#engine-source

1 messages Β· Page 49 of 1

umbral breach
#

Thank you for answering

candid pawn
#

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?

hidden hedge
#

yeah that's a pretty inefficient way of doing it

#

usually the engine lives in your source control alongside the engine

hidden hedge
#

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

candid pawn
#

Well I'll be damned, I did not know that. I'm currently building the engine with this layout to see what's up.

hidden hedge
#

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

candid pawn
#

That's acceptable

candid pawn
#

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!

hidden hedge
#

ALWAYS use the output log

#

also 4.27 targets 1.51, which is distributed with the engine anyway

candid pawn
#

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?

hidden hedge
#

4.25 and 4.26 target 1.47

candid pawn
#

Ah ok that makes sense.

candid pawn
hidden hedge
#

just the game

#

building the game target figures out what it needs

candid pawn
#

Shit I built the whole solution LMAO

past knoll
#

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].

hybrid helm
#

Hi! Where can I get the source for GAS?

kind storm
#

Have you upgraded your VS'19? Or maybe use VS'22, because aside from few warnings, it just work for just building the source

wooden anchor
kind storm
#

Nope.

#

I only use GPU agnostic libraries.

wooden anchor
kind storm
#

NVIDIA Gameworks is against my hardware inclusivity principle, so I won't bother diving in it.

wooden anchor
kind storm
wooden anchor
clear zealot
#

Has anyone tried backporting TObjectPtr from UE5 to 4.27?

spice vine
#

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]

kind storm
viral prawn
#

I can't compile the unreal file server module from 4.27 source due to physicx error

pulsar kestrel
viral prawn
#

No but I wanted to make a clean compiled version with everything just like the vanila one before going further !

pulsar kestrel
#

That's extremely inefficient, you'll compile way more things than you need to.

viral prawn
#

okay thanks !

wooden anchor
#

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.

quick stone
#

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?

quick stone
random finch
#

hey, is there a way to add scene view modes without modifying the source code? like with before engine startup modules or something

thick furnace
#

does anyone know what is new 427-plus branch is ?

gritty hull
signal plaza
#

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!

signal plaza
#

awesome, thanks

upbeat swan
#

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?

weary tangle
#

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

hidden hedge
#

if you distribute your source build in binary form, then that shouldn't happen

#

if you use perforce as your SCM, look at UnrealGameSync

arctic juniper
#

Does anyone have an idea where texture compression is performed inside the engine source? what files I can look at etc

calm mason
#

TextureCompressorModule.cpp ? πŸ€·β€β™€οΈ

kind storm
#

Not sure why he want to tamper with it...

lilac isle
hidden hedge
#

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

summer pelican
#

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

kind storm
#

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

hidden hedge
#

"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

kind storm
hidden hedge
#

???

#

I'm using 4.25 and VS2022 and didn't have to upgrade anything

kind storm
#

Well, to be fair, building just the source without making installed build does work as is.

heady steeple
#

Does someone know, where the motion vector reprojection source code is located in UE4?

arctic juniper
#

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

calm mason
#

Looks like you can then use TextureCompressorModule to compress that (it uses async internally)

calm mason
#

@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); 
arctic juniper
#

I prefer to do it all cpu wise, so im thinking of copying the RawData from the render target to the FImage

dusk vigil
#

Hi, i'm trying to build a source but it throws this error.
I can't find any solutions to that.

hidden hedge
#

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

dusk vigil
#

i'm currently building 2.21, thanks, will check on requirements

hidden hedge
#

though building the entire engine with a pre-existing project is a big ol' waste of time

dusk vigil
#

I don't see any requirements...

hidden hedge
#

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

dusk vigil
#

Well, I'm just compiling the engine really, not related to any game projects yet.

hidden hedge
#

why are you using the gameworks one then?

dusk vigil
#

To check out on Flex module

#

planning on trying to use it for something

hidden hedge
#

does it do stuff that niagara can't?

dusk vigil
#

I'm not too familiar with how to approach the build properly though.

dusk vigil
hidden hedge
#

well you can do some interesting things with it, but if you want to spend your entire rendering budget on that - sure go ahead

dusk vigil
#

I tried to research for that - no results except Flex thing

hidden hedge
#

though I would've thought there would be a more up-to-date integration than 4.21

dusk vigil
#

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

hidden hedge
#

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

dusk vigil
#

yeah, figured it seems like i need 10.0.12699.0

pulsar kestrel
dusk vigil
#

oh damn, that's honestly looking good yeah huh.

