#engine-source
1 messages · Page 50 of 1
I have spent quite some time now to determine if it is possible to modify the mesh of an ALandscape actor during runtime without modifying engine source and without the use of any 3rd party plugins and have been unsuccessful.
When I say "modify the mesh of an ALandscape actor during runtime", I mean modifying the location of vertices or deleting them.
Does anyone here have any knowledge on this issue and can point me in the right direction?
hi , I created server build But It's crashing on start. Here is the crash log
It's not crashing... it's just exiting.
Not sure if this is the right place to put this, but I am trying to Generate Visual Studio project files, and I am getting this error. ```ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
.NET Framework SDK != .NET.
Scroll down to ".NET Framework":
sorry, I meant .NET Framework SDK
I fixed it by going into the Visual Studio Installer and checking the 4.8 .NET Framework box.
Severity Code Description Project File Line Suppression State
Warning C4005 'CDECL': macro redefinition UE4 C:\UE4SourceBuild\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Windows\WindowsPlatform.h 112
Error C2665 'FWindowsPlatformAtomics::_InterlockedIncrement': none of the 4 overloads could convert all the argument types UE4 C:\UE4SourceBuild\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Windows\WindowsPlatformAtomics.h 33
Error C4668 'STDC_WANT_SECURE_LIB' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' UE4 C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\INCLUDE\limits.h 70
Error C1083 Cannot open include file: 'MinWindows.h': No such file or directory UE4 C:\UE4SourceBuild\UnrealEngine-release\Engine\Plugins\Media\BinkMedia\Source\BinkMediaPlayer\Private\BinkMediaPlayerPCH.h 6
Error MSB3073 The command "....\Build\BatchFiles\Rebuild.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code -1. UE4 C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 51
Error C2062 type 'void' unexpected UE4 C:\UE4SourceBuild\UnrealEngine-release\Engine\Source\Runtime\Core\Public\GenericPlatform\GenericPlatformProcess.h 699
Error C2334 unexpected token(s) preceding '{'; skipping apparent function body UE4 C:\UE4SourceBuild\UnrealEngine-release\Engine\Source\Runtime\Core\Public\GenericPlatform\GenericPlatformProcess.h 700
Dealing with this and I have tried multiple fixes. VS2019. Tried with multiple Windows SDK versions and also varied I have correct file installations every build.
I am always hitting the MSB3073 error with the ShaderCompileWorker in build tools failing on me and never completing the source engine build.
Never ran into this before on a source build
4.27.2
could there be a reason why asset validation is taking so long?
it doesn't take this long usually
Hey guys we're getting this on a packaged game. Not sure if this is the right place to post. Can anyone point me to the right direction?
[2022.03.23-09.55.51:786][310]LogGarbage: Warning: Disregard for GC object ComboGraphNodeEntry /Game/Blueprints/GameplayAbilities/Player/Abilities/Sword/CG_CC_Sword_Light.CG_CC_Sword_Light:ComboGraphNodeEntry_1 referencing ComboGraphAbilityTask_StartGraph /Engine/Transient.ComboGraphAbilityTask_StartGraph_2147478261 which is not part of root set
Game crashes at this point obviously 😅 . Everything is fine in editor, so I'm kind of struggling here
So, it seems like Microsoft has given up on correcting the MSB3073 errors daring back to 2019 and the engine :/ Thrown by an internal error and outside the control of Epic Games and such.
Like, at this point I'd pay someone money for a functional fix to this since this is definitely a randomly rare bug it seems online.
There's still PLENTY to do as a programmer working in Unreal. Depends what it is they really want to learn, but chances are they can build on Unreal in a direction they want. It's also a great learning experience for how to build an engine that is great for end users to use (artists/designers/etc) which is often not the case on hobby engines.
If they want to get crazy look at games like Claybook, and Voxel plugins etc for what's possible if you really want to work at that level.
Hello I am trying to build the engine from source because 4.24 by default no longer supports html5, I am facing this issue:
+ mv /Source/ThirdParty/PhysX3/APEX_1.4/common/src/ApexSharedUtils.cpp /Source/ThirdParty/PhysX3/APEX_1.4/common/src/ApexSharedUtils.cpp.save
mv: cannot stat '/Source/ThirdParty/PhysX3/APEX_1.4/common/src/ApexSharedUtils.cpp': No such file or directory
I have only run setup.bat and this issue is from running HTML5Setup.sh
I have a question that has arisen out of me chasing down how line trace actually works.
