#engine-source
1 messages Β· Page 49 of 1
Wait, for real? I didn't know that!
Currently I have a root folder with:
UE4_25_Source\
UE4_25_Editor\
ProjectRoot\
where Source is the source code from GitHub, and Editor is a packaged editor I share with the team. You're saying that if I put ProjectRoot inside the UE4_25_Source folder it will only build what is necessary for the project?
yeah that's a pretty inefficient way of doing it
usually the engine lives in your source control alongside the engine
so the ideal is:
Engine/
ProjectRoot/
GenerateProjectFiles.bat
etc```
GenerateProjectFiles.bat will put your game target in UE4.sln, and you can build that to bypass a lot of the engine that your game doesn't actually use
Well I'll be damned, I did not know that. I'm currently building the engine with this layout to see what's up.
one small caveat is that when you enable an engine plugin, you'll have to build that plugin by building your game target again in VS/your IDE of choice before restarting the editor
That's acceptable
I'm running into a bunch of buld errors regarding the OnlineSubsystemSteam when trying to build 4.25.4. I loaded the most up-to-date Steamworks SDK per the documentation (mostly, there's a PCH file that doesn't exist anymore that's still in the documentation).
The first errors about ConnStatus in SteamSocketsNetDriver.cpp seem to be because it doesn't know what SteamNetworkingQuickConnectionStatus is
I've attached a screenshot of the errors. I don't have much knowledge with the engine source files so any tips on what could be missing would be great!
ALWAYS use the output log
also 4.27 targets 1.51, which is distributed with the engine anyway
Ah ok, so if we are locked into using 4.25, should I even bother updating the SDK? I thought there were certain SDK files I needed to add to the Engine for full functionality
In the documentation it says that the following files should be in the Engine/Binaries/ThirdParty/Steamworks/{version}Win64 folder:
- steam_api64.dll
- steamclient64.dll
- tier0_s64.dll (needed for dedicated servers, which we aren't using, so ignored)
- vstdlib_s64.dll (needed for dedicated servers, which we aren't using, so ignored).
But only the steam_api file exists in the directory included with the Engine (and the new sdk I got from Steamworks, actually). I had to grab the steamclient file from my own Steam install
Reverting the build number in Engine/Source/ThirdParty/Steamworks/Steamworks.build.cs seems to have resolved all the build errors, although I can't fathom why. I guess just new API calls that it wasn't aware of?
4.25 and 4.26 target 1.47
Ah ok that makes sense.
For reference, when you said that you can build that, did you mean the whole UE4 solution, or just the Game?
I'm wondering if there is a sort of intuitive writeup, or someone willing to have a conversation about some network performance parameters. We're running a simulation on a LAN where we have 10Gbit and 100Gbit interfaces on all of the unreal sessions. I'm trying to get an understanding of [/Script/OnlineSubsystemUtils.IpNetDriver] and things like TotalNetBandwidth in [/script/engine.gamenetworkmanager].
Hi! Where can I get the source for GAS?
Have you upgraded your VS'19? Or maybe use VS'22, because aside from few warnings, it just work for just building the source
Do you know about Nvidia GameWorks?
Do you have any idea if I can compile it for a later version of UE? because they were last updated for older version.
Specifically NVIDIA Gameworks? Nope.
NVIDIA Gameworks is against my hardware inclusivity principle, so I won't bother diving in it.
"hardware inclusivity principle"?
Important components used in the game must work on all GPU and not just limited to one vendor only, to give inclusive consistent experience for every current generation PC hardware.
I don't have an Nvidia GPU but the example made from it is working for me π
I think this one is universal
Has anyone tried backporting TObjectPtr from UE5 to 4.27?
guys im getting an error
can't load UE4-MeshUtilities.dll
[2022.01.30-01.23.52:979][ 0]LogModuleManager: Warning: ModuleManager: Unable to load module 'F:/EngMain/Engine/Binaries/Win64/UE4Editor-MeshUtilities.dll' because the file couldn't be loaded by the OS.
Assertion failed: Module [File:F:/EngMain/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 378]
Delete the DLL and build again (no need for full rebuild)
I can't compile the unreal file server module from 4.27 source due to physicx error
Do you need it? Isn't that one of the errors you get if you use build the "UE4" target or the solution instead of just building your game target?
No but I wanted to make a clean compiled version with everything just like the vanila one before going further !
That's extremely inefficient, you'll compile way more things than you need to.
okay thanks !
Official Nvidia's Waveworks Github Repository was last updated in 2018, for Unreal Engine 4.19. I'm still clueless, for How do I compile it for Unreal Engine 4.27.2? Any help will be greatly appreciated.
Hi! I am using the source version of Unreal Engine. I had already built the engine using Visual Studio and started a project. Afterwards I downloaded Rider and opened the project with it. Now I keep getting the following error:
Image:
I read online that apparently there is no current workaround for this - but does that mean I have to avoid using Rider to open the project itself, but perhaps only open files from the engine after having started it via VS?
It seems I was able to fix it. The file "ApexDestructionLib.Build.cs" had the line in the screenshot originally. "PhysXLibraryMode LibraryMode" seems ot have been changed to "PhysX000LibraryMode LibraryMode" by Rider. When reverting the change using GitHub the error has been resolved.
hey, is there a way to add scene view modes without modifying the source code? like with before engine startup modules or something
does anyone know what is new 427-plus branch is ?
Hi.
You can ignore message about project model generation for Rider and modifying BuildConfigurations.xml file.
As for the error, I'm not sure I've ever seen a report for a bug where Rider would randomly change class names like in your case. It feels more like a missed typo.
Hey, I'm currently working on a project where I have to implement a simpler version of Nvidia's DLSS, basically we only want to have an anti-aliasing effect on the final render by training a neural network that will predict supersampling anti-aliasing. I was wondering if someone could give some insights on where to look in unreal engine to be able to somehow "alter" the rendering pipeline and execute my algorithm on the gpu before rendering to the screen. Thanks!
awesome, thanks
Hi, i face diff between (Get Mouse Position on Viewport) max cursor x-axis and viewport size (Get Viewport Size) - how can the viewport be greater than my max x-axis cursor position? Any setting i am missing?
Hello, anyone knows how to make this possible that if someone do not have visual studio could open pre-compiled project with ready .dll files, editors both are excatly 4.27.2 x64. When other user opens project then it wants visual studio. Thanks
if you distribute your source build in binary form, then that shouldn't happen
if you use perforce as your SCM, look at UnrealGameSync
Does anyone have an idea where texture compression is performed inside the engine source? what files I can look at etc
TextureCompressorModule.cpp ? π€·ββοΈ
Not sure why he want to tamper with it...
https://github.com/EpicGames/UnrealEngine/tree/4.27-plus 4.27-plus π€
well they did it with 4.26 I believe
or 4.25
it was to provide compatibility with gen9 SDKs without requiring a full engine upgrade
Correct, the Plus branch is just to provide support for various platform SDKs. No new features will be added, it's purely to allow SDK updates to 4.27 without a new full engine release.
4.27 Plus is source only and not going to be available on the launcher as it serves a very specific niche
Consoles? Or maybe VS2022?
Because I had to tamper with the C# projects and change .NET versions to at least 4.5.2 to make compiling installed build working with VS2022
"platform SDKs" is consoles
also you do not have to upgrade anything even though VS asks you about it
you can hit cancel on the retarget prompt
Yeah, that is until I had VS2022 refuse to compile 4.5 .NET C# projects, which hinders me from making installed builds for a week
Well, to be fair, building just the source without making installed build does work as is.
Does someone know, where the motion vector reprojection source code is located in UE4?
does anyone have any idea how I can create FImages from URenderTarget2Ds
I want to turn rendertargets into textures and then compress them at runtime
You could use ENQUE_RENDER_COMMAND and FRHIGPUTextureReadback to access the rendertarget data on CPU, create FImage from that.
Looks like you can then use TextureCompressorModule to compress that (it uses async internally)
@arctic juniper I just wrote this exact code which works for me:
StagingWeightmapReadback = MakeUnique<FRHIGPUTextureReadback>(TEXT("StagingWeightmapReadback"));
ENQUEUE_RENDER_COMMAND(FWeightmapReadback)(
[this, Resource2D = (FTextureRenderTarget2DResource*)RenderTarget2D->Resource](FRHICommandListImmediate& RHICommandList) {
StagingWeightmapReadback->EnqueueCopy(RHICommandList, Resource2D->GetTextureRHI());
});
... some time later (in tick or whatever)
if (StagingWeightmapReadback->IsReady())
{
int32 NumBytes = DimX * DimY * 4;
uint8* Data = (uint8*)StagingWeightmapReadback->Lock(NumBytes);
I prefer to do it all cpu wise, so im thinking of copying the RawData from the render target to the FImage
Hi, i'm trying to build a source but it throws this error.
I can't find any solutions to that.
make sure the version of the Windows SDK mentioned in the release notes of your engine version is installed
in 4.27, this is 10.0.18362
i'm currently building 2.21, thanks, will check on requirements
though building the entire engine with a pre-existing project is a big ol' waste of time
I don't see any requirements...
wdym? I'm just building the engine's source.
by following those steps https://github.com/0lento/UnrealEngine/blob/4.21-GameWorks/README_UE4.md
if you have a project already you just build the project, and then only the components of the engine your game actually using are built
Well, I'm just compiling the engine really, not related to any game projects yet.
why are you using the gameworks one then?
does it do stuff that niagara can't?
I'm not too familiar with how to approach the build properly though.
does niagara have soft body physics simulation and liquid physics simulation?
well you can do some interesting things with it, but if you want to spend your entire rendering budget on that - sure go ahead
I tried to research for that - no results except Flex thing
though I would've thought there would be a more up-to-date integration than 4.21
I didn't found any, sadly
Tried to ask about it in here also, no one answered, so eh
trying to go for whatever i can find
well you'll likely need an earlier WinSDK than the one you have installed, especially when dealing with ancient engine versions
Flex does not look particularly maintained anymore
yeah, figured it seems like i need 10.0.12699.0
I don't know anything about it myself but Asher Zhu does some pretty crazy liquid stuff with Niagara:
https://youtu.be/RjEUzCpyWGA
https://youtu.be/GoD2ZC8-Wqk
https://youtu.be/-cKgZrrBJ2w
oh damn, that's honestly looking good yeah huh.
do you possibly know any alternatives for soft body physics?
I'm afraid I don't, but he has a Discord server full of UE4 tech artists, might be worth asking there. (Against the rules to link but easily Googleable.)