#

do you possibly know any alternatives for soft body physics?

pulsar kestrel
#

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.)

dusk vigil
#

thank you for the hint!

#

aahh.. can't find an 10.0.12699.0 SDK archive

#

hell

hushed breach
#

Hey folks, does anyone know if there's a command line switch for UBT that's equivalent to the MaxProcessors entry in BuildConfiguration.xml

main bobcat
hushed breach
# main bobcat 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.

main bobcat
hushed breach
#

We're not, no. Running natively on Windows.

main bobcat
hushed breach
#

Is there a CL switch for that?

main bobcat
main bobcat
hushed breach
#

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!

main bobcat
#

maybe just a sed line on CI πŸ˜›

coral ermine
#

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.

calm mason
low token
#

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, ....

balmy smelt
#

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'

kind storm
hazy forge
#

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

ocean wolf
#

what are the "-plus" branches on github

daring basin
#

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?

hidden hedge
#

I don't know what you need to know other than side-by-side

heady sparrow
#

with them being submodule repos

#

more submodules for plugins etc

#

submodules are not a requirement at all though

hidden hedge
#

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

daring basin
# hidden hedge I don't know what you need to know other than side-by-side

@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
hidden hedge
#

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

daring basin
#

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?

hidden hedge
#

yes it is

daring basin
hidden hedge
#

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

daring basin
hidden hedge
#

yes but I'm sure refreshing the project with a source build will do this also

#

UnrealVS is also handy to install

daring basin
#

I'm using Rider so no UnrealVS ;_;

#

On the plus side, no P4VS... heh

hidden hedge
#

so then do you even need to regen anything

daring basin
hidden hedge
#

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

gritty hull
gritty hull
gritty hull
long wave
#

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

crimson crane
#

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

kind storm
valid coyote
#

hey guys i want to make a fork of the engine and pull request a feature

valid coyote
#

is it likely that my PR will get lost in the thousands of PRs?

#

and what are some ways to avoid this

kind storm
valid coyote
#

man i always avoided using a custom engine lol it sounds like a pain

#

but thanks thats good advice

tawdry depot
#

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

upbeat widget
kind storm
#

Try excluding Unreal Engine dirs from Windows Defender scanners.

shell portal
#

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?

pulsar kestrel
shell portal
bitter gazelle
#

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?

placid furnace
#

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?

lime cape
placid furnace
#

actually when i was updating the uproject file, I missed a comma. That confused it apparently

tough harbor
#

#unreal can somebody tell me how to optimize multiple scene capture actors in a level, i am seeing huge fps drops...

calm goblet
#

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.

upbeat widget
#

Is there a guide to setup Incredibuild for Unreal Engine?

severe rock
#

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
kind storm
severe rock
#

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

kind storm
hidden hedge
#

not having debug symbols would be a terrible idea

hidden hedge
heady steeple
#

Hi everyone!

I have two questions:

  1. How to turn off all of particle system in project?
  2. How to fix occlusion culling or make (I am thinking about making UE4 more deterministic)
wheat python
#

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.

peak gull
#

what calculations are applied while adding vector2 and TexCoord?

peak gull
#

@calm mason

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

kind storm
kind storm
peak gull
ebon ridge
#

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 😦

#

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)

kind storm
ebon ridge
#

We've tried 2017 but that didn't work. We're now trying 2019

#

Hopefully that will work

rocky bronze
#

is there a command to disable pdb generation during build, so they never take up disk space?

lyric tiger
#

It's been a while, but I think "--exclude debug" kills anything other than the minimally required .pdbs

hidden hedge
#

also excluding debug symbols would be pretty foolish

wheat python
#

how do i change engine-source directory?