Why is it dictated by a template function that returns the function for sweep or ray, rather than just switching on an enum or an if statement? Why is the engine passing an enum into a struct that's instantiated by template (and not by constructor) and then instantiating the desired function while discarding the other, instead of just using a switch / branch? Is this a performance thing?
Not 100% sure on all the design and architecture decisions higher up, but in the low end it actually is enums. 🙂
bool FGenericPhysicsInterface::RaycastMulti(const UWorld* World, TArray<struct FHitResult>& OutHits, const FVector& Start, const FVector& End, ECollisionChannel TraceChannel,
...
// ray
using TCastTraits = TSQTraits<FHitRaycast, ESweepOrRay::Raycast, ESingleMultiOrTest::Multi>;
return TSceneCastCommon<TCastTraits> (World, OutHits, FRaycastSQAdditionalInputs(), Start, End, TraceChannel, Params, ResponseParams, ObjectParams);
// sweep
using TCastTraits = TSQTraits<FHitSweep, ESweepOrRay::Sweep, ESingleMultiOrTest::Test>;
FHitResult DummyHit(NoInit);
return TSceneCastCommon<TCastTraits>(World, DummyHit, FGeomSQAdditionalInputs(CollisionShape, Rot), Start, End, TraceChannel, Params, ResponseParams, ObjectParams);
so maybe you can write your own template or whatever? you are not forced to use those higher functions 🤷
That's from SceneQuery.cpp, they all call the same function in the end.
I have a UWorldSubsystem which is trying to call functions from a UGameInstanceSubsystem
but I think these are in different modules
so the UWorldSubsystem is yelling unresolved external symbol
how2fix?
I would check which module should depend on which and then add the dependency? Just stabbing in the dark tho
Hey does anyone know how to edit .ini files at runtime? I wanted to add a new asset path in the AssetManager at runtime via
Settings->PrimaryAssetTypesToScan but then I realised I can't create the struct because FPrimaryAssetTypeInfo has private members
Would anyone happen to know if there is a class/function that get called whenever a actor is placed into the world? I am aware of AActor having one.
Does anyone know when UE4.27.3 will come out? There are a few bug fixes that will be in it I need and its too much for me to move over from the UE5 main branch
Never.
At this point all commit from ue4-master branch goes straight to 4.27-chaos branch, and it hardly seem to be detrimental hotfixes.
are there any videos or documentation on updating a project made with launcher 4.26.2 to source built 4.26.2? haven't been able to find anything and wanted to be sure I did it the correct way the first time. I assume it's just right clicking the project, switching version to source, but wanted to be sure
The way I usually switch between launcher and source is I permanently keep the project root folder side-by-side with the source Engine folder, then if I want to use the launcher build I use ProjectName.sln generated by the uproject and to use the source build I use the UE4.sln generated by GenerateProjectFiles.bat.
But in any case it's best practice and will give you the fewest headaches to have that layout.
\Engine
\ProjectRoot
GenerateProjectFiles.bat
and use the UE4.sln generated by the bat in that top-level folder, setting your game as the startup project.
alright, thank you for the help!
Np, when using the generated UE4.sln just make sure you only build your game target and not the entire solution to avoid building tons of stuff you don't need, the build system will know which engine dependencies to bring in.
Also note if working with other people that source-build-generated DLLs should not be shared with team members using launcher builds. If you need to distribute source-build-generated DLLs to team members might be worth looking into Installed Builds.
Will do, thanks again for the info.
Hi, I try to build ue4.27.2 from source.
I run Setup.bat, but get issue, when building. I get issue with missing hololens lib.
I have to download Hololens sdk ?
Does it still happen if you only build your game target instead of the solution or the engine target?
It happen when using BuildGraph
Ah, no experience with that, sorry. If you don't get a timely answer here might be worth asking in #automation.
Try removing any reference to HoloLens from the Installed Build XML
anyone know how to fix this error whilst compiling from source?
Engine\Source\Runtime\D3D12RHI\Public\D3D12RHI.h(79): error C2338: SRVSlotMask isn't large enough to cover all SRVs. Please increase the size.
Did you build solution or engine target instead of building your game target? I'm thinking that's HeadlessChaos since that's one of the modules that don't compile.
Ah right, that would be why. Assuming you've used GenerateProjectFiles.bat to create a UE4.sln that has your game target (by having your project root folder side-by-side with the Engine folder), you need to set your game target as the startup project and build that instead.
