution in Visual Studio and build UE4 (project NOT solution). Then run the UE4Editor.exe under Engine/Binaries/Win64.

stable hemlock
#

okay i will try it

#

yes i am building the ue4 not the solution

tender elm
#

Thanks to the magic of git, you should not need to git-clone more than once. If you want to reset to the original source code and delete all binaries, simply run:

git reset --hard
git clean -fX
Setup.bat
GenerateProjectFiles.bat
frank rose
pulsar kestrel
frank rose
#

ah okay 🙂 I guess the world will have to wait for my game then muwhahaha

#

thank you @pulsar kestrel

uncut dew
#

i kind of gave up already and i'm trying to redo the file with the backup version i have from days ago

hidden hedge
peak zinc
#

dumb question but when creating a UE build there is a -set:WithWin32 switch, why would i need it? in case there is a pc running windows 32bit?

hidden hedge
#

? UE4 does support building win32 but is deprecated and iirc completely removed in UE5

peak zinc
#

so that switch makes no sense

#

alright, thanks

tender elm
kind storm
#

❔ Just installed VS 2022, so if I change the source build's and the Unreal project's platform toolset, does that mean I have to effectively rebuild the entire engine the next time I build just the Unreal project?

tender elm
#

If you have the project, you can just rebuild the project, and UBT will make sure all the necessary engine / editor components are built as needed.

kind storm
tender elm
#

No, you would build your project, which in turn would only build the engine components your project needs (if they need building)

hidden hedge
#

that should be the default way anyone sets it up

#

it should work fine if the project and engine are side-by-side

tender elm
#

I discovered recently several weeks ago that you can right-click on the uproject and select from a list of source-built engines. In other words, you can either place the game within the UnrealEngine folder or leave it as is elsewhere and target that specific engine.

kind storm
kind storm
#

Update on the VS 2022 thing
It rebuilt the entire engine anyway 😄

tender elm
#

If you hadn’t yet built the entire engine already with VS2022, then that was kind of to be expected. Technically binaries shouldn’t need to be recompiled if they were built with VS2015 or later, but… UBT? 🤔🤷🏻‍♂️

hidden hedge
#

2511 things isn’t entire engine

real frost
#

How is visual studio 2022?

vagrant osprey
#

that moment when you are rebuilding the engine from scratch hoping it moves faster...

vagrant osprey
#

?? Anyone know how to resolve this

hidden hedge
#

Agreed especially now Resharper performs competently

vagrant osprey
#

Well.. imma try to run the editor once then recompile and see if that fixes it

#

that didn't fix it

#

is there a file permission i need to set on that live coding stuff

#

or a way to turn it off

kind storm
#

Mainly those concerning XR, Datasmith, mobile, and Virtual Production stuff. Those are gone, as I don't have intention to use those with the current projects.

hidden hedge
kind storm
tender elm
# hidden hedge 2511 things isn’t entire engine

Depends on your definition for “entire engine.” 😉 I see the entire engine as the bare minimum needed to run a game - not including many of the optional plugins. But I suppose others could argue the entire engine to be the entire code-base.

amber kestrel
#

i get errors building can someone help? i want latest eu5. thats ue5-main, right? i have visual studio 2019. do i need 2022? because i get this when opening solution : Error NETSDK1045 The current .NET SDK does not support targeting .NET 6.0. Either target .NET 5.0 or lower, or use a version of the .NET SDK that supports .NET 6.0.

#

but can i get .net 6.0 SDK for vs2019? or is it only available for 2022?

#

or should i ignore that initial error?

hidden hedge
#

just install the .NET 6 SDK on its own?

amber kestrel
#

@hidden hedge where from? i think it may be working only for vs 2022

hidden hedge
#

though I don't know why you would prefer VS2019 over VS2022

amber kestrel
#

it clearly says it supports only vs 2022 so maybe for ue5 i need vs 2022?

hidden hedge
#

where

#

the dotnet sdk is independent of vs

#

but still, not sure why you'd prefer VS2019 over VS2022

amber kestrel
hidden hedge
#

???

amber kestrel
#

i dont prefer it i just have 2019 installed and not too much of hdd available

hidden hedge
#

also the 5.0 branch is probably going to be more stable than main

amber kestrel
hidden hedge
#

can you just ignore it and install it

amber kestrel
#

ok sure

hidden hedge
#

though if that doesn't work, you will have to. the .net sdk is independent of vs

#

dotnet --version should report 6

amber kestrel
#

ok will try that. thanks

amber kestrel
#

ok @hidden hedge it worked, thanks. those support instructions by microsoft were totally misleading

stable hemlock
kind storm
hidden hedge
kind storm
dark bridge
#

Hey Guys :o How would I go about "packaging" a pre-compiled version of the engine for my designer to download? He doesn't need source aswell but I'm afraid it won't work if I just "delete" things

ocean wolf
#

after building 4.27.2 from source and running it for months the engine directly has swollen to 176 GB , is this normal ? DDC path is set to a different location

#

55GB in Engine\Intermediate

tender elm
#

This can be do to versioning. The old binary will be suffixed with a unique number, and then a new binary will be created as a replacement - rather than overwriting the original.

ocean wolf
#

whats the difference between UE4 branches with Chaos in its name vs without

kind storm
# dark bridge Hey Guys :o How would I go about "packaging" a pre-compiled version of the engin...

You can also use this tool. This will assist you making installed build of your Unreal Engine source build, with GUI, for you to share around your team.

https://github.com/ryanjon2040/Unreal-Binary-Builder

GitHub

An application designed to create installed Unreal Engine builds (aka Rocket builds) from Unreal Engine GitHub source. - GitHub - ryanjon2040/Unreal-Binary-Builder: An application designed to creat...

kind storm
ocean wolf
#

so in the branch without chaos in its name , the chaos code exists but is not used?

kind storm
#

Yeah, it's just at least one variable away, but do require full engine rebuild

#

And at least in UE4, Chaos sucks.

dark bridge
kind storm
#

I guess it's looking for MSVC v142 x86/64, you can add it in your VS2022 installation

dark bridge
#

nah the entire path is wrong :o Can I set it somewhere?

ocean wolf
kind storm
kind storm
dark bridge
#

Yea Unlucky the VSInstaller removed 2019

kind storm
#

Though maybe you need to install C++ ATL and MFC too?

#

Just adding the ATL might be enough it seems

#

C++ v14.29 (16.11) ATL for v142 build tools (x86 & x64)

dark bridge
#

let me check

dark bridge
#

But yea again theres nothing in that path so obviously it can't find it

kind storm
#

How about regenerating the project files? Add -2022 arg on GenerateProjectFiles.bat

dark bridge
#

there?

kind storm
# dark bridge there?

Haven't tried that, but from your terminal/command prompt, run the engine's GenerateProjectFiles.bat followed by -2022 arg

dark bridge
amber kestrel
#

are there ways to minimize the space needed for compiling the engine?

#

i have cloned the repository and i run setup to check and update dependencies and i already use 89GB on my drive. i want to build ue5-main. i know that building will take many more GBs, so can i do something about that to use the least space available?

tender elm
amber kestrel
#

@tender elmcool. im also not interested in ios android and other platforms. how do i remove the dependencies? manually removing dirs every time after cloning? or are there other ways?