#

i want to move my source build to new drive.

hollow nest
rocky bronze
#

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.

thick furnace
#

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

smoky goblet
# thick furnace is there a way to set to build only game project when using source engine ? tri...

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.

thick furnace
#

i know, but i regenerate project files quite often and it resets the checkboxes

#

(using VS)

smoky goblet
#

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'.

grizzled breach
#

Does anyone know where in source does the Mouse Left Button Down Click event actually broadcast/occur?

heady sparrow
#

OnActorClicked or the input action itself?

#

woops, old message

heady steeple
#

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....

jaunty bane
#

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?

small cobalt
hidden hedge
#

no UDN? you could ask there if you do. frustrating it doesn't show you the duplicate issue

hidden hedge
#

welp then your studio should get on that

small cobalt
#

lol

#

Can only ask so many times haha

frank kindle
jaunty bane
#

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

frank kindle
#

That's what I usually do, just add my own to PublicDefs

jaunty bane
#

fair enough, probably the better route

frank kindle
#

Depends how you're incorporating the other code.

jaunty bane
#

static libs

hidden hedge
#

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

frank kindle
#

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).

hidden hedge
#

because 0 is a success code

#

also it's a pretty bad static lib if it exits the linked application on its own

frank kindle
#

made sense for the lib's original purposes, which was command line apps.

hidden hedge
#

yeah but still better to just have compile time preprocessor defines that aren't particularly aware of what it's being consumed by

frank kindle
#

Yup, that's definitely great. Lua is another example. Most libs.

candid furnace
#

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

frank kindle
#

@candid furnace

#if WITH_EDITOR
void USomething::PostEditChangeProperty(struct FPropertyChangedEvent& e)
{
    Super::PostEditChangeProperty(e);
    // ...
}
#endif
hollow nest
kind storm
#

State the issue right away.

#

Potato CPU?

kind storm
#

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.

barren plank
#

I have a similar issue with a halfway decent rig.

teal plinth
#

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?

hidden hedge
#

no

hoary otter
#

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

small cobalt
#

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.

marsh flint
#

Are there any best practices for editing engine source code, to make upgrading to newer versions in the future easier?

hollow nest
small cobalt
kind storm
prime wolf
#

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?

kind storm
prime wolf
#

Ahh alright

kind storm
#

Some C# .NET projects in UE source still stick with 4.5, with most of them actually use 4.6.2.

prime wolf
#

So wait, should I just click Update the target to 4.8 then?

kind storm
#

Contrary to what you might believe, sub versions in .NET Framework is a huge stark difference

kind storm
#

Either manually change the versions from 4.5 to 4.5.2 or ignore it.

prime wolf
#

How do I manually change it to 4.5.2?

kind storm
#

Brb lemme check my fork repo commits

prime wolf
#

Ah, wait nevermind

#

I think I found something

#

Would having that extension work?

kind storm
prime wolf
#

Alright got it

#

Well it's building at the moment, I guess I'll see what pops up in the log over time

kind storm
#

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.

charred edge
#

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.

prime wolf
#

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

hollow nest
prime wolf
#

How long does it take on average to compile the engine from source?

kind storm
#

In super stark contrast, get yourself a threadripper and fastest SSD and it can take less than 15 minutes or in a coffee break.

prime wolf
#

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

quiet knot
# prime wolf Damn alright

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
kind storm
hidden hedge
#

Do not upgrade any .NET targets if VS asks you to, you can ignore the requests and it’ll work fine

#

Also not sure what the meme is about with installed builds

hidden hedge
#

?