Hey folks, does anyone know if there's a command line switch for UBT that's equivalent to the MaxProcessors entry in BuildConfiguration.xml
Do you have more context on what you're trying to achieve
I am seeing failures on my CI server that seem to be related to high concurrency. Some are resource locks, and some are tasks that are in the wrong state. I'd like to try limiting the number of concurrent tasks (So probably MaxParallelActions is a better entry, but the question is the same), and I'd prefer to use a command line parameter to do so if possible.
Ouch that's a rough spot. I don't envy your day. I'm not sure I can provide much help but i'm curious if you're running in a container or not
We're not, no. Running natively on Windows.
ProcessorCountMultiplier can be below 1 to reserve CPU for other tasks
Is there a CL switch for that?
I believe it is XML only but ill check the code
Only XML confirmed. :\
Ah well. I may have to add the saved build config to the repo or else rewrite it directly in the CI build. Not ideal, but not the end of the world,
Thanks for checking!
maybe just a sed line on CI π
Is there some condition when building a project based off source that causes the editor and ShaderCompileWorker to also have to build? I've been building my project only for awhile, and now it wants to compile 2106 actions, which takes a long time.
That's literally what that code does. You need to go via a staging texture because CPU cannot access Render Target data directly. The data pointer at the end is the CPU accessible render target data.
are people at epic just checking in code that breaks the build?
i've been able to work around it by just rolling back to a particular commit
but it seems like they have automators, a ci/cd pipeline, ....
l SDK 10.0.18362.0 Creating makefile for TrueFirstPersonEditor (no existing makefile) Parsing headers for TrueFirstPersonEditor Running UnrealHeaderTool "D:\UnrealEngineProjects\TrueFirstPerson 5.0\TrueFirstPerson.uproject" "D:\UnrealEngineProjects\TrueFirstPerson 5.0\Intermediate\Build\Win64\TrueFirstPersonEditor\Development\TrueFirstPersonEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Yaman\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed -FailIfGeneratedCodeChanges ERROR: 'D:/UnrealEngineProjects/TrueFirstPerson 5.0/Intermediate/Build/Win64/UnrealEditor/Inc/TrueFirstPerson/IKAnimInstance.generated.h': Changes to generated code are not allowed - conflicts written to 'D:/UnrealEngineProjects/TrueFirstPerson 5.0/Intermediate/Build/Win64/UnrealEditor/Inc/TrueFirstPerson/IKAnimInstance.generated.h.conflict'
What branch are you on? ue5-master?
Anyone know why 4.27 Source build is producing a ton of OpenSSL undefined reference errors and a clang++ error on building to android? Works fine in EGS build but unsure if I'm missing any Android required data but I can't find anything that points towards a way to download any extra required android libraries
what are the "-plus" branches on github
I'm looking for docs on how you should organize your files to build your game using a source build of the engine but I've not found anything. Does anyone know of anywhere that explains this?
I don't know what you need to know other than side-by-side
we have the engine and game side by side
with them being submodule repos
more submodules for plugins etc
submodules are not a requirement at all though
and that would assume git pretty heavily
in perforce it would live side-by-side in the depot, but we have a clean engine sync'd from Epic's Perforce server which we integrate for engine upgrades
@hidden hedge @heady sparrow The thing is for me it's not super clear what you mean by side-by-side?
So your directory structure is like this?
/Projects/MyGameWithCustom/
/Projects/MyGameWithCustom/MyGame/ <= has MyGame.uproject, MyGame.sln, Source etc.
/Projects/MyGameWithCustom/UnrealEngineSource/ <= has UE4.sln, GenerateProjectFiles.bat
Engine/
MyGame/
.editorconfig
cpp.hint
GenerateProjectFiles.bat/sh
etc
if it's working UE4.sln will have your game in it
and you can build the game target to save a whole lot of compilation time
UnrealGameSync expects it this way too
if you are a perforce shop, you should look at UGS immediately
OK so it's not really side-by-side, it's that my game project is inside what you get when you clone Epic/UnrealEngine
Then I guess I have to make sure that I have a custom .gitignore that ignores MyGame?
yes it is
So I don't really need to use the .sln that's inside MyGame anymore? Do I still need to use the .uproject to regenerate the solution?
it makes a bunch of sense from the perforce pov, because what you get on github is just a mirror of that
GenerateProjectFiles.bat generates UE4.sln and your game will be in it
So if I create new .cpp/.h files in my game I should re-run GenerateProjectFiles.bat
yes but I'm sure refreshing the project with a source build will do this also
UnrealVS is also handy to install
so then do you even need to regen anything
Goooood question
if you have licensee access, I would see how //UE4/Release-4.27 is laid out there as compared to github
since it has the samples and QAGame in that tree
RefreshProjectFiles action has landed in UnrealLink plugin for Rider 2022.1 ;)
if you create it from Unreal Editor, it will regenerate project files itself.
if you create it from Rider, it'll put them in the correct place in fs and will add them to correct vcxproj, so you don't need to explicitly regenerate project files.
it depends on how many game projects you have alongside your Engine. If you have multiple projects, but you really are working on game logic for one of them, it makes sense to generate project files from uproject and use nested sln. If you are working on Engine or shared plugins, or you have a single Game project, using root sln and GenerateProjectFiles.bat is a goto
Anyone know if you can exclude Datasmith dependencies when DLing the engine? So far I'm using these:
-exclude=Linux -exclude=Mac -exclude=Android -exclude=Dingo -exclude=WinRT -exclude=Switch -exclude=Linux32 -exclude=osx32 -exclude=osx64 -exclude=Lumin -exclude=IOS -exclude=TVOS -exclude=LeapMotion
is it possible to share a source build between projects? i build project A which builds the engine source, but then i build B which builds it again? then when i build A again, it builds the engine again
Not through Setup.bat, I think you have to modify the monolithic gitdeps XML file and removing entries for Datasmith.
hey guys i want to make a fork of the engine and pull request a feature
is it likely that my PR will get lost in the thousands of PRs?
and what are some ways to avoid this
Don't hope your PR will be merged.
You can still maintain your own branch and document what modifications you made, so that people can cherry pick the commits.
man i always avoided using a custom engine lol it sounds like a pain
but thanks thats good advice
Anyone had any experience with movie player not initializing and fatal erroring a standalone package build? Only happening on a few PC's not all
Which channel serves the most suited for UGS? #source-control or#engine-source ?
Try excluding Unreal Engine dirs from Windows Defender scanners.
Maybe also #automation
I'm trying to build from source with Visual Studio 2019 but I'm having this issue!
UE4 (incompatible)
Image
I've Run Setup.bat and installed all the dependencies.
Note: I've successfully built UE4 with VS2019 before, so I'm not sure why I'm getting this issue.
any help?
Whenever I've had this issue it was because I was trying to open a solution with a version of VS that predated the one the sln was generated for, eg trying to open a -2019 sln with VS 2017, so you may be having the same problem with VS 2019 relative to VS 2022. Maybe try explicitly providing -2019 as an argument to GenerateProjectFiles.bat.
Yes! That solves my problem.. thank you very much!
For some reason Rider can't compile the oculus 4.27 branch, but visual studio can, anyone else have similar issues with rider not building a source build that VS can?
Having an odd issue with a source built version of 4.26 has been working fine. We do development remotely and then pull down from source onto the machine that has the source engine on it. Latest update had a lot of new stuff, including new modules, so I wanted to remove intermediate and binary and rebuild before opening. However, after doing that, it is asking to choose the engine version and when we choose our source build it gives us a 'couldn't set association for project, check the file is writeable" error. Anyone ever seen that?
Your uproject file is not writable, that's why it is showing the error. Checkout your uproject file in the your source control and then you should be able to set the engine version
actually when i was updating the uproject file, I missed a comma. That confused it apparently
#unreal can somebody tell me how to optimize multiple scene capture actors in a level, i am seeing huge fps drops...
Anyone have any experience with the WorldPartitionConvertCommandlet stalling on this command? Trying to convert a map from world comp to partition and its hanging trying to build the minimap texture for the map.
Is there a guide to setup Incredibuild for Unreal Engine?
Hey guys,
Do you know how to reduce build size of custom engine compilation / installed engine?
My last build is about 40Gb with a lot of pdb files
Here is the command line that I use
D:\UnrealMeta\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:VS2019=true -set:HostPlatformOnly=false -set:WithClient=true -set:WithServer=true -set:WithDDC=false -set:WithLinux=false -set:WithWin64=true -set:WithWin32=false -set:WithMac=false -set:WithAndroid=true -set:WithIOS=false -set:WithTVOS=false -set:WithLumin=false -set:WithLinuxAArch64=false -set:WithHoloLens=false -set:WithLuminMac=false -set:WithHoloLens=false -set:WithLuminMac=false -set:WithFullDebugInfo=false -set:SignExecutables=false
If you don't want debug symbols (which make crash logs more readable), you can remove them.
You can also manually remove engine plugins that you're not going to use in your projects, like XR and Datasmith stuff (though online subsystem related is mandatory)
ok but is there an additional parameter when building the engine to prevent debug symbol generation or anything else?
UE official distribution is less than 20Gb
It's actually around 40 GB including debug symbols (not including platform specific dependencies)
not having debug symbols would be a terrible idea
Hi everyone!
I have two questions:
- How to turn off all of particle system in project?
- How to fix occlusion culling or make (I am thinking about making UE4 more deterministic)
Guys I have made some mistake. I cloned main branch. Installed all binaries. But when I build which takes forever and then run it say ran out of space. It already had taken 70 gb of space and i don't know how to reduce size to build source engine.
what calculations are applied while adding vector2 and TexCoord?
Add?
Wdym?
@calm mason
It adds two vector2s, so outputs anither vec2: x+X,y+Y
You should probably be asking these questions in #graphics or #ue4-general this channel is mainly for source build questions
Source builds are normally starts from 120 GB range, even with stable branches.
You would have to make some sacrifice to your storage, remove large files that you don't need to make up room for the engine source build.
why is the result different if I set TexCoord UV manually?
Hello we are trying to get a source version of 4.21 working on a pc, but when building we get following error:
Log.WriteException: UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\UE_4.21\Engine\Intermediate\Build\Win64\UE4Editor\Development\MovieSceneTools\UE4Editor-MovieSceneTools.lib
The log file:
Anyone have an idea what could be causing this? We've tried many things already like redownloading source code, installing different VS versions, using different windows SDKs,.. nothing seems to work π¦
With a newer version of VS (2022) it gave a similar error, but then it was complaining about a sockets.lib file (can't produce)
If you're stuck with 4.21 for whatever reason, use VS2017 or VS2019
We've tried 2017 but that didn't work. We're now trying 2019
Hopefully that will work
is there a command to disable pdb generation during build, so they never take up disk space?