#

im on a laptop away from main desktop and i need to build soon. i dont usually work on laptops

tender elm
amber kestrel
#

ok thanks, will try in a bit. i just ran out of space on the laptop drive

#

repository, dependencies and built so far are 240GB

#

but maybe im doing something wrong, this space is too much, isnt it?

tender elm
#

A packaged build (from Epic) is about 42 GB

amber kestrel
#

@tender elm ok thanks for the info

kind storm
#

Managed to get the installed build size down to 13 GB or so, and even slimmed down for artist only down to 4 GB or so (highly compressed down to 1 GB)

amber kestrel
#

@kind storm how do i remove those? manually or through some tool?

kind storm
amber kestrel
#

ok thanks @kind storm

#

oh, by the way, there arent any nightly builds available from somewhere, are there?

kind storm
kind storm
#

Though I should point out that using "nightly builds" is pointless for production purposes, or more general testing.

kind storm
#

❔ Does anyone know how big current 4.27.2 source code is, excluding binaries/dependencies?

I'm downloading 8 GB and somehow still nowhere mid way with the download. 4.27.0 wasn't used to be that big, I think, around 5 GB and it's Setup.bat time.

pulsar kestrel
kind storm
#

Why the fuck it explodes in 2 hotfixes 😭

pulsar kestrel
#

I looked in WinDirStat and the PhysX3 libraries for non-Windows operating systems take up 9 gigs alone. But I never looked for previous versions of UE so I don't know what's changed.

dull ledge
#

reinstalled windows and tried to install from source again but whenever i build it tells me I'm missing these macros. I tried googling it but couldn't find anything on it

cold wigeon
#

I fighting with origin rebasing and cinematic cut scenes, the first location is correct on the first "tick" then starts flying off the map, until KillZ takes over, which teleports the player back on the map, but the player just flys off the map again.

#

It's like every time origin gets rebased, it is adding on top of itself instead of properly rebasing.

#

WorldComposistion::UpdateStreamingState() calls PC->GetPlayerViewPoint, which is the expected location of the first tick of the cutscene, but the next call to it, is way way off.

cold wigeon
#
LogLevel: WORLD TRANSLATION END {-4901114, 3520996, 0} took 93.7251 ms
LogActor: Warning: BP_PlayerSurvivor_C_0 is outside the world bounds!
LogActor: Warning: BP_PlayerSurvivor_C_0 is outside the world bounds!
LogLevel: WORLD TRANSLATION BEGIN {-4901114, 3520996, 0} -> {-5891045, 4110959, 0}
LogLevel: WORLD TRANSLATION END {-5891045, 4110959, 0} took 107.9130 ms
LogActor: Warning: BP_PlayerSurvivor_C_0 is outside the world bounds!
LogActor: Warning: SM_Chair_01a_497 is outside the world bounds!```
cold wigeon
#

origin shifting just seems to be all over the place

stable hemlock
#

hi guys
I have this error with source build 4.26.1 and i did not find a way to solve it

#

when i run it it reach 75 and close without anything at all

#

when i run it from the visual studio (2019) this is the error that showed up

junior dawn
#

Hi, when I'm trying to open project using ue5 compiled from source it crashes. Did anyone had same problem or know how to fix this?

junior dawn
#

thx

junior dawn
#

Thanks

crimson crane
#

if i have a source build of ue4 (untouched source but needed it for dedicated servers), how do i bundle the binaries up so another team member can open my project in the editor and not have to compile the source themselves (eg for someone making maps and not needing to touch source at all). do i need to bundle anything in the engine binaries folder? or just my project's binaries folder

kind storm
crimson crane
hidden hedge
#

or UGS if you're using perforce

stiff pollen
#

Hi people! I'm currently trying to do some audio processing in unreal on the audio from the built in WebBrowser plugin. For this I need to somehow get an array from a JS script I wrote into the C++ part of unreal, how can this be done?

#

I've read through the code that's used to send the JS from the web browser C++ code to the CEF implementation, but I'm not really sure where to go from there.

ocean wolf
#

which windows sdk is recommended for 4.27 ?

stable hemlock
kind storm
#

Though I'm sure one version below it will work fine.

ocean wolf
#

what about the ones above it?

kind storm
ocean wolf
#

so I messed up vs 2022 installation and windows thinks there are two VS 2022 at the exact same location 😄

kind storm
#

Though I found one issue with making installed build using VS'22 and .NET 4.8, something about /langver

kind storm
#

❗ PSA: If you're using Visual Studio 2022, don't upgrade any of the engine's C# projects's NET Framework to 4.8. While you can build the engine fine, you'll have some trouble when making Installed Builds (builds to be shared within your team working on your project)

stable hemlock
#

so im trying to install ue4 on arch and its been stuck here for abt an hour. any ideas?

kind storm
#

At least in Windows, last step is building the target file. Dunno about linux tho

stable hemlock
#

ok

#

cause the only way to do unreal on linux is to compile lol

crimson crane
#

hey so im trying to make an "installed build" but its failing to compile with ERROR: Visual Studio 2017 must be installed in order to build this target.. I had no problems building the source from inside VS2019, only running the BuildGraph command to package it. I have .NET Desktop Development, Desktop Development with C++ and Game Development with C++ packages installed for VS2019 and dont have any other versions (aside from VSCode) installed. the command im running is this .\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="Engine/Build/InstalledEngineBuild.xml" -set:HostPlatformOnly=true -clean -VS2019 is anyone able to help me out here?

#

im running this from outside of VS from the commandline

kind storm
crimson crane
#

it probably has about another hour left until its done :(

kind storm
#

That way someone won't unknowingly give answer to your question when you already sorted it out yourself.

crimson crane
proven imp
#

I am asking here, because I figured you guys would be the ones to know.... THE CODE.....
I have a VR game I made.
I created an opening title mov, and put it into the Project settings.
When the game launches, it jumps to full screen.
When it is done with the opening credits, it pops back to the small popup window.
-- I want the game to play fully in full screen or popup window. Not both. Both seems to be very frustrating for streamers, as they need to keep adjusting their screen grab.
--How/where do I do this? ❔ ❓

ember roost
#

Hi guys, i try to build Unreal Engine from source, but after the builld, isf i try to start the UE4Editor in /Engine/Binaries/Win64 i have this error :

#

My windows sdk

#

Anyone have an idea ?

kind storm
stable hemlock
#

hi guys
I have this error with source build 4.26.1 and i did not find a way to solve it
when i run it it reach 78% and close without anything at all
when i run it from the visual studio (2019) this is the error that showed up

crimson crane
#

probably a really dumb question but can if im using a linux host, can i build ue4 editor from source for windows?

crimson crane
#

unfortunate. thanks for the info

kind storm
#

At least cross compiling for Linux, from Windows, is possible alex

#

maximum compatibility

#

(except Mac and iOS I guess)

stable hemlock
#

hey, how to turn off automatic game pause in windowed mode while dragging / moving window? because when I start to move the window, game was stopped / paused. Where can I find this code in engine?

pulsar kestrel
ember roost
stable hemlock
#

guys please some help

stable hemlock
pulsar kestrel
stable hemlock
pulsar kestrel
# stable hemlock any idea what else can I check?