#

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

hidden hedge
#

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

small cobalt
kind storm
#

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.

marsh flint
kind storm
#

FWIW you're might as well forking directly from GitHub

hidden hedge
#

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

prime wolf
#

Alright so it took 7 hours but it did build except it gives me this

#

Anyone know how to fix that?

prime wolf
quiet knot
# prime wolf 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.

quiet knot
#

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.

prime wolf
#

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?

marsh flint
hidden hedge
kind storm
#

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

prime wolf
#

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

kind storm
kind storm
prime wolf
#

Tried reinstalling the launcher

#

many times

kind storm
#

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.

hidden hedge
#

someone's very persistent about making installed builds

#

even though not everyone does that with engine source lol

wary hemlock
#

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.

hidden hedge
#

I would just install 2019 as well, you can still open the sln in 2022 regardless

wary hemlock
#

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.

plain relic
#

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/)

hidden hedge
#

That sounds like a weird workaround for something that’s likely to do with stale modules or using a source build incorrectly

hidden hedge
#

wut

prime wolf
#

Anyone know how to fix that?

#

This is what I get when I try to open it from the file

kind storm
#

I think I encountered that issue before. IIRC you have to delete a generated file, but I'm not sure which or where.

prime wolf
#

Oh, alright, let me know if it comes to mind

#

Also, after building for the first time, re-building should take less time, right?

kind storm
#

Shit, I should've read closer lmao

prime wolf
#

Loll why?

kind storm
prime wolf
#

Alright

#

Ah I see the problem, it is not there

#

There is no UE4Editor.modules file

kind storm
#

Also protip: you can blacklist the UE directory from Windows Defender's realtime scanner to speed things up a bit.

prime wolf
#

These are the only two modules files

#

Soo how do I go about fixing that

prime wolf
kind storm
prime wolf
#

So just Right Click UE4 --> Build

#

Yes?

kind storm
#

Yes.

prime wolf
#

Alright

#

Just to verify, it is normal that it's been stuck here for a few minutes, right?

kind storm
prime wolf
#

Ahh alright, that makes a ton of sense, thanks

kind storm
#

Though don't quote me on that, I'm just guessing based on disk/RAM activity when that happens

prime wolf
#

Yeah of course, still thankful for the insight

prime wolf
#

Same errors

#

This is one of the problematic lines

#

As well as this

#

Well really only those two lines

kind storm
# prime wolf Same errors

Wild shot, but have you installed Windows SDK? I don't think the build will actually go through at all without it

prime wolf
#

Yeah I have

#

i can try to reinstall it though

#

Already installed here

#

Anything wrong here?

kind storm
#

Try installing Windows 10 SDK instead

prime wolf
#

Alright

kind storm
#

10.0.18362.0

prime wolf
#

On it

kind storm
#

My forum search that resolves it points to wrong Win SDK version

prime wolf
#

Alright hope this works

prime wolf
#

Same error...

#

@kind storm Any ideas?

prime wolf
#

By the way, it seems those errors are in event.h

#

Which is not an unreal file?

kind storm
prime wolf
#

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

prime wolf
#

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

kind storm
#

Not malwares, but leftover registries

#

And to think about it, uninstalling the components also do the same thing

prime wolf
#

Uninstalled 10.22000.0 and reinstalled 10.0.18362.0 and it's now completely re-building, soo I hope this works

cold wigeon
#

Is there a reason the source built engine does not remember what windows were last opened?

#

I'm not the only one asking.

cold wigeon
#

Looking into it. Its not startup that is the issue, the files opened are not saved to the ini

#

The f****????

cold wigeon
#

well that was a simple change

cold wigeon
#

It is working without issues... why was this even a thing?

potent galleon
#

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

hidden hedge
#

the output window will usually give you some useful information as opposed to the error list

prime wolf
#

Anyone know what the issue is here?

hidden hedge
#

output log is always more helpful, but do you have the correct Windows SDK installed?

prime wolf
#

I do, yes.

hidden hedge
#

which

prime wolf
#

10.0.18362.0

hidden hedge
#

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

prime wolf
#

Hm alright

small cobalt
#

Is the Foliage Mode in the Editor easy to extend?

#

I want to create a custom tool for placing Foliage instances.

prime wolf
#

Does building the engine save a log anywhere?