It's been a while, but I think "--exclude debug" kills anything other than the minimally required .pdbs
also excluding debug symbols would be pretty foolish
how do i change engine-source directory?
i want to move my source build to new drive.
I think it is -NoDebugInfo on the UBT command line, or <BuildConfiguration><bDisableDebugInfo>true</bDisableDebugInfo></BuildConfiguration> in BuildConfiguration.xml.
thanks, was curious for it for a temporary test build thing (actually figured out how to free up some space with a git lfs prune instead so i might not need it right now), will have more disk room and ensure i keep pdbs when builds actually go out to anyone.
is there a way to set to build only game project when using source engine ?
triggering builds of whole engine every time I want to debug (failing on missing HeadlessChaos etc) is a too long
If you're using Visual Studio, you can use the 'Build Project' option. The default on the toolbar is 'Build Solution' which builds things that you aren't dependent on.
Under build there is a build option that will change it's text based on which project you're currently editing the source file for.
You can also use the solution explorer window, right click on your game project and choose 'Build Project'.
Rider has similar options, but also a better 'Build Startup Project' that lets you build the game project regardless of the file you're editing.
i know, but i regenerate project files quite often and it resets the checkboxes
(using VS)
Yeah, I remember finding that extension too but didn't feel like installing it.
What checkboxes? I added 'Build Project' to my toolbar and just use that button instead of 'Build Solution'.
Does anyone know where in source does the Mouse Left Button Down Click event actually broadcast/occur?
Hi! I would like to render .exr frame buffers from UE4 source, does someone know how to do that? I know where I should "plug in" and dump frames, but unfortunately dont know how....
Hey all, I am working to incorporate a bunch of existing code as static libs for UE4. To do that I need to put some macro's in the other code that only runs when being used by unreal. Is the __UNREAL__ macro pretty safe for the purpose?
If anyone knows or could help me find out where this issue got fixed in UE5 Main please ping me!!
no UDN? you could ask there if you do. frustrating it doesn't show you the duplicate issue
Nope, no UDN.
https://issues.unrealengine.com/issue/UE-135765 this sounds similar and has a perforce CL
welp then your studio should get on that
Tell me about it...
lol
Can only ask so many times haha
Yes, if by 'safe' you mean __UNREAL__ is guaranteed to be defined by the unreal build tool and unlikely to be defined randomly outside of UE.
It's defined in UEBuildTarget.cs, it can't go away because it would break too much stuff.
Sounds good, mostly wanted to be sure it would not randomly disappear when out of the editor for example
I could define my own I know, but was seeing if that was a fine option
That's what I usually do, just add my own to PublicDefs
fair enough, probably the better route
Depends how you're incorporating the other code.
static libs
though I don't know why you would have anything that's "unreal aware" in a third party lib
that's usually what the plugin handles
Fair.
But once I was using a static lib meant more for commandline apps and it liked to call exit(0) a lot, which would mysteriously shut down the UE editor out of the blue. Sometimes it's really nice to have the option to strip something like that out.
So frustrating. No crash handler or anything, just poof the editor stops (immediately).
because 0 is a success code
also it's a pretty bad static lib if it exits the linked application on its own
made sense for the lib's original purposes, which was command line apps.
yeah but still better to just have compile time preprocessor defines that aren't particularly aware of what it's being consumed by
https://github.com/richgel999/miniz/blob/master/miniz.h is an example of this, you can define MINIZ_NO_STDIO to stub out all of the stdio file handling
Yup, that's definitely great. Lua is another example. Most libs.
Hi, is there a function that is called when any changes are made to the editor in UE4, much like OnValidate() in Unity ?
Or something that can be configured or overridden
@candid furnace
#if WITH_EDITOR
void USomething::PostEditChangeProperty(struct FPropertyChangedEvent& e)
{
Super::PostEditChangeProperty(e);
// ...
}
#endif
That one was resolved as a duplicate of https://issues.unrealengine.com/issue/UE-122053 which is still open and targeting 5.1 for a fix.
You could build the engine from source, but with potato CPU, it could also take up to a day to compile just the Development Editor. Maybe more if you want to make installed/rocket build out of it.
I have a similar issue with a halfway decent rig.
I have one folder for ue4 source, I've built the engine on windows, what happens if I build it for linux from the same folder? will the windows build be erased?
no
Hey! not sure if im in the right channel for that, I got an issue with simulated clouds system from UE .27
and can't remove it from the game. I was wandering if someone would know a line code that I could use in a .ini file to get rid of it ?
thanks
I know its already fixed mate, I downloaded and compiled UE5 Main branch and its not an issue anymore.
I just need to find where it got fixed so I can merge it back into 4.27 lol
This one may also be related.
It has a Perforce CL number but I dont have access to the Perforce Server or UDN to view it.
Are there any best practices for editing engine source code, to make upgrading to newer versions in the future easier?
Sorry, I misread your original message. The CL mentioned in UE-135765 reached 5.0 on GitHub in https://github.com/EpicGames/UnrealEngine/commit/def8d2c2d767a4454de2e1afe56bf55224b884fa
Thanks. Only problem is I dont see anything in those changes that would even remotely be related to fixing the issue mentioned.
If you fork directly from EpicGames/UnrealEngine, you might have easier time pushing new commits from released branch down to your fork.
Alright so I'm trying to build the engine from source and VS gives me this
But I see no option for a 4.5 Developer Pack?
Best you can do is download 4.5.2 and manually upgrade C# projects that use 4.5 to 4.5.2
This is a complication with VS2022 and UE4
Ahh alright
Some C# .NET projects in UE source still stick with 4.5, with most of them actually use 4.6.2.
So wait, should I just click Update the target to 4.8 then?
Contrary to what you might believe, sub versions in .NET Framework is a huge stark difference
Don't.
Either manually change the versions from 4.5 to 4.5.2 or ignore it.
How do I manually change it to 4.5.2?
Brb lemme check my fork repo commits
I don't think so. I had no success compiling 4.5 C# project with VS'22
Alright got it
Well it's building at the moment, I guess I'll see what pops up in the log over time
To be fair building the editor in development alone doesn't require those C# projects that much.
It do become a problem when building Installed Builds.
Does anyone have any idea what format .utrace files are in or how one could gain access to the info within?
We've been trying to mod the engine or build some tooling to automatically analyze performance data in our tests but it's super hard to understand the code around it or the file itself.
So far we've only been able to figure out that certain chunks ought to be lz4. But some parts are plain text too.
The system is written very abstract to support both network and file IO on all kinds of platforms. Making it hard to actually see and understand where it's reading what.
Okay, so, the UE source code and visual studio are both installed on my D Drive
Yet, as I'm building UE, space is being taken up on my C Drive as it goes along
Is that normal?
Sometimes the space usage goes down though, like as I'm checking it it'll go
7.4gb free
6.90gb free
6.91 gb free
That was the fix for the Ctrl+E issue. Adding CanExecute for a bunch of actions prevents them from being considered in contexts where they shouldn't. Otherwise, they end up eating the input even when they shouldn't be active.
How long does it take on average to compile the engine from source?
Massively depend on your CPU and storage I/O speed.
Average 4 core CPU and HDD can take up to a full day, for development editor alone.
In super stark contrast, get yourself a threadripper and fastest SSD and it can take less than 15 minutes or in a coffee break.
Damn alright
Cause I have an i7-6700HQ
Unfortunately have to do it on an HDD
It's going on 2 hours now
Thanks for the info though
If you make an installed build it takes less time, here is the batch I'm using for example:
EDIT: I was in the misconception that this build takes less time. What it does is that it makes an installed build that is smaller in size (~10-15GB if compressed) which can then be distributed to team members so they don't have to compile the engine on their own.
.\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=.\Engine\Build\InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithServer=true -set:WithClient=true -set:WithDDC=false
# REM CHECK Settings for making an engine installed build : Engine/Saved/UnrealBuildTool/BuildConfiguration.xml
# REM CHECK [#551756549962465303 message](/guild/551756549962465299/channel/551756549962465303/)
# REM CHECK More settings: https://jackknobel.com/buildgraph/2017/02/06/Building-an-installed-ue4-from-source/
# REM CHECK Build Graph: https://jackknobel.com/How-To/BuildGraph
# REM CHECK More -set parameters: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DeployingTheEngine/UsinganInstalledBuild/
# REM -set:WithDDC=true will generate Derived Data Cache for the engine and samples. Will increase size of compilation - THIS IS SLOW!!!
# REM -set:GameConfigurations=[Configurations] are set to (Development and Shipping) by default. No need to change it for now.
# REM TO SOLVE HOLOLENS PLATFORM ERROR
# REM Remove "Hololens" folder from "Engine/Source/Programs/AutomationTool
# REM Also, installing Universal Windows Platform (UWP) development + Desktop development with C++ should solve hololens errors.
# REM TO SOLVE "CANNOT OPEN Build/InstalledEngineBuild" folder
# REM Create the folder in Root(WhereSetup.bat is)/Build/InstalledEngineBuild
Do not upgrade any .NET targets if VS asks you to, you can ignore the requests and itβll work fine
Also not sure what the meme is about with installed builds
?
UE4 is not even usable on a HDD
and I'm not sure why you would have 10 engine builds on a single drive
keeping PDBs is pretty important
in which situation are you constantly rebuilding the engine
that usually only affects the changed modules
unless it's a really really low level header file
I see now, thank you. However the issue I face is specifically this one https://issues.unrealengine.com/issue/UE-135782. Which affects packaged builds, Id assume that the LevelEditor would have nothing to contribute to this problem specifically.
I know that UE-135782 is fixed in UE5 Main branch, would you know how to track it down?
I frickin dare you to make installed builds.
Only if you succeed to make one without any hitch, you can come back here and say it's all fine and dandy to mess with the .NET version.
is there a way of setting up the upstream remote as described here https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/DownloadingSourceCode/UpdatingSourceCode/ but with a UE fork that's hosted not on GitHub, but on a private GitLab?
I don't think you're allowed to host it elsewhere, even on private repo π€
FWIW you're might as well forking directly from GitHub
what?
of course you can host engine source on a private repo outside of github
since that's what literally everyone that uses a source build in a studio environment does if they're not using github specifically
Alright so it took 7 hours but it did build except it gives me this
Anyone know how to fix that?