It appears the UEngine::OnLostFocusPause() function which uses that bool doesn't have any callers anyway. Does the game just stop ticking entirely when you drag & drop? And is it just when you drag & drop, or all the time when you are out of focus?

stable hemlock
proven imp
#

Anyone know the answer to this?

I have a VR game I made.
I created an opening title mov, and put it into the Project settings.
When the game launches, it jumps to full screen.
When it is done with the opening credits, it pops back to the small popup window.
-- I want the game to play fully in full screen or popup window. Not both. Both seems to be very frustrating for streamers, as they need to keep adjusting their screen grab.
--How/where do I do this? ❔ ❓

quick stone
#

Hi! I am about to start a project using a dedicated server and marketplace assets (both for project and engine). What is the best way to do this? From what I've read, a source build is necessary for having a dedicated server, but importing marketplace assets to source can be a bit cumbersome. Any best-practices or good workflows for solving this?

calm mason
# quick stone Hi! I am about to start a project using a dedicated server and marketplace asset...

The easiest solution I've found is to install the Epic launcher version of the engine you're using. Create a project in there and import the marketplace assets to that project.
You can then right click the assets you want in the content browser, choose Migrate, and point it to the Content folder in your custom source project.
This also allows you to migrate just some of the assets instead of the whole pack which can be useful.

quick stone
calm mason
#

I don't know tbh, I've never used Engine plugins or assets.

#

I even hacked Megascans plugin so it works from the project folder!

quick stone
quick stone
calm mason
#

no, just a minor code change to where it looks for the plugin folder.
it's slightly annoying to have to fix it up every time we upgrade the plugin.
I think for UE5 megascans is built in so maybe it won't be an issue going forward.

noble notch
calm mason
#

yes, create a new FPS project. open the first project, right click the map and choose Migrate. Point it to the new project Content folder.

quick stone
noble notch
#

is it also possible to just copy the content folder?

#

ah just found it

#

Thanks!

ember roost
#

Hi, impossible to launch UE after build, i have this :

#
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.```
#

Anyone ?

stiff pollen
#

I'm trying to build the editor, but it's taking a good bit of time and I'm not sure whether I'm doing things right. Is this what you are supposed to build?

#

Otherwise I've searched around a bit and found it mentioned that building from command line can be a bit faster, using a command such as: msbuild.exe UE4.sln /p:Configuration="Development Editor" /p:Platform=Win64 /t:Build /m /target:UE4
Where would you run this from within the command line?

pulsar kestrel
#

Otherwise you will build the whole engine instead of just the stuff you need.

stiff pollen
#

My folder currently looks like this

#

I was now at step 5, which lists "Load the project into Visual Studio by double-clicking on the UE4.sln file. Set your solution configuration to Development Editor and your solution platform to Win64, then right click on the UE4 target and select Build."

#

not sure what target I am to click :)

#

or is that for building everything, not just the editor?

#

Just for reference I wish to edit the source code for the WebBrowser as well as the WebBrowser plugin. Will it suffice to build the editor for that?

pulsar kestrel
#

Otherwise GenerateProjectFiles.bat will not show it as a build target when you open UE4.sln.

stiff pollen
#

Right, so then if you make changes to the source code and build for the specific project it will build the project with those editor changes?

pulsar kestrel
#

That is correct.

stiff pollen
#

I moved a project folder here but rerunning generateProjectFiles seems to have changed nothing

#

Oh right does any project work or does it have to be a C++ project?

pulsar kestrel
#

I've only ever done it with C++ projects — seems a BP project doesn't have a Source folder so you'll have to add a C++ class to it for GenerateProjectFiles.bat to "discover" it, I imagine.

stiff pollen
#

hmhmm that would make sense. I'll see what happens if I just make a new c++ project in the folder.

#

Ah right that seems to have done the trick, there's now a separate games folder with a build target. Thanks again

pulsar kestrel
#

👍 No problem, just make sure you build the game target rather than UE4 once you've done your changes and you'll see it only build those parts of the engine that you need.

frozen olive
#
27>C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(211): Error C4668 : '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
27>C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(371): Error C4668 : '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
27>C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(371): Error C4668 : '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
27>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.```

Has anyone seen this issue in ue4.27 when compiling the engine?
crimson crane
#

so when i open up UE4.sln it tells me that GitDependencies and MemoryProfiler2 use .NET Framework 4.5 which is no longer supported and gives me the option to upgrade them to a new version. do i just ignore this? it seems to have built fine without upgrading it but im curious

kind storm
#

Even with MSBuild .NET 4.8, things got fucked up.

kind storm
#

At least with MSBuild from .NET Framework 4.8, C# projects refuse to be interpreted correctly

crimson crane
#

thats weird but i also dont know how it works so maybe its perfectly normal behavior

hidden hedge
#

never say yes to any retargeting requests

kind storm
#

So, I have a weird issue with AutomationTool, where it insist on using MSBuild located on C:\Windows\Microsoft.NET\Framework64\v4.0.30319\MSBuild.exe as opposed to the one in VS'22 directory. This caused the .cs code to be incorrectly interpreted, and spew out a shit ton of errors. In contrast, compiling with MSBuild from VS'22 run just fine, no errors.
I tried setting the environment PATH to the VS'22 directory, but to no avail.

What gives?

stable hemlock
#

hiiii

#

i cant install epic launcher with git

#

i need to do cd documents, in the tutorial but no bone in my body wants it to be there, i want it to be in the D directory

#

how can i do that ?

heady sparrow
#

you can use github desktop if that's easier for you

limber heath
#

Is there a place to see the meaning of each prefix in the vars: r.X, s.X.. etc? I know render stands for rendering but what's s? How many of those are? etc. Also how do you know in what ini file you set them?

kind storm
#

Okay so apparently Visual Studio 2022 refuses to deal with .NET Framework 4.5, and many of the engine's C# programs were bound to 4.5

#

Though not all of them, being bound to 4.6.2

kind storm
limber heath
bleak sleet
#

Hey guys, I'm not too familiar with VS, but I'm trying to rebuild the engine source...

#

I have a solution for my game, and inside there is the UE4 and my game.

#

I've added a breakpoint in the engine source, built it, and ran with local windows debugger but my breakpoint isn't getting hit...

#

Oh actually I see a message at it this breakpoint will not be hit. No symbols have been loaded for this document

bleak sleet
#

any ideas...?

pulsar kestrel
bleak sleet
pulsar kestrel
#

Debug [Editor] is the only build configuration that will reliably enable you to hit breakpoints in engine code.

bleak sleet
bleak sleet
pulsar kestrel
bleak sleet
pulsar kestrel
#

Until you've cooked a game for a given configuration you can't run the non-Editor configuration.

bleak sleet
#

Can I cook it from VS?

pulsar kestrel
#

No, but is the engine code you want to break into accessible from PIE? Because if so, with your game as the startup project, you can just use Debug Editor.

#

Since this is a different configuration from DebugGame Editor it will recompile but then you'll have a non-optimized version of the engine that you'll be able to break into reliably.