#

Like, a build output log or something?

hidden hedge
#

Look at the output window in VS?

fierce cobalt
#

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

hollow nest
#

Those macros have no length limit. They'll allocate from the heap if the inline buffer isn't large enough.

hollow nest
fierce cobalt
hollow nest
fierce cobalt
#

thanks to you @hollow nest i've learned i should seek other ways to solve my problem. Have a nice day πŸ™‚

prime wolf
#

@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!

small cobalt
hollow nest
small cobalt
#

Fair enough.

#

Thanks for your help though.

hidden hedge
#

You really shouldn’t use main

candid pawn
#

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

jolly glen
#

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?

candid pawn
#

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

jolly glen
#

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

hidden hedge
#

also consider deploying UGS

halcyon oar
stable hemlock
#

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?

mighty charm
#

It should install the version you want

stable hemlock
#

so the 11gb of dependencies are just for that version?

#

ok cool, thank you

mighty charm
#

sounds accurate

stable hemlock
#

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

hidden hedge
#

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 can’t detect VS

calm mason
#

Does anyone know if there's a github branch for 5.0 Preview 1 ?

#

5.0 perhaps?

calm mason
kind storm
calm mason
#

ahh gotcha, thanks

stable hemlock
#

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%?

calm mason
#

How long have you left it?
At that stage it usually hangs for a while building shaders

stable hemlock
#

vs says it's been running for 3m inutes

#

building it in vs2019 took almost 2 hours

calm mason
#

first time you load it may take 10+ minutes to build initial shaders

stable hemlock
#

oh ok I thought it would say "building shaders" tho in that prompt

#

maybe not in this "older" version

calm mason
#

check Task Manager if you wanna know for sure

stable hemlock
#

yeah my cpu is pinned 100%, gpu at 10%

calm mason
#

definitely building shaders πŸ™‚

stable hemlock
#

(y) thanks

hidden hedge
stable hemlock
#

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

hidden hedge
#

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

kind storm
#

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.

stable hemlock
hidden hedge
#

you don't and PC modding where the developers don't permit it is not allowed on this discord

stable hemlock
#

that's interesting because in this very game I'm trying to unpack people use hacks and hook to the bps

soft flint
#

What's the difference between a UProperty and a FProperty? 😩

jolly glen
#

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

soft flint
#

Or between UField and FField for that matter - They both have the very helpful comment Base class of reflection data objects. πŸ™ƒ

jolly glen
#

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 πŸ˜›

#

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

soft flint
#

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 πŸ˜–

soft flint
#

Aaah, UStruct::ConvertUFieldsToFFields() kinda gives a definitive perspective on it

high jewel
#

Hi, I’m having this dxgi crash, anyone has any idea what is it?

kind storm
high jewel
hidden hedge
high jewel
hidden hedge
#

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

high jewel
#

@hidden hedge thanks man, I’ll look into it. πŸ™

stuck meadow
#

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

halcyon oar
#

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.

iron dome
#

Is it still doing things when it "closes" ?

halcyon oar
#

Once it closes it immediately stops

#

I actually got an error this time:

#

I have 16 gigs...

#

What am I supposed to do?

iron dome
#

Buy more.

#

And/or close other applications.

halcyon oar
#

Non-source built unreal engine of the same version doesn't do this to me

iron dome
#

It might be running out of memory just compiling shaders Shrug

halcyon oar
#

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?

iron dome
#

Usually I just hit f5

#

You could try starting it without debugging (not attaching VS)

halcyon oar
#

How does one do that?

iron dome
#

(that's control+f5)

halcyon oar
#

I'll try

#

Doesn't help

#

There really isn't anything to do about this?

hidden hedge
#

well show a callstack

#

also that error is only referring to 16MB

halcyon oar
#

there's no callstack

#

yes, it's trying to allocate a further 16mb and there's no more ram

hidden hedge
#

there obviously is a callstack if you launch with the debugger

halcyon oar
#

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.

soft flint
#

@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

halcyon oar
#

will do

#

it crashes my whole pc half the time so it might take time

halcyon oar
#

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>

soft flint
halcyon oar
#

oh boy

#

You don't think the memory issue is the root cause?