Where and how should I use that?
Sorry about that, I was in the misconception that this build takes less time (It actually takes more time). What it does is that it makes an installed build that is smaller in size (~10-15GB if compressed) which can then be distributed to team members so they don't have to compile the engine on their own.
If you still want to use it, just copy the text into a ".bat" file, place the ".bat" inside the engine source location (Where Setup.bat, GenerateProjectFiles.bat, etc are located) and then run it. I recommend opening a terminal in the location of the .bat and execute the .bat file through the terminal so you can see possible errors (Shift+Right click in folder to open a terminal in that location).
This will generate an installed build that will be located in "RootSourceFolder/Build/InstalledEngineBuild/". Just keep in mind that the whole process requires around 200GB and the result built engine will be about 50GB and around 10-15GB when compressed.
If you don't mind the engine using more space or don't need to share it to team members, i recommend you to build it normally tho. Installed Builds seem to have more requirements and thus be more prone to throwing errors.
Ah alright
Well I tried building it again with updating it to .NET 4.8
But, I get these errors
It is possible to build UE 4.27.2 with VS 2022 right? I don't need to switch to 2019 or anything?
do they also manage to set it up with a remote upstream?
we have a perforce-based workflow and sync the engine from epic p4
I DID build 4.27.2 with VS2022.
Took me like a week to troubleshoot.
The solution? Not touching .NET Framework version and deleting stubborn registry keys.
The only exception was GitDependencies and MemoryAllocator (or something along that line), changed from 4.5 to 4.5.2.
Everything else are kept as they are.
Solving the registry took up the most time, because it somehow kept using the wrong MSBuild version
Is there any way I could just get someone's already-compiled version of Unreal Engine without having to compile it myself? I mean honestly this is all so much work just because Epic Launcher won't work
I do have custom build on my fork's released section, but it was stripped down for machinima making purposes.
If you have issues with the launcher, you might want to consider reinstalling it.
FWIW if you don't intend to aim for consoles, actually wanting to modify the engine, or just aiming for dedicated server on Shipping, you should stick for the vanilla launcher build.
I dare you to make Installed Build with all the .NET versions cranked up.
https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DeployingTheEngine/UsinganInstalledBuild
Think of it as a bounty but without money
Because I had no success making installed builds with VS2022 cranking all of them up to .NET 4.8.
someone's very persistent about making installed builds
even though not everyone does that with engine source lol
I just posted this in 'cpp' but this is probably a better place to ask: I'm having a problem with unreal editor preferences not detecting visual studio 2022 as the source code editor. When I try to create a new c++ class it tells me to install 2019. Does anyone have a fix for this? I'm wanting to create a dedicated server and I have VS2022 and UE4.26.2 source installed and it compiles with no errors. I can launch the editor and my project with no problem but it doesn't detect 2022 in the settings.
I would just install 2019 as well, you can still open the sln in 2022 regardless
Thanks. I had a heck of a time just getting it to compile. 2019 wouldn't generate project files because it could find the install directory. I'd hate to have to start over.
Hey, just leaving this here if someone needs it regarding the Engine modules are out of date, and cannot be compiled while the engine is running. Please build through your IDE error:
Just go to Engine/Source/Developer/DesktopPlatform/Private/DesktopPlatformBase.cpp file and replace Arguments += " -Progress -NoEngineChanges -NoHotReloadFromIDE"; with Arguments += " -Progress";, then rebuild the engine from VS and open your project, then when asked about rebuilding the project say "yes" (from https://www.ilyahartmann.com/blog/2021/08/29/engine-modules-are-out-of-date-and-cannot-be-compiled-while-the-engine-is-running-please-build-through-your-ide/)
That sounds like a weird workaround for something thatβs likely to do with stale modules or using a source build incorrectly
it's more for marketplace plugins
wut
I think I encountered that issue before. IIRC you have to delete a generated file, but I'm not sure which or where.
Oh, alright, let me know if it comes to mind
Also, after building for the first time, re-building should take less time, right?
Shit, I should've read closer lmao
Loll why?
Delete that UE4Editor.modules file and try building again (don't clean Rebuild).
If you don't modify low level engine code, build times should be faster, yeah.
Also protip: you can blacklist the UE directory from Windows Defender's realtime scanner to speed things up a bit.
Also, thanks, going to do that right away
Yup, try building the engine again. No need to select Rebuild (which is wiping all generated binary files and rebuilding the engine all over again)
Yes.
Alright
Just to verify, it is normal that it's been stuck here for a few minutes, right?
It's normal. Happens to me everytime.
I think it goes through the stuff already built
Ahh alright, that makes a ton of sense, thanks
Though don't quote me on that, I'm just guessing based on disk/RAM activity when that happens
Yeah of course, still thankful for the insight
Same errors
This is one of the problematic lines
As well as this
Well really only those two lines
Wild shot, but have you installed Windows SDK? I don't think the build will actually go through at all without it
Yeah I have
i can try to reinstall it though
Already installed here
Anything wrong here?
Try installing Windows 10 SDK instead
Alright
10.0.18362.0
On it
My forum search that resolves it points to wrong Win SDK version
Alright hope this works
Uninstall the Windows 11 SDK
Soo I did that already but at the moment I have three versions of the Windows 10 SDK
Currently removing the bottom two
So I'll be using the 10.0.18362.0 version which hopefully should work since that's what's specified in the UE documentation
Okayy I removed 10.0.22000.0 and 10.0.19041.0 but VS seems to still think 10.0.22000.0 is being used even though the folder now only contains 10.0.18362.0
Check your registry for reference to that version.
If you previously use VS'19, uninstalling it will still left nasty things behind, even after restart.
Not malwares, but leftover registries
And to think about it, uninstalling the components also do the same thing
Uninstalled 10.22000.0 and reinstalled 10.0.18362.0 and it's now completely re-building, soo I hope this works
π€
Is there a reason the source built engine does not remember what windows were last opened?
I'm not the only one asking.
Looking into it. Its not startup that is the issue, the files opened are not saved to the ini
The f****????
well that was a simple change
It is working without issues... why was this even a thing?
hi all. Anyone come across this problem before trying to build a project in visual studios 2019 I can build it in dev editor but only in 32 bit mode if i change to 64 bit it gives me this error right off the bat.
Severity Code Description Project File Line Suppression State
Error MSB3073 The command ""C:\New folder (2)\UnrealEngine-4.26\Engine\Build\BatchFiles\Build.bat" -Target="MMOEditor Win64 Development -Project="C:\Users\plane\Desktop\New folder (8)\MMO.uproject"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 255. MMO C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 45
the output window will usually give you some useful information as opposed to the error list
output log is always more helpful, but do you have the correct Windows SDK installed?
I do, yes.
which
10.0.18362.0
targeting which UE4 version?
4.27 is 10.0.19041.0
oh nvm that's GDK
that is the correct one
so yeah the output log may hold more clues since it does tell you stuff like compiler/WinSDK version
Hm alright
Is the Foliage Mode in the Editor easy to extend?
I want to create a custom tool for placing Foliage instances.
Look at the output window in VS?
hey,
char*
FString
UTF8_TO_CHAR macro
does anyone knows these ones word limits?
I've been trying to parse jsonstring, but parsing error log only shows my json's first 4107 characters
Those macros have no length limit. They'll allocate from the heap if the inline buffer isn't large enough.
UE-135782 was closed as a duplicate of UE-122053, which isn't fixed yet: https://issues.unrealengine.com/issue/UE-122053
oh thanks for the info, if even converter macro doesn't have limitation, these variable types shouldn't have lack of length like 4000 characters. Any chance log -line-has limitations of length, so my problem can be about something else?
Using UE_LOG shouldn't have any length limits, and I have used it myself to log over 50,000 characters on one line without issue on 4.27. I'm not sure about older releases though, and it is also possible that warnings and errors are handled differently enough that there could be limits for those that don't affect "Log" verbosity.
thanks to you @hollow nest i've learned i should seek other ways to solve my problem. Have a nice day π
@stable hemlock @kind storm Thank you both for helping me make this happen!
Uninstalling all Windows 10 SDKs, only reinstalling 10.0.18362.0, then rerunning GenerateProjectFiles and setup did the trick!
It is fixed though mate. Download Main branch of UE5 from Github and test it. I know its fixed because ive done just that and it works as expected. Im just trying to find what got changed to cause it to become fixed.
I know. I only meant that following the bugs isn't leading us to the commit that fixed it. I'm not sure how else to track it down easily.
You really shouldnβt use main
Hi all! I've run into an issue where we are unable to package our project with a source-built engine stored in Perforce because the AutomationTool can't compile. It is trying to write to an IOS binary but fails because the binary isn't checked out. What's odd for me is our project isn't intended for iOS at all, this is something that we do not need in our project. How would I go about removing the iOS components? Our project will only ship on Windows, Mac, and Linux
ah yes ok
you want to find that file in p4v, and change the filetype to be +w writable
you will want to do this for several files. If you want a list I can send you ours
it will try to write to these files for reasons that are beyond me, but this is something I have to do every time I set up a new project as well
are you using UE4 or 5?
I thought I had already done that in my typemap, which is surprising to me. But what confuses me is why the IOS binaries exist at all for the engine when our project has no requirement for them
UE4.25
if you just grab everything from p4, it will try and include everything, at least when compiling the editor
others might be able to provide more info, but I've stopped questioning what the editor tries to use when compiling, at least outside of any plugins I disable.
ah I can't find my list, dang. Anyway, any file that it tries to write to and yells about in the compiler, set that to +w and you'll be fine
I have a list for UE5 but not 4, sadly
UE5 will yell about some .NET stuff in a Microsoft folder
then don't sync those?
also consider deploying UGS
Is anyone familiar with this issue that could help? https://www.intel.com/content/www/us/en/developer/articles/troubleshooting/openssl-sha-crash-bug-requires-application-update.html
sorry if I ask here, I'm trying to download a very specific version of unreal from github, quite an old version
I downloaded the release and now I'm running setup.bat
It's downloading 11gb of stuff, is it gonna update automatically or is it gonna install/compile the version I want?
It should install the version you want
sounds accurate
is there any way to "force" GenerateProjectFiles.bat to use VS2022?