#

Make sure you have your game as the startup project and that that's the target you're building so that it only builds the engine dependencies you need, not all of the engine.

bleak sleet
#

I'm just running a test currently, and the breakpoint is basically when unreal engine starts, so it's before even the game is loaded

#

I don't need it to be so early, the real reason I'm wanting to change engine source is for SubsystemOculus

pulsar kestrel
#

Well, Debug Editor will hit all breakpoints.

bleak sleet
#

Ok... I changed the breakpoint to be in the OculusSubsystem... from VS I run DebugEditor

#

Breakpoint still doesn't fire

#

and theres the same message next to it

#

this breakpoint will not be hit. No symbols have been loaded for this document

#

I must not be building the config with the breakpoint, right?

#

It says "build started" when I start it

pulsar kestrel
#

What do you see in your output tab?

#

If you've never compiled Debug or Debug Editor before then it should be in the process of compiling it, with however many thousands of actions that requires.

bleak sleet
#

from debug

#

'UE4Editor-Win64-DebugGame.exe' (Win32): Loaded 'C:\Program Files\Epic Games\UE_4.27\Engine\Binaries\Win64\UE4Editor-Win64-DebugGame.exe'. Cannot find or open the PDB file.

#

doesn't look right

#

no editor?

pulsar kestrel
#

Did you download the engine source code from Github?

bleak sleet
#

UE

pulsar kestrel
#

The launcher?

bleak sleet
#

Epic

#

sorry

pulsar kestrel
#

Okay, that was going to be a wild goose chase. 😄

#

You need to download the source code from Github to have access to Debug configurations.

#

DebugGame is not the same thing as Debug.

#

DebugGame = engine is optimized, your game isn't.

#

Debug = neither is optimized.

bleak sleet
#

I do?

#

Why give me the option in VS if it won't work?

pulsar kestrel
#

I'm not sure what your VS is showing you, but if you only have the source code from the Epic Games Launcher then you can neither make changes to it that will actually have any effect nor use the Debug configurations.

#

Only config families that the Launcher offers are DebugGame, Development and Shipping.

bleak sleet
#

Okay

pulsar kestrel
#

When you build UE from Github just make sure that your files are laid out thus:

\Engine
GenerateProjectFiles.bat

ie, your project root folder should be side-by-side with the Engine one you got from Github when you run GenerateProjectFiles.bat.

#

When you do that, you'll be able to build Debug Editor and reliably break in engine code.

bleak sleet
#

Ok thank you

#

Ok, I've cloned the source from github

pulsar kestrel
#

Can you take a screenshot of the folder you cloned it into?

bleak sleet
#

Yeah one sec I think I got the wrong one

#

I have 4.26, does github have 4.27?

pulsar kestrel
#

Yeah, if you just downloaded the release branch you should have 4.27.2.

bleak sleet
#

I actually have previously forked this before, thats why.

pulsar kestrel
#

Ah, okay.

bleak sleet
#

Ok got 4.27

#

@pulsar kestrel So I need to get this source into my project directory? Should I move the files into my project?

pulsar kestrel
#

Engine and game project directory side-by-side.

bleak sleet
#

Ok, Gonna duplicate my game and move it into the engine then

#

And I'll follow the rest of the getting started

lyric tiger
#

Burning through the night. Is anyone rocking the Intel 12th series 12900k? We need a few more CPU's for the office and were wondering if it comes close to the 5950X's performance. Clean, full engine build took around 32-33min.

pulsar kestrel
bleak sleet
pulsar kestrel
crimson crane
#

Probably a really dumb question but do I need to build UE4Game? When I build the source from visual studio (using the development-editor config) I get a smaller engine size than of I do an installed build and I have a feeling it's because the installed build is building UE4Editor and UE4Game

kind storm
crimson crane
stable hemlock
#

hi

#

im trying to install the thumbnailer into mine 4.27 sourceCode plugin folder

#

but i dont know what i have to do

#

my first time and i dont wanna do it the first time wrong

#

to much at stake

stable hemlock
#

heeeelp

#

💔

pulsar kestrel
#

If you're switching from a launcher build to a source build and you want to carry Marketplace plugins over, you can just copy the Marketplace folder over from your launcher engine Plugins folder.

timid scarab
#

Are there community/official patches available for AMD GPUOpen 4.27?

#

specifically the feature patches, I already integrated the relevant performance patches

crude horizon
#

Hey guys, I'm trying to build UE from source and I'm facing this issue here with VS 2017:

#

it should display 85 projects, but the rest are simply not loading properly. Some of them say (incompatible)

#

I installed all the required packages (C++ Game Dev, NuGet Package Manager and UE Installer)

rapid silo
#

Hi all,
I'm digging in UE4 code after the static friction parameter (belong to physics material) because it doesn't influence any of the physics behavior.

  1. I created a project with static mesh cube and attached it a physic material with static friction of 0.2
  2. I verified that the correct physics material is indeed set in the function FPhysicsInterface_PhysX::SetMaterial as shown in the snapshot.

So the value 0.2 is given to the Physx shape object.
Any idea where to continue to dig to find why it has no influence over the physics behavior?

gusty axle
#

I suppose this might not be the place to ask this but I don't see a better one, is there any documentation on the pak file structure? Header/etc

limber heath
#

Hey guys, the defines for the shading models used to be in FMaterial::SetupMaterialEnvironment, where are they know?

pulsar kestrel
bleak sleet
#

Hey guys, I'm trying to get Quest Multiplayer to work, following a guide here: https://www.reddit.com/r/unrealengine/comments/optd6y/the_secret_oculus_quest_2_multiplayer_guide/

To do this I need the Oculus-VR source, and then checkout branch 4.26? The guide says 4.26.2 but I don't see a branch for that... is there another way to get that exact source or... does 4.26 == 4.26.2 in this case?

rapid silo
pulsar kestrel
rapid silo
#

If I understand correctly the code, there is only need to feed this value to the physx engine. This is done as shown in the snap shot. Line 1110 - the UE UPhysicalMaterial structure parameters values are copied into a Physx structure PxMateiral, then in line 1114 the actor physx shape is updated with this PxMaterial (in my test only one material). From now on, the physx engine should solve within static friction of 0.2 and yields results for UE accordingly.

pulsar kestrel
rapid silo
limber heath
kind storm
placid furnace
#

We're just using a source built engine for the first time here as we need to be able to make a dedicated server. For regular ue4 projects there is an ignore file for source control. Does such a thing exist for the source built engine, or do we need to stick everything on source control?

pulsar kestrel
rapid silo
limber heath
#

Is there a file where I can see the engine guid in the engine intermediate files?

sleek vortex
#

how do i fix these errors when building the engine?

hidden hedge
#

does the editor build or is it just ShaderCompileWorker?

#

and show the output log not the error log

sleek vortex
hidden hedge
#

I would suggest installing the Windows SDK relevant for your version

#

with 4.27, it's 10.0.19041.0

#

also you don't really have a source build in a usual way, ie. side by side w/project

stiff plank
#

can i get some help installing source code ?

#

im at 13 houres + doing the same thing over and over

#

with bash to command promp to the zip file from github

bleak sleet
#

@stiff plank I would use the git command line utility to clone the repo. from your terminal you can git clone <paste repo url>

#

I have a question about persisting changes when building from source....