iron dome
#

I'm going to go with probably

soft flint
#

Don't think so

halcyon oar
#

ok I can try, but this looks like the kind of process that won't work as advertised

soft flint
#

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

halcyon oar
#

will check thanks

halcyon oar
#

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.

soft flint
#

Environment parameters are often inherited, sure they are lost in transit?

hidden hedge
#

in addition, how are you retrieving the var?

halcyon oar
halcyon oar
hidden hedge
#

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

halcyon oar
#

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.

hidden hedge
#

HTTP, WebSockets, XMPP, encrypted network packets

#

also the outdated openssl would only be an issue if you're using any of those components too

halcyon oar
#

I don't use them

#

something in unreal is using them

#

maybe the steam online subsystem plugin

hidden hedge
#

why would it?

#

you can clearly determine this from the Build.cs files

halcyon oar
#

because it's the only thing I use that does online things

hidden hedge
#

all it does it talk to the steam API

#

which would abstract those things away anyway

halcyon oar
#

something's definitely using openssl

hidden hedge
#

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

halcyon oar
#

Yes I understand

#

I just don't know what calls these modules

hidden hedge
#

well doing that will tell you

#

since it's loading because it's statically linked in those modules

halcyon oar
#

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

stuck meadow
#

any ideas why compiling the engine does this? 4.26 with VS2019

stuck meadow
#

anyone? πŸ˜„

hidden hedge
#

no and the output log is probably more useful for errors

soft flint
#

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?

stuck meadow
#

heres the error from output log

kind storm
stuck meadow
#

how would i fix something like that?

#

visual studio installer?

hidden hedge
#

yes

halcyon oar
#

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?

iron dome
#

It'll be building the shipping version. I expect.

#

Last time I did that, it had to compile ~1500 engine files

halcyon oar
#

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

kind storm
#

I presume it's compiling UE4Game

stuck meadow
#

no luck with windows sdk updating

#

any ideas what else could cause this?

kind storm
halcyon oar
#

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?

hidden hedge
viral python
#

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?

viral python
#

I tried rebuilding the project, deleted folders etc. nothing helped
So I created a new project and I migrated the content

fresh laurel
#

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 πŸ˜€

halcyon oar
#

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.

soft flint
soft flint
fresh laurel
# soft flint Is it a blueprint-like editor you are going to make, or a thing that can produce...

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?

soft flint
#

@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

stuck meadow
#

@hidden hedge no what is riglogic?

neon shoal
#

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

fresh laurel
hidden hedge
viral python
# soft flint Did content migration solve the problem for you?

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

stuck meadow
#

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

hidden hedge
#

wininet.lib is literally a win SDK component

stuck meadow
#

hm, why would it fail then though?

#

I tried only leaving the one needed

#

no luck

high jewel
#

Hi everyone, does anyone know what causes this crash? It’s regarding to memory management, but I don’t know what it is for sure. The project is networked using listen server btw

rapid folio
#

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
devout otter
#

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);

stuck meadow
#

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

kind storm
stuck meadow
#

this one

#

should I try removing this?

kind storm
#

Oh shit

#

It was 4.26
I thought you're building 4.27

stuck meadow
#

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

hidden hedge
#

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

stuck meadow
#

how do I remove this?

hidden hedge
#

"this" being?

stuck meadow
#

riglogic, since I need the source build for servers

#

Is there a way to exclude just that?

hidden hedge
#

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

stuck meadow
#

I need to just compile the engine at the moment, no project is using it

hidden hedge
#

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

stuck meadow
#

I do

#

Should I just add it inside the .sln of the engine folder, and just compile the game sln?

hidden hedge
#

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

stuck meadow
#

interesting, but why am I still not able to compile the riglogic stuff?

hidden hedge
#

well you probably didn't do that, or built solution

stuck meadow
#

Seems weird since I did compile the engine before

hidden hedge
#

which will compile everything

#

and you don't need everything

stuck meadow
#

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

hidden hedge
#

I'd much rather the binary engine to create a blank project than compile the entire engine

kind storm
#

Wasn't dedicated server for development/non-packaging possible with vanilla builds?

stuck meadow
#

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

hidden hedge
#

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

stuck meadow
#

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?