I don't have 2017 or 2019 instealled and that is a big download lol
Well downloading an old version of UE and it only supporting older VS versions kinda comes with the territory
You can likely open the sln in a newer VS but generation of it may fail if it canβt detect VS
Thanks, how did you find this? Is this the commit that Epic used to build the launcher version?
Nope, just the tag for 5.0 P1
ahh gotcha, thanks
Sorry, I have an issue - any idea why after building the engine in visual studio 2019 and I try to run it it loads fine but hangs at 39-45%?
How long have you left it?
At that stage it usually hangs for a while building shaders
vs says it's been running for 3m inutes
building it in vs2019 took almost 2 hours
first time you load it may take 10+ minutes to build initial shaders
oh ok I thought it would say "building shaders" tho in that prompt
maybe not in this "older" version
check Task Manager if you wanna know for sure
yeah my cpu is pinned 100%, gpu at 10%
definitely building shaders π
(y) thanks
and that's why it's better to just build your game target with a source build
So far I've been able to import to a sampe project all the meshes, animations etc. but not the blueprints
Even after enabling cooked content the engine still ignores and .uasset and .uexp that should be a blueprint
Is there any way to see those? I don't care if they are imperfect
so this is entirely for unsupported modding?
because blueprints don't exist in cooked builds
the compiled class does, but I don't know how easy that is to reverse engineer into its original BP state
also please consult rule 5 of this discord's rules
He blocked me because of anime profile picture on #blueprint as well, asking the exact same thing
I'm so tempted to summon the mods.
yeah essentially that, I have compiled classes and I'm trying to get the original bp
you don't and PC modding where the developers don't permit it is not allowed on this discord
that's interesting because in this very game I'm trying to unpack people use hacks and hook to the bps
What's the difference between a UProperty and a FProperty? π©
soooo UProperty is the old name of FProperty
FProperty is the class that holds a property which is defined by the UHT when you use the UPROPERTY macro
Or between UField and FField for that matter - They both have the very helpful comment Base class of reflection data objects. π
I don't think UField or UProperty are meant to be used in the engine anymore, at least not on the user-side
if you're doing editor customization I mean, you can't really do anything with UProperty, as everything is an FProperty anyway
I struggled with this a few weeks ago, searching for the docs for UProperty but only finding docs for FProperty. I was certain I was looking in the wrong place π
I believe they are the same thing, it's just the U version is an old name that redirects to the new F name
I'm not 100% on that though, but that's my understanding
They seem similar in terms of members, but they inherit from base-classes with different contents (but same comment :P), and there's references to both in engine code =d
I'm looking at UObjectHeirarchyFwd.h which confuses me even more π
Aaah, UStruct::ConvertUFieldsToFFields() kinda gives a definitive perspective on it
Hi, Iβm having this dxgi crash, anyone has any idea what is it?
Looks like one of those abstract D3D Device Crash errors.
Hmmm, Iβm not very literate in DirectX stuff, mind if you explain?
this is because you're using EOS and launching it on a machine that has EGS installed but has not launched it for a very long time
Oo so, they have to login to the Epic Launcher then it should work?
yes because they have EGS installed and it's ridiculously out of date, EOS doesn't seem to have a sufficient fail safe for this
because the overlay DLL will sometimes show in this callstack too
which is in the EGS install dir
@hidden hedge thanks man, Iβll look into it. π
any ideas why compiling the engine does this? 4.26 with VS2019
dont recall changing any source code, but I keep getting this error lately and unable to open up the editor, tried building and rebuilding with both VS17/19
I've built the engine from source and now I'm trying to load my project, so it's compiling shaders and eventually it always just stops and closes with no error window or anything. Any idea what that is about?
It's eating all my ram too.
Is it still doing things when it "closes" ?
Once it closes it immediately stops
I actually got an error this time:
I have 16 gigs...
What am I supposed to do?
Non-source built unreal engine of the same version doesn't do this to me
It might be running out of memory just compiling shaders Shrug
I start the editor via visual studio by right clicking the project, choosing debug and then starting a new instance
is there another way of starting a source-built editor?
How does one do that?
(that's control+f5)
there's no callstack
yes, it's trying to allocate a further 16mb and there's no more ram
there obviously is a callstack if you launch with the debugger
no, it just closes
it doesn't break on the error or anything
I'll try it again see if I can't see anything more
Is there a way to postpone shader compilation? It's doing it before the editor is even open.
maybe if it did it inside the editor, it would deal with memory better. That's what it usually does.
Check the build log, it should point you towards the offending files better than the error list does
@halcyon oar you could try pausing execution in the debugger after it's been running for a while (before crash/exit) and have a look at what it's doing
And if you can find logs they could contain information about what leads up to the situation
Crashes and logs can sometimes be found in <projectdir>/saved/crashes and contain information that can help pin down problems
Crash folder contained this
well, a minidump that I opened to find this
which is I'm guessing where it was at when memory ran out
And this
``<ErrorMessage>Fatal error: [File:E:\Unreal\UnrealEngine418\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 249]
ShaderCompileWorker crashed!
Unhandled Exception: 0xc000008f
Fatal error!
Unhandled Exception: 0xc000008f
0x000000003FE223EA ShaderCompileWorker.exe!FWorkLoop::Loop() [e:\unreal\unrealengine418\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:177]
0x000000003FE2100D ShaderCompileWorker.exe!GuardedMain() [e:\unreal\unrealengine418\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:841]
0x000000003FE21205 ShaderCompileWorker.exe!GuardedMainWrapper() [e:\unreal\unrealengine418\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:879]
0x000000003FE2A69E ShaderCompileWorker.exe!wmain() [e:\unreal\unrealengine418\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:979]
0x000000003FE30AAD ShaderCompileWorker.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
0x0000000076EF556D kernel32.dll!UnknownFunction []
0x000000007705372D ntdll.dll!UnknownFunction []
0x000000007705372D ntdll.dll!UnknownFunction []`
</ErrorMessage> <CrashDumpMode>0</CrashDumpMode> <CrashReporterMessage></CrashReporterMessage> <Misc.NumberOfCores>4</Misc.NumberOfCores> <Misc.NumberOfCoresIncludingHyperthreads>8</Misc.NumberOfCoresIncludingHyperthreads> <Misc.Is64bitOperatingSystem>1</Misc.Is64bitOperatingSystem> <Misc.CPUVendor>GenuineIntel</Misc.CPUVendor> <Misc.CPUBrand>Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz</Misc.CPUBrand> <Misc.PrimaryGPUBrand>NVIDIA GeForce GTX 1070</Misc.PrimaryGPUBrand> <Misc.OSVersionMajor>Windows 7</Misc.OSVersionMajor> <Misc.OSVersionMinor>Service Pack 1</Misc.OSVersionMinor> <MemoryStats.TotalPhysical>17179869184</MemoryStats.TotalPhysical> <MemoryStats.TotalVirtual>8796092891136</MemoryStats.TotalVirtual> <MemoryStats.PageSize>4096</MemoryStats.PageSize> <MemoryStats.TotalPhysicalGB>16</MemoryStats.TotalPhysicalGB> <MemoryStats.AvailablePhysical>132005888</MemoryStats.AvailablePhysical> <MemoryStats.AvailableVirtual>8736281636864</MemoryStats.AvailableVirtual> <MemoryStats.UsedPhysical>14532755456</MemoryStats.UsedPhysical> <MemoryStats.PeakUsedPhysical>15173632000</MemoryStats.PeakUsedPhysical> <MemoryStats.UsedVirtual>59374104576</MemoryStats.UsedVirtual> <MemoryStats.PeakUsedVirtual>59378294784</MemoryStats.PeakUsedVirtual> <MemoryStats.bIsOOM>0</MemoryStats.bIsOOM> <MemoryStats.OOMAllocationSize>0</MemoryStats.OOMAllocationSize> <MemoryStats.OOMAllocationAlignment>0</MemoryStats.OOMAllocationAlignment> </RuntimeProperties> <PlatformProperties> <PlatformIsRunningWindows>1</PlatformIsRunningWindows> <PlatformCallbackResult>0</PlatformCallbackResult> </PlatformProperties> </FGenericCrashContext>
You should be able to follow the instructions here to track down the actual root cause of the crash now
https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Rendering/ShaderDevelopment/ShaderCompileProcess/
I'm going to go with probably
Don't think so
ok I can try, but this looks like the kind of process that won't work as advertised
hmm maybe tho
According to the xml-dump above you have a whooping 132mb of physical memory available. It says <MemoryStats.bIsOOM>0</MemoryStats.bIsOOM>, but the xml-dump isn't necessarily for the shadercompileworker which might have ran out of memory
I think there are r.-config options that a) perform shader compilation in-process, and b) serializes the compilation instead of parallelizing it.
If so then you should be able to turn it on and let your computer churn for a while. If it still crashes then you should at least have an easier time of debugging it, as the compilation would happen in-process and your debugger could catch it
will check thanks
Packaged Unreal has two executables. One does sanity checks and passes command line parameters to the second, main one. Let's say I want to set local environment variables before the second executable is started, how would I do it? If I start the first executable via script that sets the variables, they'll be lost because the first executable will close to start the second.
Environment parameters are often inherited, sure they are lost in transit?
in addition, how are you retrieving the var?
I'm not sure, it's just what I expected
I'm not personally, the openssl library inside unreal does
oh yeah I forgot you were backporting an openssl upgrade since a later engine version had unspecified bugs
the root directory exe is the bootstrap launcher and that doesn't do much except: check pre-reqs are installed, calls CreateProcess to launch the actual game process
which should technically inherit the env vars
I guess I could test that
There's also FWindowsPlatformMisc::SetEnvironmentVar
but I'm not sure that'll work
problem is, I can't reproduce the issue because I don't have the right hardware, so it's hard to test.
What part of Unreal actually uses OpenSSL? Maybe I can just disable that? I do need the Steam online subsystem plugin though.
HTTP, WebSockets, XMPP, encrypted network packets
also the outdated openssl would only be an issue if you're using any of those components too
I don't use them
something in unreal is using them
maybe the steam online subsystem plugin
because it's the only thing I use that does online things
something's definitely using openssl
yes - HTTP, WebSockets, XMPP, encrypted network packets
you can just search "OpenSSL" (in quotes) in find in all files and it returns all the Build.cs results you need
well doing that will tell you
since it's loading because it's statically linked in those modules
loading it is fine
the issue comes when an operation is done with it at runtime
and maybe not any operation
there's very little info about that
any ideas why compiling the engine does this? 4.26 with VS2019
anyone? π
no and the output log is probably more useful for errors
Normally UWorlds are loaded with specific functions that do all kinds of setup, but if you happen to load a world/level/map with LoadObject, what would be the proper way to do cleanup?