#

When I run my project from double clicking the .uproject it loads fine... when I run from source, I'm missing blueprints... when the level loads it says fails to reference etc... they are the standard bp_pickupcube that should come standard with the level

stiff plank
#

i got it 😄

formal moon
#

Hey all, I was wondering how I can go about fixing the below errors? I am using a version of the engine that was built from source. Thanks in advance :D

limber heath
limber heath
formal moon
pulsar kestrel
#

At least when I've had that problem it's because GenerateProjectFiles.bat was generating a solution for another VS than the one I was opening the .sln with. You can append eg -2017 or -2019 to your call to the bat to generate an sln for that version of VS.

formal moon
#

Ok actually, after further investigation, I discovered the culprit, my dependencies got eaten, now we're up and working again, thanks all 😅

stable rose
#

Hey I would like to make opaque defualt lit material be able to access to the (dynamic) shadow map info from a directional light.
I assume I need to do the following.

  1. Find the shadowmap textures built for directinal lights (I assume shadow maps are generaed in early stage of the rendeirng path)
  2. Pick one from them. (I assume there should be only one active directional light, so this process is practically not needed.)
  3. Set the shadow map texture (and sampler) to the uniform buffer for default lit materials
  4. Make a material node to access the texture

I have some ideas to do 2, 3, and 4.
Does anyohe know where I can find the shadow map textures in engine sources?
Target Engine version should be UE4.26 or newer, and/or UE5EA.
(esp for when VSM is enabled, but any info will be appreciated)

#

For someone who's wondering why I watnt to do the above.
I'm donig this for NPR things, and I have a reason I can't use Forward Rendering Mode.
So please don't comment something like "just switch to forward rendering, bro" becuse it wouldn't help me at all.

gloomy mesa
#

Is there a way to use Unreal Insights to profile the editor, and not your running game? We get to a point where opening a directory can take 5 seconds to load, and the mouse stutters around. But I can't find resources on doing this

stable rose
gloomy mesa
# stable rose I don't think you need a profiler for that. What's inside your directory?

Our team consists of about 20 students. We have 34GB of data stored in our repo (the directory for our unreal files) including maya models, substance painter files, and animation files. This is a large amount of information, but the editor runs smoothly for about an hour before chugging and sometimes crashing with "Out of video memory trying to allocate a rendering resource." types of error messages

#

I can't figure out how to profile the editor itself, and not the running game

stable rose
# gloomy mesa Our team consists of about 20 students. We have 34GB of data stored in our repo ...
Unreal Engine

When a game reaches a certain stage of development, it becomes critical to figure out what exactly it’s loading into memory and why.  As new assets are built, games tend to become larger and larger until load times slow to a crawl and the game starts to run out of memory. Luckily, UE4 has some useful tools built in to track down what’s in memory...

brisk wasp
#

Hi I tried to build the engine (RTX branch) but it gave a load of errors about running out of heap mostly ... I have 64 GB RAM and a 20 GB pagefile lol, how can it run out?

#

"Compiler internal heap limit reached"

#

c1xx: note: please visit https://aka.ms/pch-help for more details
3>c1xx : fatal error C1076: compiler limit: internal heap limit reached
3> [164/4682] Module.MainFrame.cpp
3>c1xx : error C3859: Failed to create virtual memory for PCH
3> c1xx: note: the system returned code 1455: The paging file is too small for this operation to complete.

is 20 GB paging file really too small???

This post written by Mark Hall, Xiang Fan, Yuriy Solodkyy, Bat-Ulzii Luvsanbat, and Andrew Pardoe. Precompiled headers can reduce your compilation times significantly. They’ve worked reliably for millions of developers since they were introduced 25 years ago to speed up builds of MFC apps.

#

and it also can't seem to find files which makes no sense 3> [186/4682] Module.MovieScene.gen.2_of_4.cpp
3>c1xx : fatal error C1356: unable to find mspdbcore.dll

brisk wasp
#

wow it really does want more than 20 GB. Set it at 50, so far so good ... but wow

stable glade
#

So one of the examples someone gave me for using a source build would be for individual bone damage. Like leg or arms.
It was that adding tags in source would be more efficient, as the alternative would be building an individual damage system for each character, even if they were just copies.
I more recently saw a video showing how to add gameplay tags in-editor. Are these the same kind of tags, or different?
Is a source build still the best way to implement limb damage?

brisk wasp
#

E:\UE Builds\NVRTX\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealEd\SharedPCH.UnrealEd.RTTI.ShadowErrors.cpp(2): fatal error C1085: Cannot write precompiled header file: 'E:\UE Builds\NVRTX\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealEd\SharedPCH.UnrealEd.RTTI.ShadowErrors.h.pch': Insufficient system resources exist to complete the requested service.
3>

Man just what are these errors? I have like 30+ GB of RAM free, terabytes of SSD space, 200 GB of pagefile, the hell resources is it talking about?

serene plaza
#

been trying to complile 4.27-chaos from source. Pulled from github. everything completes but ue file server ( don't need ) and the ue4 editor. Editor error has a 2005LNK error, says TKinematicTarget is defined multiply only definition I think I am seeing is in the KinematicTargets.cpp/h but error says module.engine.34_0f_50 has it already. How to fix this? where to see the objects included in the x_of_y modules? Feels like I am close to a solution...
Severity Code Description Project File Line Suppression State
Error LNK2005 "public: __cdecl Chaos::TKinematicTarget<float,3>::TKinematicTarget<float,3>(void)" (??0?$TKinematicTarget@M$02@Chaos@@QEAA@XZ) already defined in Module.Engine.34_of_50.cpp.obj UE4 F:\UnrealEngine\Engine\Intermediate\ProjectFiles\UE4Editor-Chaos-Win64-Debug.lib(UE4Editor-Chaos-Win64-Debug.dll) 1
Error LNK2005 "public: class Chaos::TKinematicTarget<float,3> & __cdecl Chaos::TKinematicTarget<float,3>::operator=(class Chaos::TKinematicTarget<float,3> const &)" (??4?$TKinematicTarget@M$02@Chaos@@QEAAAEAV01@AEBV01@@Z) already defined in Module.Engine.34_of_50.cpp.obj UE4 F:\UnrealEngine\Engine\Intermediate\ProjectFiles\UE4Editor-Chaos-Win64-Debug.lib(UE4Editor-Chaos-Win64-Debug.dll) 1

olive dock
#

hi. i need package my mobile game for X86_64 architecture. if i download 4.26-chaos its enable or i have to download it from github?

half mantle
#

Has anyone stumbled upon the articles named "Analysis of Unreal Rendering System" or "Analysis of Illusory Rendering System"? I believe they are auto translated from chinese but seems to share great detail into the engine's rendering. i.e https://copyfuture.com/blogs-details/20210802230911045t

hard crypt
hidden hedge
#

you don't need to make these changes since the steam SDK is distributed with the engine

stable hemlock
#

i'm trying to build 4.27 in vs2022 on win11, but i'm getting this error:
'_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
anyone have a good idea? i've tried adding ProjectFileGenerator/WindowsPlatform to Buildconfiguration.xml as well

mint vault
#

How can I find commit 17728209 from the github?

limber jacinth
#
Building 5 actions with 24 processes...
  ** For UE4Editor-Win64-DebugGame + UE4Editor-Win64-Development
  Module.HoloLensTargetPlatform.cpp
  C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(211): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
  C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(211): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
  C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(371): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
  C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(371): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
BUILD FAILED:  failed, retries not enabled:
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED``` anyone have any clue on this?
#