hidden hedge
#

yes since that's somewhere GenerateProjectFiles looks

stuck meadow
#

okay so i need to regenerate then

#

thats why I dont see it yet

hidden hedge
#

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

stuck meadow
#

yes have used that before in a team, structure reminds me of that now

#

I do get this message when generating VS files


hidden hedge
#

that's a warning and that setting is probably unsupported

stuck meadow
#

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

hidden hedge
#

well it's probably unlikely to do much except cause log spam

stuck meadow
#

lets see πŸ™‚

hidden hedge
#

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

stuck meadow
#

Thats helpful, thank you

#

I guess riglogic will be disabled now

vague peak
#

cue music one of these things is not like the other.
||UEdGraphPin is not a UObject :))) ||

iron dome
#

Indeed not.

finite depot
#

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?

gritty thicket
#

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:

finite depot
#

(To be precise Unreal knows this because there is a BuildID in the file UE4Editor.modules next to your game binary (dll))

severe crown
#

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?

dim cipher
#

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.

hollow nest
muted gazelle
#

Is there is any way to use google drive API in unreal engine?

celest viper
#

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

steel vine
#

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?

steel vine
burnt leaf
#

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

hidden hedge
#

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

burnt leaf
#

How do I revert the asset?

hidden hedge
#

well what source control do you use?

burnt leaf
#

Oh, got you. I do not use 😦 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

hidden hedge
#

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

burnt leaf
#

Tried writing to UE4 customer support, should I try clearing the deriveddatacache?

hidden hedge
#

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

burnt leaf
#

damm

kind storm
#

Also UPS is not terribly expensive, at the very least you have like 10 minutes of grace period to safely shutdown your computer.

muted gazelle
#

Doing this always work for me, hope will work for you.

muted gazelle
#

hmmmm

burnt leaf
#

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

soft flint
#

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!)

hidden hedge
soft flint
#

chill person

hidden hedge
#

also the UPS would prevent file corruption and other problems with incomplete file writes

soft flint
#

Only if related to power failures during saving Β―_(ツ)_/Β―

hidden hedge
#

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

soft flint
#

Mmmm, if power distribution is less reliable then a UPS would be higher on the prio, didn't consider that

bold urchin
#

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?

bold urchin
pulsar kestrel
tacit mortar
#

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>

kind storm
mint vault
#

I'm trying to open our project directly from cmd with UE44Editor-Cmd.exe but it gives error failed to open descriptor file

rapid folio
#

hi, when running setup.bat to update dependencies do i have to run generateprojectfiles too?

tulip summit
#

Hi, is there a way to use bUseLoggingInShipping without building the engine from source?

wary hemlock
soft flint
tacit mortar
# kind storm That'd mean the cloning is cut off. Though usually the error would be "remote hu...

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.

vagrant osprey
#

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

pulsar kestrel
#

Did you build solution instead of game project?

vagrant osprey
#

i did build solution

#

both rider and vs2019

#

same errors

#

currently trying this

pulsar kestrel
vagrant osprey
#

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

pulsar kestrel
#

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.

vagrant osprey
#

oh i see

#

k let me try that

#

first time from super scratch

pulsar kestrel
#

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.

vagrant osprey
#

silly stupid q

#

how do I make my project... launch the epic then just drag and drop the folder?

pulsar kestrel
#

Just drag and drop the folder that contains your uproject into the folder that contains the Engine folder and GenerateProjectFiles.bat.

vagrant osprey
#

k cool

#

let me install that thing

vagrant osprey
#

did all that.. still hates me

#

goodness

pulsar kestrel
#

What do you mean?

vagrant osprey
#

it still tried to build the fileserver

#

so i ended up unchecking that

pulsar kestrel
#

Are you sure you built your game target and not the solution or UE4 target?

vagrant osprey
#

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

pulsar kestrel
#

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.)

vagrant osprey
#

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

pulsar kestrel
#

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.

vagrant osprey
#

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....

wary hemlock
#

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

hidden hedge
#

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

wary hemlock
#

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

hidden hedge
#

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

wary hemlock
#

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.