Seem to be wrong Windows SDK version
yes
I'm packaging a project using an engine built from source and it seems to be compiling the entire engine code at the same time. Is that normal?
It'll be building the shipping version. I expect.
Last time I did that, it had to compile ~1500 engine files
Performing 4514 actions (4 in parallel)
This is going to take ages
So I fixed my issue where I was trying to open a project with a source-built engine and it was crashing(no memory) during compilation of shaders before the editor was open.
It was compiling shaders because my player was loading a bunch of materials
and obviously, unreal had to build the player before being able to open the editor
So I commented out all the materials and the editor opened. Then I uncommented SOME of them, so that it would be a job small enough to not run out of memory
I did that a bunch of times until all my shaders were compiled
(it was painful)
I'm still not sure a non-source-built engine would do this.
in fact, it didn't do it when I migrated to 4.22 as a test
I presume it's compiling UE4Game
You only need 10.0.19041
Hi. I need help with fixing an OpenSSL issue. The issue is described here: https://www.intel.com/content/www/us/en/developer/articles/troubleshooting/openssl-sha-crash-bug-requires-application-update.html
I have rebuilt Unreal from source after patching my version of Unreal's OpenSSL, but I must have done something wrong because the issue isn't fixed.
So, 4.22 has third party sources of OpenSSL 1.0.2g. I'm using 4.18 which has the same.
According to intel, they patched 4.22's OpenSSL to fix the issue.
I see Engine\Source\ThirdParty\OpenSSL\build\1.0.2g\openssl-1.0.2g-patches , which appears to contain the patches I need.
So, I copied the folder contents in my version of unreal 4.18 and built the engine.
Everything worked, but it's not fixed. I'm thinking maybe I missed a step and didn't apply the patch right.
Does anyone know what I did wrong?
do you actually use riglogic?
hey people, I wanted to open up my project today and I got an unfortunate message that a UnrealEditor-<my-project's-name>.dll couldnt be found. Yesterday everything worked fine. The .dll file is there. When I try to remove it, it asks me if I want to rebuild the project, because modules are missing, but after pressing yes it says it failed to rebuild the project.
What can I do?
I tried rebuilding the project, deleted folders etc. nothing helped
So I created a new project and I migrated the content
Hi, I hope this is not the wrong channel. I am embarking on the titanic mission of creating a custom blueprint editor for a specific UObject-derived class, but I couldn't find any good source of documentation about that. I believe I must start by deriving from FBlueprintEditor, but there's A LOT of engine source to study around that class. It's a study project so I don't mind doing it, but if you guys had any useful link to help me understand the process I would really appreciate that π
Well, I spent hours yesterday trying to figure out how Unreal builds OpenSSL and I think I figured it out: IT DOESN'T.
seems like the libs and dlls are downloaded from a repository and the patching operation is never done.
There are a bunch of batch files that are there to patch and build OpenSSL, but I guess you have to manually do that. It doesn't work by default of course, you have to edit the batch files and download stuff. Haven't been able to make it work yet.
Is it a blueprint-like editor you are going to make, or a thing that can produce legit blueprint-classes that can be instantiated and run as regular BPs?
Did content migration solve the problem for you?
I think it's the first thing you said. I'll make an example: let's say I want to implement FlipbookMontages: an asset with all the features of an AnimMontage (concatenation of animations, notifies) but for flipbooks. I want to be able to create a montage from a flipbook asset and I want that, as soon as I double click on that asset, an editor which looks like an AnimMontage editor but renders a flipbook instead of a 3D animation pops up. Where should I start from?
@fresh laurel I personally would take a look at https://github.com/MothCocoon/FlowGraph , which is cool by itself, but I'd also refer to it as an example implementation of custom blueprint-like editor. I'd primarily look there instead of browsing the entire editor source because everything in that plugin is self-contained, so it should be a "complete" reference for at least a bare minimum custom editor
@hidden hedge no what is riglogic?
I've got a question regarding Boost; I see it's included in ThirdParty but I get quite a few errors when attempting to use it; if anyone knows how to get this working please DM because I'd be very grateful! Thanks
Thanks a lot, I will definitely check that out!
If you do a source build properly and build your game target, then itβll skip compilation of plugins you donβt use
No, I fixed it by updating Visual Studio and manually setting the UE5 Preview version as the default version by right clicking on the .uproject > Switch Unreal Engine Version and then finding the right folder.
I dont know which one helped but its okay now
I also had a problem with the editor that after a while every menu went either black or was just flickering like crazy. That was caused by GPU drivers and I got that fixed by downloading some registry file from Nvidia that solved it.
Here's the link btw if anyone else had this problem:
https://nvidia.custhelp.com/app/answers/detail/a_id/5157/~/after-updating-to-nvidia-game-ready-driver-461.09-or-newer%2C-some-desktop-apps
trying installed and removing windows SDKs, nothing worked so far and not able to compile the source build
any ideas what else this could be? Out of ideas
wininet.lib is literally a win SDK component
Hi everyone, does anyone know what causes this crash? Itβs regarding to memory management, but I donβt know what it is for sure. The project is networked using listen server btw
hi i run this command after fetching upstream
PS C:\UnrealEngine> git merge upstream/release
It replies with
merge: upstream/release - not something we can merge
allrite i just had to do
git remote update
How would I cast blueprint to parent class defined in C++?
For example, let's assume I made a blueprint class BPhoge from Ucpphoge(c++).
BPhoge's class is UBlueprint, and ofcourse it's not the child of UcppHoge.
So casting BPhoge to Ucpphoge directly always fails.
FStringreference Path2hoge(TEXT("/Game/path2hoge"); auto NotNull = Path2hoge.TryLoad(); auto ThisIsNull = Cast<UcppHoge>(NotNull); auto NotNull2 = Cast<UBlueprint>(NotNull);
Hey guys, I tried redownloading the source build and compiling with only one windows SDK, still get this error
1> Creating library D:\UE426\UnrealEngine-4.26\Engine\Intermediate\Build\Win64\UE4Editor\Development\Engine\UE4Editor-Engine.suppressed.lib and object D:\UE426\UnrealEngine-4.26\Engine\Intermediate\Build\Win64\UE4Editor\Development\Engine\UE4Editor-Engine.suppressed.exp
1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
1>Done building project "UE4.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 2 up-to-date, 0 skipped ==========
tried many stuff at this point but out of ideas
Any errors before that line? That's just a generic fail exit return for UBT
nope 4.26
is there any difference in this case though? I was able to compile before as well but not anymore
SDK looks fine since I have 10.0.19041
though this is why I suggested using the source build properly if you don't use riglogic as it'll skip compilation and that seems to be what's problematic
and you would've also saved a lot of compilation time as well
how do I remove this?
"this" being?
riglogic, since I need the source build for servers
Is there a way to exclude just that?
if you setup your project properly (Engine and project side-by-side, so your game is in UE4.sln) then you will only compile what your game needs
which is probably a fraction of the 4k+ things you're compiling now
I need to just compile the engine at the moment, no project is using it
so you don't already have a game project? because if you do, you don't need to compile the entire engine
it's a waste of time and electricity
I do
Should I just add it inside the .sln of the engine folder, and just compile the game sln?
there should be no game sln
you use UE4.sln, and your game should be in it
and if you compile your game from there, it only compiles what it needs
interesting, but why am I still not able to compile the riglogic stuff?
well you probably didn't do that, or built solution
Seems weird since I did compile the engine before
Yes but why would it fail? Lets say I do need to compile the whole engine, is there something im missing for that part?
Just seems suspicious why it would fail now when it did work before, but ill try what you suggest
I'd much rather the binary engine to create a blank project than compile the entire engine
Wasn't dedicated server for development/non-packaging possible with vanilla builds?
I see, im trying this now
Not sure, always did this with source builds
Would still like to know why riglogic fails to compile though, would be a nice find to see what im missing here
you can only package for the "game" target in the epic launcher distribution
probably VS toolchain or you didn't install the exact windows SDK the release notes for your engine version asked for
also I'm not sure why it's too important if your game doesn't use it
not important at the moment to be honest
It asked for 18 + which is my case as well
do I basically just add the game project folder here?
yes since that's somewhere GenerateProjectFiles looks
typically for teams using source builds the engine also lives in source control like that
UGS is a tool that is also used by perforce-based teams
yes have used that before in a team, structure reminds me of that now
I do get this message when generating VS files
that's a warning and that setting is probably unsupported
I guess it can be ignored or could that still cause an issue? I believe I had this before as well the first time I generated VS files
well it's probably unlikely to do much except cause log spam
lets see π
well at least you're compiling half of what you were before
you could probably shave a bit more off if you disable some plugins that default to on but you don't use
cue music one of these things is not like the other.
||UEdGraphPin is not a UObject :))) ||
Indeed not.
Is there a ways to see a list of available targets that the UnrealBuildTool.exe "know about" (i.e. command switch/parameter)? Or do I need to recursively search for .Target.cs files in the common directories?
Hello, I don't know if this would be the right chat, but I have a problem with my unreal. my friend's engine executable is different of mine, which makes me unable to launch the game through the folders
my friend:
mine:
If you build an editor binary of your game you need to use the exact same engine version, because Unreal knows which engine version these dll were build against. You will need to switch the engine version or manually edit the uproject file and recompile.
(To be precise Unreal knows this because there is a BuildID in the file UE4Editor.modules next to your game binary (dll))
Hello fellow devs, I was hoping some of you could shed some light on a problem I'm fighting with when building a ue4 project with address sanitizer (WindowsPlatform.bEnableAddressSanitizer = true; in the target.cs)
I have looked on the internet and could not find anything about this.
After building the project with ASAN, I'm getting an unescapable hell of Access violation reading location across core UE code when starting it up.
It seems to be due to static initialization, but it makes address sanitizer completely useless, as I can't get past these thrown exceptions in any way. Attempting to "Continue" just throws it again.
These happen interchangeably in Engine\Source\Runtime\MovieScene\Private\Evaluation\PreAnimatedState\MovieScenePreAnimatedStateExtension.cpp:38
and Engine\Source\Runtime\MovieScene\Public\Evaluation\PreAnimatedState\MovieScenePreAnimatedStorageID.h:43
Have any of you used ASAN before and had these issues?
Any idea how this can be solved?`
We have a custom engine version and just merged with the UE5 branch. But I can't start the engine because Niagara Blueprint Enums apparently are saved with a newer version.