V:\UnrealEngine4_27\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithClient=true -set:WithServer=true -set:WithDDC=true -set:WithLinux=false -set:WithWin64=true -set:WithWin32=false -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLumin=false -set:WithLinuxAArch64=false -set:WithHoloLens=false -set:WithLuminMac=false -set:WithHoloLens=false WithLuminMac=false -set:WithFullDebugInfo=true this is how i am buildin it

calm mason
#

@limber jacinth my guess is that 4.27 does not build on that SDK. The patch notes specify: 10.0.18362

limber jacinth
#

yeah trying a different SDK now tho im on vs2019

calm mason
#

FWIW our build machine built 4.27.0 on 2019 10.0.18362

#

not upgraded to 4.27.2 yet

limber jacinth
#

yeah its building now i switched the SDK down, no idea how i got the latest SDK with vs2019

stable hemlock
#

I’m on vs2022, so I can’t really uninstall 10.0.22000, still trying to find a way to get it working

limber jacinth
#

@stable hemlock you can specify custom SDK

#

AppData\Roaming\UnrealEngine\UnrealBuildTool and edit the .xml there

stable hemlock
#

Testing now with old sdk, w/ vs2022 toolchain

stable hemlock
#

Success

limber jacinth
#

i am still failing builds urgh now on a different issue

calm mason
#

.net issue? I remember having to install some extra stuff from VS Installer.

hidden hedge
#

usually just installing the one the engine targets avoids issues

limber jacinth
#

uigh

#
  V:\UnrealEngine4_27\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\HoloLens\HoloLensPlatform.Automation.cs(17,15): error CS0234: The type or namespace name 'Management' does not exist in the namespace 'Windows' (are you missing an assembly reference?) [V:\UnrealEngine4_27\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
  V:\UnrealEngine4_27\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\HoloLens\HoloLensPlatform.Automation.cs(1235,24): error CS0246: The type or namespace name 'IAsyncOperationWithProgress<,>' could not be found (are you missing a using directive or an assembly reference?) [V:\UnrealEngine4_27\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
  V:\UnrealEngine4_27\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\HoloLens\HoloLensPlatform.Automation.cs(1235,52): error CS0246: The type or namespace name 'DeploymentResult' could not be found (are you missing a using directive or an assembly reference?) [V:\UnrealEngine4_27\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
  V:\UnrealEngine4_27\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\HoloLens\HoloLensPlatform.Automation.cs(1235,70): error CS0246: The type or namespace name 'DeploymentProgress' could not be found (are you missing a using directive or an assembly reference?) [V:\UnrealEngine4_27\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
Took 0.6503932s to run MSBuild.exe, ExitCode=1```
#

now getting this

stable hemlock
#

it's always the hololens stuff... can you disable that portion?

calm mason
#

I make Installed builds to distribute to my team using
.\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml ...

But it does not build/include the UnrealVersionSelector exe. Does anyone know if it's possible to add this to the installed build?

stable hemlock
#

Hello, i have a strange problem

I'm making a doom shooter, and some players experience a issue that the mouse button does not fire event when camera is on a certain angle, i did not found a solution on internet, but it seems like its a engine issue.

From the game shooting code every think is fine, but the Input Fire (Mouse LMB) does not fire when the button in press, and this happends not all the time but sometimes and only for some users (Major part of users uses laptops but there is a guy on pc that also have this issue )

I found that UT3 had the same issue and a lot of UE4 engine game have that issue (maybe event fortnite)

forest pawn
#

Hi, so I wanted to make a dedicated server recently and I have read that you need ue4 from source, the problem is that my project with my UI and some game logic is in the "epic games launcher" version how can I make the change to source of my project, Do I automatically see my project upon getting source version? if not what do I need to do to change my project to source version?

forest pawn
#

Oh so its like a normal engine version switch, thanks

mellow ridge
#

hello guys ..
I just build the engine and i add the android to whitelist in OnlinesubsystemGoogle plugin

#

i removed what i added and build again same issue

hidden hedge
forest pawn
#

Can anyone help me with this error when I tried to install the source version of UE 4.26.2 and to the setup?

mellow ridge
#

Because it is like H:/UnrealEngine4.26.2/UnrealSourcecode/blablabla/UnrealEngine/

forest pawn
#

Damn after the file change I have to reinstall the whole setup 😦

#

cause I cant generate the project files

mellow ridge
#

it will continue from where you stopped i think

forest pawn
#

It should

mellow ridge
#

because you will copy them

forest pawn
#

it should but it just blocked

mellow ridge
#

Can you show me the path of your Setup.bat

forest pawn
#

D:\UnrealEngine-4.26.2-release

mellow ridge
forest pawn
#

I just changed it

#

yup

mellow ridge
#

the old one

forest pawn
#

D:\UE4Data\Source\UnrealEngine-4.26.2-release

mellow ridge
#

yes it was long

#

i think

forest pawn
#

damn

#

where here it goes 30 minutes of my life

mellow ridge
#

well i build the engine morning and it done at afternoon when i tried the engine it crashed

#

so i'm rebuilding the engine again 😦

forest pawn
#

damn

mellow ridge
#

i lost 1 day of my life i'm useless now

forest pawn
#

well then, no point in just being sad since that wont make any progress... should better start redownloading it again

forest pawn
#

failed again...

ocean wolf
#

My UE Build has swollen to 170 GB after building various targets like dev , test and debug game , is this normal?

quick mica
#

yes

kind storm
#

200 GB for full configuration is more expected tbh

hard crypt
#

You can reduce it to about 100gb

#

I managed to get my build to 101gb

#

I could probably delete the intermediate folders too now since I doubt I'll be changing anything soon

#

Which would make my install about 60something gb

undone oxide
#

Hi everyone!
Does anyone know, why AActor::SetActorLabelInternal is changing not just the label, but also renames the Actor completely, breaking it's references? (Rename(...))

forest pawn
#

How can I make this work? It keeps on failing and everytime I have to redo the goddamn download

kind storm
forest pawn
#

In D\

#

just d\ ( I have already tried this multiple times to change to a shorter directory and ended up putting the folder in d\ )

#

still doesnt work

hidden hedge
#

you really wouldn't put it on the root of a drive

paper epoch
#

in the Engine/Config/BaseEditorPerProjectUserSettings.ini file anyone know what [section] to put for the source code editor value?
I tried changing a blank project's and then comparing the difference, but I can't find where the source code editor is being set

#

When I checked the blank project, I looked at the User one that gets created in the project Saved/Config

void oar
#

hey, looking into bugs during seamless travel
it seems, that when we seamless travel, the clients also take every AI we spawned at runtime with them, because of this rule

World.cpp:6476
// Keep if it's in the current level AND it isn't specifically excluded AND it was either marked as should keep OR we don't own this actor
#

It's in the current level (persistant), since it is spawned at runtime
and we don't own it, because the server owns it

#

so basically this includes EVERY replicated actor that was spawned at runtime by the server

#

why would I want them all to seamless travel? I don't get it

obsidian linden
#

alrighty really annoying problem. i have a project on a 4.27.2 chaos enabled source build. each time i close my ide and build that project it also compiles 1630 files from the engine as well. if i keep my ide open after this big compile it works like normal and is fine. i noticed after this happens if i go to my source engine and try to launch it, it recompiles the entire engine (3330 files). after this is complete if i go back to my project im met with the same result of trying to compile it with 1630 files

hidden hedge
#

this is probably doing the source build wrong which I say a lot here

#

STAY in your project, and have it side-by-side with the engine

#

if you're doing the "right" way, then your game should be in UE4.sln

obsidian linden
hidden hedge
#

you likely have settings that require a unique build environment

#

so when you build the UE4 target or solution, it'll invalidate everything

#

and then when you go back to the project target, it'll do it again

#

doing source the right away is Engine/ Project/ sharing the same top level directory, where the batch files live

obsidian linden
#

in my projects target.cs files im overriding the build environment so that would explain that -_-

hidden hedge
#

it's also what UGS, an epic tool used with perforce, expects

pearl seal
#

Compiling shaders are too slow than usual. I Tried to comple 120 shaders and that took 1h, 120 shaders before was just 3-4 minutes or even 1 minute sometimes.

stable hemlock
#

dumb question, if I use unreal engine from source, do all members of my team have to use the same unreal engine source or could they use it from the epic games one?