fringe hornet
#

Im trying to build 4.27 from source and my build is failing with this error. Any ideas why?

formal moon
#

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!

pulsar kestrel
formal moon
ember spire
#

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

heady sparrow
#

it's some kind of async BP struct issue

#

what are you doing in the game when this happens?

vast anchor
#

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

formal moon
#

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

peak zinc
#

What does "plus" means on the git versions?

kind storm
peak zinc
#

alright, thanks

tacit mortar
#

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.

hidden hedge
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not really but I'm not sure why this would be a deal breaker

formal moon
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Does anyone know if the path is the problem? "D:\UE_Source\UnrealEngine_OVR-4.27"

kind storm
dapper needle
night crane
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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?

hidden hedge
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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

night crane
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I tried restarting, I tried rebuilding, I tried re-cloning the project and repeating the steps etc - haven't found a fix for it

north sky
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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 πŸ˜…

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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.

kind storm
#

UE4 has discontinued VS2015 support around the time VS2019 came out. I forgot the version number of that happen.

north sky
# kind storm I know VS2015 to VS2017 is rather trivial, but what UE4 version are you using an...

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.

kind storm
#

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?

north sky
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i wont be adding stuff to it if thats what youre asking?

#

so if i could just build it somehow, thatd be golden !

kind storm
#

I know for once that using VS2017 with 4.12 is more trivial

north sky
kind storm
north sky
#

I need to check this.

kind storm
north sky
lapis portal
#

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.

lapis portal
#

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.

heady sparrow
#

kudos for posting your solution

spice vine
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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

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but then i added ENGINE_API and I got dll errors... :(((

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maybe ENGINE_API always goes with a USTRUCT() macro?

iron dome
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Paste code.

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Etc.

quick mica
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. . . . ENGINE_API is a macro that sets dllexport / dllimport and is required to have it exposed on the dll

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(for everything that is not header only of course)

hidden hedge
#

I'm not sure why you'd be adding structs to World.h rather than your own game code

iron dome
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He really likes engine recompiles.

hidden hedge
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yeah that one's pretty deep so good luck. I'm just thinking more along the lines that there has to be A Better Wayℒ️

heady sparrow
#

Everybody wants to rule the world.h

plucky bluff
#

Hi, is it possible to convert ue5 into ue4 project?? Let me know how?

kind storm
vagrant osprey
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anyone get stuff like this with a fresh engine setup

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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

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I don't get this sort of stuff with 4.26

iron dome
#

Is your editor open?

vagrant osprey
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no

#

perforce is

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closed perforce.. same issue

iron dome
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Does the file exist? Try deleting it.

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It's a problem with some program locking that file.

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If you can't delete it with everything closed, reboot.

vagrant osprey
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goodness... seems everyfile is doing that..

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im going to reboot

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brb

vagrant osprey
#

ug same problems.. nuke and try again hahahhaha

tulip summit
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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!

night crane
#

To build dedicated servers/clients you need to compile the engine from source

#

@tulip summit

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

night crane
#

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

calm mason
tulip summit
tulip summit
calm mason
#

That would be great, but unlikely at this stage I think!

shut juniper
#

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?

craggy fiber
shut juniper
craggy fiber
#

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

bleak sleet
#

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    
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I'm using Debug Editor

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And I have like 100 LNK2001s

bleak sleet
#

1>hlslcc_64.lib(ir_function_can_inline.obj) : error LNK2001: unresolved external symbol __CxxFrameHandler4

bleak sleet
#

It’s oculusvr src

upbeat violet
#

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

hidden hedge
#

ignore it

#

and enterprise edition? someone's work gets a bit fancy with VS licenses

lapis portal
upbeat violet
upbeat violet
kind storm
upbeat violet
bleak sleet
#

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...

vast anchor
#

hey, do you have to rebuild the engine when you update visual studio?

kind storm
#

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)

vast anchor
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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)
vast anchor
#

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'

bleak sleet
# kind storm Why specifically 4.27.1?

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

kind storm