I am at a loss here.
That issue was theoretically fixed by CL 19162259 on Feb 25.
Is there is any way to use google drive API in unreal engine?
I know you can hide enum values....can you do that on a specific varaible? like in this location I want to use this enum but certain values dont make sense so dont show them in the Editor selection
Hello! I am working on a kill camera but I have an issue possessing the camera of the actor in the DynamicDuplicatedLevels. When I check the actors within the DynamicDuplicatedLevels, it seems that my player pawn is missing. The InMemoryNetworkReplayStreaming plays correctly and I can observe the pawns in the duplicated world. I store the actor GUID from the DynamicSourceLevel which has a valid GUID. Anyone an idea?
I have figured it out, I was trying to focus an actor before the replay scrubbing was done so the actor did not exist. Can change view target once scrubbing is done!
Hello there guys! I'm using UE4 4.26.2.
After a power outage, my primary project won't open. It loads to around 95% and crashes with this error.
Been working on this project for months, I hate to lose it this way.
Anyone had a similar issue or knows how to fix it?
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 4152] StaticMeshComponent /Game/Maps/Factory_Inside/FactoryInside_Part5.FactoryInside_Part5:PersistentLevel.SM_PlatformColumn7_36.StaticMeshComponent0: Serial size mismatch: Got 7081242, Expected 1426
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
time to invest in a UPS, but did you try and revert the asset it's complaining about?
because I hope you have source control because otherwise you're also going to learn a harsh lesson about that
How do I revert the asset?
well what source control do you use?
Oh, got you. I do not use π¦ Although I have some backups on PC, but they're too far back
Tried using github with git lfs, but some files said were too large
well yeah two things 1) buy a UPS 2) use source control
maybe clearing the deriveddatacache might help but if it's corrupted the asset itself then you're SOL
Tried writing to UE4 customer support, should I try clearing the deriveddatacache?
they are not going to help you if the asset is caput and you didn't invest in any kind of UPS to mitigate power outages, or source control/regular backups/preferably both
damm
Also UPS is not terribly expensive, at the very least you have like 10 minutes of grace period to safely shutdown your computer.
Try to move file showing in image. If still didn't opened create new project and put all content in it. Make sure don't delete any files show in image just move then. This happed quite a lot of time with me.
Doing this always work for me, hope will work for you.
I tried copying to a new project but it seems only one map is corrupted. In the worst scenario, I'll probably lose everything after the demo and it'll bring me back
Getting a VCS system running (any kind!) is a much better thing than investing in a UPS system. Not saying that a UPS is bad; Rather that proper VCSing will save you from tons more problems in the long run than a UPS (since that only helps with power-outs, and that only if you are available to react in time as well!)
did you miss the part I was saying both?
chill person
also the UPS would prevent file corruption and other problems with incomplete file writes
Only if related to power failures during saving Β―_(γ)_/Β―
yeah but it's still peace of mind, especially if you're in a part of the world where power outages are more frequent, it can be a godsend for a relatively money investment since UPSes aren't that expensive
p4 revert is also pretty simple but you at least need to figure out the corrupt files
Mmmm, if power distribution is less reliable then a UPS would be higher on the prio, didn't consider that
Hi guys, silly question, how can I save the data of some stats (eg stat rhi) to a file for make a graph out of it?
Thanks man, with the csv profile I have the data I need but not the FPS/ms count, how can I add that to the file? Or add the stat I want to the StartFPSChart? I tried StartFPSChart -stats rhi but dowsn't work
If you open the CSV you'll find each column represents a stat you can feed to CSVToSVG's -stats argument, eg -stats FrameTime RHI/*.
Hey, I just cloned the UE4 Source code, and at the end after resolving changes it ended with "peer closed the connection" after everything was done 100%. I also have a ".git" folder of over 15 GB, but no source code. I also tried to pull or fetch the remotes, but I have no upstream branches and it also tells me that the branch is uknown if I try to checkout or upstream to "release" and "master". Am I missing something, or did it go wrong? (Yes I know, not much information to go on. Just wanted to see, if anyone had a similar problem in the past. )
When I pulled it listed all the remotes:
- [new branch] master -> origin/master
Yet when I try to set the upstream:
PS E:\UnrealEngine> git status
On branch master
No commits yet
nothing to commit (create/copy files and use "git add" to track)
PS E:\UnrealEngine> git branch --set-upstream-to origin/master
fatal: branch 'master' does not exist
PS E:\UnrealEngine>
That'd mean the cloning is cut off. Though usually the error would be "remote hung up" or something (GitHub has bandwidth threshold where it deems just not worth serving)
In that case, try permanently deleting the folder where the .git resides, and clone again from zero.
I'm trying to open our project directly from cmd with UE44Editor-Cmd.exe but it gives error failed to open descriptor file
hi, when running setup.bat to update dependencies do i have to run generateprojectfiles too?
Hi, is there a way to use bUseLoggingInShipping without building the engine from source?
I run generate after the setup.
@tacit mortar Extra tip to βοΈ : If you move the .git to somewhere else and use the --reference argument when cloning, all the files that made it into the first attempt successfully (and haven't been updated upstream) will be fetched directly from the other dir instead of being copied from github.
I actually got it to work. Eventhough it did not recognize "master" I managed to checkout (without the -b flag) "release" and it downloaded all the source files and tracked the remote just fine. I don't know if that is normal for huge code bases, as this is the first one of that size for me. But in retrospection it actually makes sense to not immediately download all source files, considering the size of it all. It took me an additional 2 hours together with the internal change resolutions from git.
Oh wow, that is awesome.
fresh engine build.. getting a lot of this
something I'm missing.. already did setup.bat and generateprojectfiles.bat
ah found a bug for unrealfileserver and 4.27
trying that
Did you build solution instead of game project?
i did build solution
both rider and vs2019
same errors
currently trying this
yup i see that
do you know how to disable it?
also I haven't made a game yet.. just st8 source atm
nm rider didn't give properties
got it in vs
There's nothing to disable really, you just stick a game project next to your engine folder and build that target to bypass building UnrealFileServer entirely.
You'll need to rerun GenerateProjectFiles.bat once you've put your game project folder next to the Engine folder so that your game appears as a target in UE4.sln.
silly stupid q
how do I make my project... launch the epic then just drag and drop the folder?
Just drag and drop the folder that contains your uproject into the folder that contains the Engine folder and GenerateProjectFiles.bat.
What do you mean?
Are you sure you built your game target and not the solution or UE4 target?
something doesn't seem right
that one works
in my other project.. using 4.26 i have 1 ue4.sln and that pulls my project automatically and builds fine as a solution hmm
Yeah, UnrealFileServer not building may have started with 4.27, I'm not sure. In any case it doesn't matter, you should only be building your game target which will bring in engine dependencies as necessary.
Building the solution builds way more stuff than you need.
(Like UnrealFileServer.)
yeah
its fun
yay got it finally
turned off the file thing in build, then ios in build, tv in build and made some ios interface.dll non read only
werks
thx man for helping
Np, just make sure you build your game target specifically because otherwise you're in for a much longer haul than necessary if you eg change your BuildConfiguration.xml or your Target.cs or switch a #define in a root engine header.
sure makes sense. I build the full thing in my 4.26 project
my computer is beast so no worries
ever seen this? [OVRPlugin][ERROR] ovr_Initialize failed: Unable to load LibOVRRT DLL
(software\oculussdk\integrations\ovrplugin\main\src\util\compositorcapi.cpp:78)
not using oculus....
Hi I built 4.26.2 in development mode and dev server mode with no errors. I switched to Shipping and it has 3 failed and a bunch of errors. Any ideas why? https://pastebin.pl/view/5541380f
looks like profiling code, that isn't available in shipping
also why is this code "headless chaos"?
aren't you packaging normally or did you hit build solution in VS for some reason
I built in vs. I had new plugin that needed rebuilt. I don't know what headless chaos is.
I also have a dedicated server so I have to build a shipping server.
Maybe I can turn off something in the shipping configuration to not build certain items?
I'll look for profiling and others.
I'm not using chaos so that can be turned off also.
Found it in the config: turned it off
you were building solution when you're not supposed to do that
and I don't know what that has anything to do with a plugin
I had to rebuild because I never built the shipping mode. I've been using developer editor and developer server. I needed shipping and shipping server. Plus I had a new plugin that needed to be compiled.
Im trying to build 4.27 from source and my build is failing with this error. Any ideas why?
Hey all, for some reason trying to build source in VS 2017 is apparently succeeding but it seems that is hasn't actually loaded in the engine, but I think this is because somehow the solution thinks that it should be used in VS2019 instead (which doesn't have this incompatibility issue). Any help would be really appreciated!
Use the year argument to GenerateProjectFiles.bat to generate an sln of the desired version, eg GenerateProjectFiles.bat -2017 to generate a VS17 sln, -2019 for a VS19 sln, etc.
Thank you so much! I was fighting with this for ages but now it finally seems to have loaded in properly π
I hope this is the right place and I would really apreciate any ideas or help anyone has. Recentinly I have been seeing errors that resemble the attached stack trace in my game.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
(See attachment fore more details)
Multiple different people see them so I know its not something driver related as a lot of searches on google suggest. It only started happening recently. Unfortunatly the stack trace is entirely in engine source so I'm not sure how to attack this problem. If anyone has seen something similar or has an idea what might be going on that would be great.
For reference I'm using Engine version 4.26.2
it's some kind of async BP struct issue
what are you doing in the game when this happens?
Hey, is there a way for me to fork a specific plugin from the engine code?
I want to modify a plugin and add it under my project/plugins folder, but I also want to be able to rebase my modified branch if epic updates it
I'm still just trying to build the engine from source (4.27) and it doesn't want to cooperate and Idk why, I'd be thankful for any suggestions
What does "plus" means on the git versions?
Upgrading integration to next gen consoles.
Practically mean nothing if you don't plan to develop heavily on PS5/Xbox Series
alright, thanks
Before committing to a full custom build from source, I would like to know one thing. Does my custom Engine build integrate with the Epic Games Launcher. For Example: Would I be able to list it with other Engine Versions? I can't seem to find any recent information about this. And it is a real deal breaker.
not really but I'm not sure why this would be a deal breaker
I've been trying to find any clues as to what's gone wrong, all I'm trying to do is build directly from source, no modifications or anything, but nothing that I try seems to work, any help would be really appreciated
Does anyone know if the path is the problem? "D:\UE_Source\UnrealEngine_OVR-4.27"
You'd be absolutely lying to yourself if you say it's a deal breaker.