The build system will bring in the necessary engine dependencies.
That's right, if you've done your setup correctly then building the game target will only build whatever's necessary from the engine.
That's still a lot but it's much less than building the engine target.
Now you've built the engine target it should have built all the necessary parts besides the usual failers (HeadlessChaos and UnrealFileServer) so if you try to build your game target now it won't recompile anything, but it's worth knowing for future compilations.
I'm glad people are passing on this advice because it really is the "proper" way
You've directly or indirectly saved people so much grief — I know it can be inferred from the Epic docs but it's a shame they don't put it front and centre.
the epic docs are a bit weird for the source build since it doesn't follow what epic actually do
Is there any way to recompile a USF (shader file) while the editor is running? I keep having to restart the editor, but that's too slow.
Seems more like a #graphics question than an engine source one, but this might help: https://www.froyok.fr/blog/2021-09-ue4-custom-lens-flare/#recompiling_shaders_at_runtime
perfect, thank you
your game should be the startup project
you do not change the engine association in the uproject, that's pointless
I assume you have a "Deadside" folder that contains Deadside.uproject — place that "Deadside" folder next to the Engine folder you got from Github, then run GenerateProjectFiles.bat and open the resulting UE4.sln and build your game target there.
Yes. 🙂
Once you run GenerateProjectFiles.bat with that configuration you should have a UE4.sln in which building your game target as the startup project will build only such engine dependencies as are necessary for your game.
It's been so long I don't remember, I thought you only needed to do that once. I think if you try to do it again it won't really do anything?
🤞 I'm going to bed, hope it all works out as normal.
Gosh, that is super weird. Don't know what could be causing errors with such fundamental engine classes as AActor and UWorld.
why are you building solution
Oh wait, that was for UnrealFileServer? That's an expected breaker. But in that case I don't get it, because building your game target shouldn't be trying to build that.
the log clearly states it's building "UnrealFileServer"
which means they are building solution
not the project
@lethal valve Either press F5 or right-click on your game target and click "Build project".
Stop build all
Building just the UE4/UE5 project in Development Editor is ALL you need for the rest of your life.
Ignore the rest of the program/projects in the solution
"Deadside" in this case, not "UE4", or they'll get the same kitchen-sink stuff as before ...
yes, what we've just been through lol
also that's true, with a source build you do not build "UE4"/"UE5"
can anyone tell me why a clean build of release branch might have linker errors for bink
running Setup.bat fixed my problem. the last time I ran it was probably before epic acquired bink
Is there a way to not compile specific modules whilst compiling from source?
Or only compile specific modules?
Well if you only want to compile eg UnrealInsights, you just right-click on the "UnrealInsights" target and build that.
Excluding modules usually isn't necessary if you have your build set up properly so that building your game will only bring in necessary engine dependencies.
I downloaded the ue4 source code and built it, what do i do next?
im specifically doing this to be able to work with dedicated servers
i already have a project that i would like to use in the source build
right click on your project and select a different unreal engine version
I've built the engine from source (via BuildGraph InstalledEngineBuild.xml) and then built the game with the resulting editor, but I can't step into any engine source in Visual Studio while debugging my game
I'm pretty sure I have the right symbol paths set up in Visual Studio
Is this something to do with the build configuration I used?
I didn't specify a configuration for the engine build, and I built the game using Development
>D:\UnrealEngine\427\Engine\Source\Runtime\JsonUtilities\Public\JsonObjectWrapper.h(10): fatal error C1083: Cannot open include file: 'JsonObjectWrapper.generated.h': No such file or directory getting this error whilst trying to compile the Megascans plugin. JsonObjectWrapper.h is included in JsonUtilities which is in the Megascans plugin build.cs. Any ideas why it would error?
@daring abyss when i want to debug through VS I make a debug build and run it with debugging. You need the engine in the solution with your project unless you step into a function which is in the engine source I believe. But you might not with a debug build. Cant remember.
Yeah, engine is optimized in any build except Debug which makes it difficult to step into. A lot of breakpoints won't get hit and even if they are, a lot of variables will be unreadable as they will have been optimized away.
Development, Test, Shipping => both engine and game optimized.
DebugGame => engine optimized, game unoptimized.
Debug => neither engine nor game optimized.