#

and if I don't have the source folder in my C drive (SSD) does unreal engine run slower?

hidden hedge
#

you should have it on an SSD or it will be unbearably slow

#

and usually with a source build, your source build is distributed via binaries on source control. I recommend the use of UGS if you're using Perforce

marble trench
#

I'm building source but I don't where it is going wrong. Any idea

hidden hedge
#

BenchmarkTool is your startup project

#

that's it

marble trench
#

No, I built the source and then I tried to run it.

#

oh i forgot to set it up as a startup project

graceful hornet
#

Hello everyone! I was wondering if it's possible to hot reload core engine shaders such as those found in ShadingModels.ush? I'm implementing a custom brdf and it would be nice if I could recompile changes from within the editor instead of having to restart the editor every time

#

RecompileShaders 1 doesn't recompile them

pulsar kestrel
# graceful hornet Hello everyone! I was wondering if it's possible to hot reload core engine shade...

That's a #graphics question, but have you had a look at this? https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Rendering/ShaderDevelopment/

When working on shaders, be sure to enable r.ShaderDevelopmentMode by setting it to 1. The easiest way is to edit ConsoleVariables.ini so it is done every time you load. This will enable retry-on-error and shader development related logs and warnings.
Use Ctrl+Shift+., which executes the recompileshaders changed command. Executing this command should be performed after you have saved your changes to the Unreal Shader (.usf) file.

graceful hornet
#

@pulsar kestrel Yes I have, this is only for non-core shaders. Turns out the answer to my question is that you have to use recompileshaders global

crimson crane
#

does anyone know what the reason for UENUM(BlueprintType) being restricted to 8 bits is? yet i can create a blueprint enum with way more than 8 and have it specified as a bitfield. can i just increase the limit in the HeaderParser.cpp to uint32?

loud pawn
#

I get this error when trying to run in VS. I followed the tutorial to build from source

#

It also shows for more dlls when I click ok

stable hemlock
#

anyone know how to override those common classes ?

slender vault
#

Anyone know why View Modes even after enabling them the Shader Complexity graph won't work in packaged builds regardless of type DebugGame, Development, Test, or Shipping.

olive dock
#

hi. i installed ue4 source and now wanna change drive frome Q to D. if i use ctrl+C its will work?

kind storm
#

(can blame Unreal Build Tool for that)

stable hemlock
#

hi guys

#

I am building UE4.26.2

#

and i have the same error over and over

fierce oxide
#

Hello guys! Do you guys know how to fillConvexMeshDesc from StaticMesh or BodySetup please? I need it to Validate ConvexMesh because it fails sometimes during Convex Mesh generation. It makes invalid mesh and I can't find way to get information that mesh is invalid

kind storm
#

I felt deja vu from it 🤔

kind storm
#

Not just that, but the question post were like the exact same from few days ago

#

As if nothing were changed

#

Okay, maybe the date did change

#

I don't know what the fuck happens with that issue anymore, being from seemingly incooperative (not sure how he doesn't try building 4.27 at this point)

stiff plank
#

anyone knows how to do this ?

stable hemlock
#

this is the output of it

stable hemlock
#

i cann't debug this error

#

i have tried to build 4.26.2 and 4.27.1 and i had the same error

#

i have deleted vr plugin that showed some error but without any hope

#

what info do you need ?

#

okay just a sec

#

this is the debug result

#

any ideas ?

stiff plank
#

help pls

#

stupid engine ...

#

i lost alot of stuff

spice vine
#

guys

#

have you seen a crash like this?

#

it's trying to load UE4Editor-TextureFormatDXT.dll

#

but fails

novel horizon
#

Reposting here because it might be relevant 😁
Basically my VS Build Configurations got corrupted and I don't know how to fix them 😭
I've deleted the .sln as well as the Binaries and Intermediate folders and regenerated project files. My game's project is set as startup project. Still didn't work.
If anyone could help that would be great ❤️
#cpp message

tired spade
#

Install Visual Studio 2017. All desktop editions of Visual Studio 2017 can build UE4, including Visual Studio Community 2017, which is free for small teams and individual developers. To install the correct components for UE4 development, check the "Game Development with C++" workload, and the "Unreal Engine Installer" and "Nuget Package Manager" optional components.

#

Just an FYI this may need to be updated on github

#

UE4.27.2 is no longer compatible with VS 2017

hidden hedge
#

what's with the random tag

tired spade
#

is victor the community manager?

#

Sorry

#

removed it

hidden hedge
#

yeah but I've never seen someone randomly tag someone from epic here

#

DM would actually be better anyway

tired spade
#

it may have been the wrong behavior... I apologize

hidden hedge
#

the 5.0 readme.md refers to the correct version of VS (2019)

tired spade
#

I'm in a few other discords with him so its probably taboo in slackers

hidden hedge
#

UE4 is not receiving updates

#

that should've been the first thing to check

tired spade
#

ue4.27.2 release is on github

#

with the included copy of directions straight off the github link

hidden hedge
#

yes and this is not going to be updated

#

UE4 is not being actively updated

#

also this is usually the authority in VS versions for releases

#

4.27 does still support VS2017 but 2019 is recommended

tired spade
#

I understand ue4 isn't being updated after 4.27.2 but source doesn't support the last update of 2017 literaly says "incompatible" unless you manually edit the sln and even then it will not build

hidden hedge
#

you probably have to manually specify -2017 when generating project files, especially if it detected VS2019 on the system

tired spade
#

will bomb at the actorcomponent.cpp and header

hidden hedge
#

changing settings in the VS project itself is usually ineffective because UBT does all the work

tired spade
#

I know most of this

#

this isn't for me however .... its for the ton's of community people and others that care about "new" people coming into the UE4 family

#

and running into an issue right out of the gate following the first guide they see when pulling the last release

hidden hedge
#

well it's unlikely at this point to see an update and not everyone follows the readme.md as seen here a lot

#

the UE5 one is at least correct

tired spade
#

I'm a marketplace seller and have been working with UE4 for a while now... just tired of getting hit up by new users or mentions of UE4 source won't build in 2017 for me post

hidden hedge
#

that's odd if they find you responsible for their VS2017-based source build working

tired spade
#

pretty simple to update the git guide... hell I'd do it for them if I could

hidden hedge
#

well they actually use perforce internally, not git

#

github is a git-based mirror of it

tired spade
#

they don't ... they just "ask" because I have a support channel for marketplace assets