Because projects made with custom build can still be opened from the .uproject file, and it'll appear in the launcher among your other Unreal projects.
lmao a deal breaker, this guy must be a troll xD
Hey all - trying to build the Unreal Engine 4 app from source as a first time, but Im getting issues straight out of the box. I cloned the projected -> Startup.bat -> GenerateProjectFiles.bat -> Open .sln in VS -> Right click and build.
LINK : fatal error LNK1104: cannot open file '..\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioCodeSourceCodeAccess\UnrealEditor-VisualStudioCodeSourceCodeAccess.suppressed.exp'
This is the issue I am getting though, I've gone to the directory location and can't seem to find this .supressed.exp file (below)
Am I missing a step or something?
if the file exists, there might be something that has that file open, did you at least try a restart?
it could also be possible that the file is corrupt in some way
I tried restarting, I tried rebuilding, I tried re-cloning the project and repeating the steps etc - haven't found a fix for it
Hello everyone, is it a trivial process to retarget an unreal engine source project to a different visual studio toolchain? The one I'm currently working with is kinda old, using VS2015. I want to upgrade it to use VS2019 toolchain for compilations. Would really appreciate some help about now, since i cant seem to find anything relevant in the docs or online π
I've tried to upgrade the UnrealBuildTool csproj but that then results in the compiler shooting back a bunch of deprecated issues of a bunch of .build.cs files which on retrospect seems so obvious but then again i didnt have any other ideas.
I know VS2015 to VS2017 is rather trivial, but what UE4 version are you using anyway?
UE4 has discontinued VS2015 support around the time VS2019 came out. I forgot the version number of that happen.
its v4.12, i know its quite old, it's got to do with a modified version im using atm. id been using it on a machine with both vs2015 and vs2019 installed no problem for a long while (never realised it at the time, but used vs2015 to generate prj and builds and vs2019 for IDE, a smooth experience). but now, ive moved to a new pc with only vs2019 and im trying to figure out if it's possible to move the toolchain to the new one. installing a fresh copy of vs2015 now would just cause more headache with other applications i might imagine, hence im keeping that option as a very last resort.
Why 4.12?
Are you heavily rely on older C++ function calls that got deprecated in newer versions?
Are you modifying the engine so much to the point of backporting features from newer versions?
Or, last time this happens, are you just trying to mod a UE4 game without full modding support?
no im trying to reference an old codebase i had. i could just diff the changes to the actual engine version. but thats too much. I just want to build and play it.
i wont be adding stuff to it if thats what youre asking?
so if i could just build it somehow, thatd be golden !
Well, your real option would be to go with at most VS2017
Also having more than one VS installations is not that alien
I know for once that using VS2017 with 4.12 is more trivial
Yep, youre right about multiple vs versions but i think its advised to install them in the serial order according to msdn. I guess if theres no other method then iβll do a reinstall. A pain in the neck that. Wish ms had an option to install versions of vs with just build tools so that the work env stayed clean.
Wasn't there an option to install older build tools? I might be misremembering it seeing build tools from VS2019 in VS2022
Theres option to install older build tools? π
I need to check this.
Yes, but I might misremember it, so don't hold your breath
Haha, alrite. Also thinking that even if there is, UBT uses system registry to resolve visual studio install location in order to find the build tools. So yea. Anyways, thanks for bouncing around whats possible.
Hi everyone! How do I use VS2022 with older UE4 versions?
I built UE4.23.1 with VS2022, I can open and build my C++ projects, but even running UE4 in debug mode inside VS2022, the engine still complain it can't find VS.
Because everything is working fine, I though that maybe just changing the UE4 source code to find the VS2022 folder/registry instead of 2019/2017.
Just learned the answer to my question, is super simple:
Engine\Plugins\Developer\VisualStudioSourceCodeAccess\Source\VisualStudioSourceCodeAccess\Private\VisualStudioSourceCodeAccessor.cpp
Line 1227, replace:
if (true) //(FCString::Strncmp(InstallationVersion, VersionPrefix, VersionPrefixLen) == 0)
This way UE4 "ask" VS Setup API and figure out the VS path and version.
kudos for posting your solution
hello i added a struct with a constructor in World.h without ENGINE_API and I compiled fine but my teammates that syncd had dll export errors
but then i added ENGINE_API and I got dll errors... :(((
maybe ENGINE_API always goes with a USTRUCT() macro?
. . . . ENGINE_API is a macro that sets dllexport / dllimport and is required to have it exposed on the dll
(for everything that is not header only of course)
I'm not sure why you'd be adding structs to World.h rather than your own game code
He really likes engine recompiles.
yeah that one's pretty deep so good luck. I'm just thinking more along the lines that there has to be A Better Wayβ’οΈ
Everybody wants to rule the world.h
Hi, is it possible to convert ue5 into ue4 project?? Let me know how?
^ crosspost from #ue5-general
anyone get stuff like this with a fresh engine setup
Setting up Unreal Engine 4 project files...
While compiling D:\max2\Max\Intermediate\Build\BuildRules\MaxModuleRules.dll:
error CS0042: Unexpected error creating debug information file 'd:\max2\Max\Intermediate\Build\BuildRules\MaxModuleRules.PDB' -- 'd:\max2\Max\Intermediate\Build\BuildRules\MaxModuleRules.pdb: Access is denied.
ERROR: Unable to compile source files.
4.27
I don't get this sort of stuff with 4.26
Is your editor open?
Does the file exist? Try deleting it.
It's a problem with some program locking that file.
If you can't delete it with everything closed, reboot.
ug same problems.. nuke and try again hahahhaha
no
Hi, is there any information related to why binary engine builds don't support building dedicated servers and if that is going to become possible in the future, or any kind of rationale why this isn't already possible? Thanks!
To build dedicated servers/clients you need to compile the engine from source
@tulip summit
@night crane Thanks, I realize that and that's what I did. What I was wondering about is WHY it is necessary to build the engine from source in order to build a dedicated server
Oh - apologies
I have no clue
Have you managed to successfully build from source? I've been having issues with a file that is missing, getting to the point where Im about to just reset my entire machine
The official Epic launcher engine distribution doesn't have prebuilt binaries for Server configuration, presumably to reduce download and install size.
I did. I had to disable UnrealFileServer from being built because it throws a bunch of compilation errors
Thanks, I figured that might be the case. Hopefully they can sneak it in as an optional download at some point, similarly to the editor debug symbols
That would be great, but unlikely at this stage I think!
I'm not sure what I did but suddenly I can't build anymore. I keep getting build errors (that really seem to be warnings) from the engine source (not my code):
[30/48] Compile Module.CoreUObject.2_of_9.cpp
In file included from /Users/xxx/work/UnrealEngine/Engine/Intermediate/Build/Mac/x86_64/UnrealHeaderTool/Development/CoreUObject/Module.CoreUObject.1_of_9.cpp:5:
0>/Users/xxx/work/UnrealEngine/Engine/Source/Runtime/CoreUObject/Private/Blueprint/BlueprintSupport.cpp:217:12: Error : variable 'PkgCDO' set but not used [-Werror,-Wunused-but-set-variable]
UObject* PkgCDO = nullptr;
Any ideas?
I just started getting them also. Did you just upgrade to Macos 12.3?
Yeah I did
In case you're still stuck on this: I think I figured out a workaround, assuming your building from engine source). At least I seem to be getting further now.
In ApplePlatformCompilerPreSetup.h, I added this around line 45 or so. Probably doesn't matter exactly where:
#pragma clang diagnostic ignored "-Wunused-but-set-variable"
Nice! I was just had dinner and was coming back to chase down where this parameter was being set! Thank you so much, you rock @shut juniper
Anyone have this issue ever?
Error MSB3073 The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Debug" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6. UE4 C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44
I'm using Debug Editor
And I have like 100 LNK2001s
1>hlslcc_64.lib(ir_function_can_inline.obj) : error LNK2001: unresolved external symbol __CxxFrameHandler4
Itβs oculusvr src
Building engine source:
Getting this annoying little message:
1> Detected compiler newer than Visual Studio 2019, please update min version checking in WindowsPlatformCompilerSetup.h
Anyone know if this is something i should worry about or not?
Using VS 2022 Enterprise
I'm building right now in VS2022.
I used:
GenerateProjectFiles.bat -2022
And edited \Engine\Saved\UnrealBuildTool\BuildConfiguration.xml :
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<ProjectFileGenerator>
<Format>VisualStudio2022</Format>
</ProjectFileGenerator>
</Configuration>
Ah too bad i didnt see this before now. Will make sure to redo that before bed if i had to. But now i am like about in 80% with the build. Dont want to waste 2 whole hours of my time so gone see if this solves my issue from before first π
Guilty. Using my license from work for somewhat personal reasons. aka college. 
What's the difference from Community/Professional? Aside from legality
Usually not much for the average individual.
https://visualstudio.microsoft.com/vs/compare/
But here are the official specs
My issue was using VS2017, but I needed to be on 2019.
Question: when I build from source (in this case oculusvr's repo), can I somehow select the minor version? It defaults to 4.27.2 but I'd like it to be 4.27.1 if possible...
Why specifically 4.27.1?
hey, do you have to rebuild the engine when you update visual studio?
Yes.
This implies updating Visual Studio from one year version to another.
If the build tools are the same, UBT won't go rebuild the entire engine (usually)
I just updated visual studio 2019, not moving to vs2022 and I'm getting these errorrs
EnvQueryGenerator_CoverPoints.cpp: [C1853] 'C:\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\Engine\SharedPCH.Engine.NonOptimized.ShadowErrors.h.pch' precompiled header file is from a different version of the compiler, or the precompiled header is C++ and you are using it from C (or vice versa)
hey, I', getting this error event.h(211): [C4668] '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
when I try to build
anyone know why?
event.h(211): [C4668] '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
Hey Makoto, thanks for your reply... So I'm fixing UE4 source to have the open level work in multiplayer.... they have it working in 4.27.1, I'm not sure if it will work in 4.27.2... it may, but anytime I'm changing engine source... I'd like to follow the instructions as closely as possible -- you can read about it here: https://www.reddit.com/r/unrealengine/comments/optd6y/the_secret_oculus_quest_2_multiplayer_guide/hva1p2s/?context=3
I'm not sure if 4.27.2 has that huge departure in that regard, you could cherry pick the commits from the 4.27.1 fork to 4.27.2.