Debug is slow as all heck but if you really need to step into engine code it's the only way to do so reliably.
hey trying to build either the editor or the server as development doesnt work on my source build?
it says that the build command returned with error 999
This just doesnt work i will literally go insane
it wont build
the engine with the project wont build at all
all "command xyz returned code 999"
even if it built like 20 minutes ago
it as in like the engine itself
am i supposed to build the entire vs solution or just the ue4 project
Neither. You're supposed to build your game project, assuming you've laid things out correctly.
This worked unexpectedly well
oh wait no nvm it opens the editor launcher
where you pick the project n such
You've put your project next to the Engine folder you downloaded from Github, run GenerateProjectFiles.bat, opened the resulting UE4.sln and tried to build your game target there?
yep although i dont know if im building the right thing
give me a second ill send a ss
Once you're in that UE4.sln you need to right-click on your game name and click "Build project".
So you built your game target and it built the engine, with however many thousand actions taking half an hour or whatever it is on your CPU, and now if you make your game the startup project (name in bold in VS solution explorer) and press F5 with the Development Editor configuration it opens the editor?
Editor but the like
project editor
not the "choose project"
which is what i want
thank youuu
Oh right, it won't launch into the project chooser since you're opening your own project directly.
But yeah, at least it means you did a source build successfully.
Did anyone encounter C1060,C3859 ,C1076 fatal error while compiling ue4? what is the easiest way to solve this issue? add another RAM? I stuck here for hours...
show the actual errors
@lost linden @pulsar kestrel Thanks for the pointers. I didn't even have symbols for the engine though (putting breakpoints in the engine files showed that symbols weren't loaded even though I had all the right symbol paths set up). It turns out I didn't have the -set:WithFullDebugInfo=true option set when building the engine with InstalledEngineBuild.xml - once I rebuilt with that and then rebuilt the game, I was able to step into engine code and set breakpoints as expected, even with a Development build of the game. Sure, debugging won't be very accurate and I might not be able to inspect some variables, but it's good enough for what I want and lets me move on.
Thanks for sharing. 🙂
i ve try change vm size and zm factor in some combinations, but dont work well all
My visual studio 2022 is very slow and laggy.I can't build the solution file generated for ue4 source code.Any ideas?!
Hello, can someone tell me or point me in right direction in order to understand unreal relative path system?
For example path:
../../../MyProject/Content/Movies/VidName.mp4
How do I know what path this is, when I dont know current directory? Also how to get and where is stored BaseDir()
show ur pc specs, maybe upgrade ur pc can fix it?
Hi I try to make Installed build of 4.27-chaos form GitHub source,
Building in Visual Studio complete successful. But when I try use RunUAT and make Installed Build have failed.
** For UE4Game-Win64-DebugGame
UE4Game-Win64-DebugGame.target
BUILD FAILED: failed, retries not enabled:
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED
full log:
any ideas what is wrong? or how to better debug RunUAT/BuildGraph process
"(398 lines left)", maybe paste the rest on?
I paste all, this is message from Discord, it shrink larger text, on right buttom is download txt
or on right buttom is button (arrows) to see all
how could this happen? just clone source code by git, setup.bat and generateprojectfiles.bat, then development editor and win64, then build ue4, then show this error, so the source code missing these head file originally? 😟
I'm running UE from a source build (4.27-release). Should I worry about errors when building projects related to the engine? Things seem to still work fine but I get errors related to AActor::GetWorld()
as well as FChaos something or other
i5 7th gen
8gb ram
1tb hdd
Nvidia 940mx
seems crash
one more ram would be much better👌
The DNS entry was removed
The ftp has been missing for at least a week or two now
Nobody got any notification - i asked a lot of people
Nothing on UDN or the forums either
How much time it took for you guys to build the solution file in visual studio?!
Largely depends on CPU and storage I/O speed.
Dedicated high-end work station can compile UE in a whim. More average mid-end rig can take hours to build. Lower than that and it can take a full day.
At this current rate,mine will take 50 hours
And how much free space is required?!
My source built 4.27 takes around 200 GB
Omg
That's pretty normal I think
Also not accounting your game project, which may increase the size even further
Is anyone else having this problem on 4.27.2 with "Development" build config?
you shouldn't build solution with engine source
you should have your project side-by-side and then build the game project which figures out the required engine components
Building my 4.27 source build, I get this error: fatal error C1083: Cannot open include file: 'ShaderCompiler.h': No such file or directory, which then also leads to quite a few errors that may be related to this, I'm not sure. The editor still works and my project seems to fine but I'm wondering if this will cause issues down the road. Any thoughts?