#

Its not that big of a deal.... not even a huge ask honestly. UE4 is still the last "stable" engine while ue5 is getting production ready. Was something I noticed is starting to creep into discussion and questions alot and figured I'd try to help. Sorry if I bothered anyone

hidden hedge
#

well I'm sure there was a rule against tagging epic staff members so I wanted to be sure you didn't fall foul of it

tired spade
#

Sure there is.. again I was in a community with him before he was "epic staff" and I've tagged him before talking VR stuff

#

but yes

hidden hedge
#

I'm confused as it was a recent thing but maybe 4.27 has its own issues

tired spade
#

things change and thats kinda out of place here

tired spade
hidden hedge
#

well yeah, thankfully epic also distributes their internal tooling with the engine

#

that being UGS and RoboMerge

manic condor
hidden hedge
#

alright then there ya go

manic condor
#

just you know, use the @ sparingly 😅

stable hemlock
kind storm
# stable hemlock help

I don't know if you're dismissing my suggestions few days ago on the same issue as horse manure, but I felt like you're not seeking to resolve the issue with your source build.

It's the exact same thing, save for date timestamp difference.

stable hemlock
#

i did all the suggest that i had but without any result

kind storm
#

Those few days could've been wasted on trying different branch/version of the engine, particularly 4.27, but who am I to boss around.

stable hemlock
#

i tried that

#

and i had the same exact error

#

i had build 4.26.2 and 4.27

#

and the same error showed up

#

i have 4.24 working like charm

stable hemlock
#

i did not dismiss your suggestion i was glad for you
but it did not work

hidden hedge
stable hemlock
hidden hedge
#

did you do that one and rebuild after upgrading?

stable hemlock
#

i am upgrading it already

#

it is still downloading

spare torrent
#

Is there a way to register a source directory as an engine build in epic launcher instead of only "Installed Builds" so we can grab marketplace assets?
I apparently can't make an installed build without running out of SSD space because it copies basically everything over again.

hidden hedge
#

no, you have to have a donor project with the binary engine and then copy it to your source build project manually

#

nothing to do with installed builds, which imo are a bit of a waste of time

swift pumice
#

can you build with VS22? recently upgraded my drives and a raid failure caused me to lose some data, visual studio 17 & 19 along with it. trying to build from source again and I keep getting Microsoft.MakeFile.targets(44, 5): [MSB3073] The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6. From poking around on google it seems to be a VS issue. Can I download an older version or am I barking up the wrong tree?

quick mica
#

? You don't need the binary engine to get assets, or at least didn't. Wasn't there a dropdown where you could decide to use a different engine, without specifying it?

#

but what still is not working that the epic games launcher can properly read modern project files, so if you for example use the new enum values for the startup of a module it can't parse it and won't show your project <.<

heady sparrow
swift pumice
heady sparrow
#

which git branch is that?

#

I would rerun setup.bat just to be sure

swift pumice
#

its the 4.27.2 release, default

#

ill run it again

kind storm
swift pumice
#

is it normal for your shell to exit immediately after prompting for windows authorization for installing dependencies?

quick mica
swift pumice
#

this is what my output log shows right before crashing

#

i tried uninstalling and reinstalling the dependencies but no such luck

heady sparrow
#

vs 2022 might also require -2022 in the generateprojectfiles.bat

#

I forget

swift pumice
#

when you run that it tells you to tell it to use vs2022 in the buildconfig.xml. Which I did do. I really have no idea why its throwing the error

kind storm
swift pumice
#

Interestingly removing windows from the whitelist of HoloLensAR.uplugin and ResonanceAudio.uplugin allows it to build without any errors, anyone know why this is the case?

swift pumice
heady sparrow
#

sweet, I was worried it would require a full engine redo

kind storm
stable hemlock
hidden hedge
#

Why would you be glad for me lol

stable hemlock
#

I was stuck with this prob for one month

#

now I fell so stupid after knowing the solution

near frigate
#

Hi I'm buidling on linux, I asked this in general chat, trying to see if it's possible to configure build for single platform, like avoiding building other stuff on linux, no win32, I don't need cross compilation and I do not need compatability with any other platform

#

Tho I can see 4.27 docs say Cross Compiling on Linux is not supported so I guess I might be fine, hopefully all of that other stuff in the deps XML is skipped then

elfin wadi
#

Hello I don't know if this is the right channel to ask but I want to create an application based on the landscape creation system and level editor which is built into the unreal engine. So i want to be able to create landscapes and move assets around with the default UE4 gizmos, do you think that is possible to do?

kind storm
elfin wadi
#

so I couldn't sell it as a game

kind storm
#

The only way out is to make your own implementation of landscape creator from scratch.

#

(not entirely from scratch, you can still use plugins that can dynamically make terrains in runtime, like the Voxel Plugin)

narrow anvil
#

First timer making changes to the editor.
Was following a tutorial about localization (https://www.youtube.com/watch?v=0Pi4_ceURHY 22minute mark) in which some changes are made to the TranslationEditor.cpp file (adding some additional collumns to display).
However, I'm not able to actually 'build' the UE4 project. I mean: It succeeds, but really fast and my changes do not have any affect.
Do you have to set another build configuration or something?

This is an updated guide on how to localize your content into multiple languages in Unreal Engine 4.18+ using the localization dashboard. We also go over some C++ code to modify the engine, create persistent config settings using save/load, and a bunch of other 'gotchas' you may encounter with localization.

Citations:
https://www.youtube.com/w...

▶ Play video
pulsar kestrel
#

Sounds like you just modified the reference source code from the launcher.

narrow anvil
#

So if I understand correctly, when creating your own project, the UE4 project in VS is just a reference. So any changes you want to make to the engine should be done in the source (forked from github) ?
Should I update the reference link after building the source engine myself?

pulsar kestrel
#

That will generate a UE4.sln where the "UE4" is the source-build engine.

#

Then once you've made a change to that you just need to build your game target in UE4.sln (not the "UE4" target) to bring in the necessary engine dependencies.

narrow anvil
#

Aha OK, thanks for the help.
One question: what do you mean with 'side-by-side'?
Something like this:
\Root
-- \UnrealEngine
-- \MyGameProject\

pulsar kestrel
#

When you download the engine off Github, you'll have a folder with

GenerateProjectFiles.bat
Setup.bat```
and a few other folders.
#

What you do is put your project root folder in that folder, so that it's next to \Engine.

#

Then run Setup.bat and GenerateProjectFiles.bat and you will have a UE4.sln in that folder, which will work as you expect.

#

Then once you've made your change to TranslationEditor.cpp, you just need to build your game target in that UE4.sln — otherwise you'll build way more of the engine than you need to.

narrow anvil
#

OK, I'll give it a try 🙂 Thanks again!

umbral breach
#

I was installing Visual Studio here and I got a question

#

If I already have Epic Games, I don't need to install the "Unreal Engine installer", right?

#

What's the difference?

hidden hedge
#

there isn't any

#

ticking it probably just makes sure you have the correct installation components selected

kind storm
#

Even then the "Unreal Engine installer" is just an outdated version of Epic Games Launcher