Where should I drop the project folder?!
And also I use blueprints only.
Welp
shader compiler is a sort of stealth depedency executable of the main engine (so even if you do a debug engine build, shader compiler executable will also build, but it will force a development build for itself to run faster)
I'm not sure if that helps, but that's why your project would be triggering something looking for shader compiler
thanks
try building the shader compiler executable on its own
I don't nkow anything about the shader compiler
under Programs in the solution explorer
well scratch that, looks like ShaderCompiler.h itself isn't part of ShaderCompilerWorker (that's the separate executable that is a stealthish hardcoded dependency)
Sry I don't know where to post this but I need some help I changed the RHI Default to Vulkan and now the project crashes every time this is the log and this is what the crash reporter says btw running ue5 preview 2:
k moved it there thanks
Hello im trying to find which code is responsible for the details tab and its included options in the material editor for 4.27 can anyone give an idea
O_o
Hi all, just curious if you can recommend any tutorials, blogs or forum threads on how UE renderer (RenderGraph) works?
So far I was relying only on reading the source code and analyzing frames in RenderDoc which allowed me to do things such as adding a custom pass or moving some heavy lifting over to compute shaders.
I consider myself a beginner in the graphics programming area, so while I was pretty much able to do anything I've wanted so far, it always felt like I was hacking my way into things.
This is one way to get your hands dirty with RDG stuff. It's not all aspect of RDG laid out, but decent enough to get higher level understanding on it to make cool effects.
https://www.froyok.fr/blog/2021-09-ue4-custom-lens-flare/
oh yeah, the high-level understanding is exactly what I'm seeking right now. And there's some in-depth analysis of the lens-flare effect too, it always feels great to read things like that.
Overall it's a great resource, thank you! 🙇♂️
Yea, I have the same issues. Were you able to resolve it?
Once UBT say "rebuild!", yeah... There's no going back, I'm afraid.
You may changed some low level cpp classes in the process of that, thus UBT considers to rebuild all the stuff
When building from source,how to build only the modules required by project?!
I accidentally clicked here and there in GitHub desktop,played with the branches,click fetch,pull and many more.Now when I try to build my solution ,I need to build from the start which took me 40hours.How can I revert to my default engine source?!
yeah, i was able to fix it
Hi, noob'ish question here 🙂 After I pull the latest changes from the GitHub - should I ALWAYS run GenerateProjectFiles.bat ? I mean - is it necessary after first run? It seems that - when I do that it somehow invalidates all of my previous build and I get whole engine to be recompiled again 😦 and another hours are wasted.
Or maybe I am all wrong - and once the GenerateProjectFiles.bat is run, it creates projects' definitions - which then UnrealBuildTool is intelligent enough to recognize for future changes from GitHub repo...
So:
- Run GenerateProjectFiles.bat ONCE - it will generate UE5.sln and all of the subprojects
- Periodically "git pull" from Github
- Just "Build Solution" in Visual Studio - and it will always pick-up latest changes (through magic inside UnrealBuildTool)
You need to run it any time there's a possiblity new source files were added to or removed from the repository. You should not be building the solution as this will build much more than you need to.
If you have your project folder side-by-side with the Engine folder when you generate the project files, then all you need to do is build your game target in UE5.sln.
Thanks! Usually the problem is - they change one header file - which forces recompilation of 100's of dependent cpp files :/
I have i7-7700HQ with 48GB of RAM, and Samsung EVO SSD - but still the whole engine's recompilation took me today around 8 hours 😦
That is, make your game the startup project and press F5, or right-click your game name and click "Build target". But it's safer to make your game the startup project in any case so you don't accidentally try to build the engine target.
I am just wondering if that time can be optimized somehow - or is it really my CPU's fault (4 cores, 8 threads though)
There's no getting around that, if a header file changes then all the cpp files have to be recompiled — that is independent from the question of generating project files.
4 cores is not a lot for a dev machine.
The rest sounds good.
The problem is, because you're building solution you might be rebuilding even when a header changes that your game doesn't use.
yeah, thanks for the game-related hints 🙂 , but I would like to tinker with the engine itself - but it seems unreasonable to wait so long periods between iterations...
As said above, if you build your game target instead of the solution that should already shorten your build times considerably.
unfortunatelly - it's a MSI laptop (GT72VR Dominator) - so CPU upgrade is not-an-option unfortunately :/
If you tinker with the engine itself, it depends on the files you tinker with — if it's some core engine header then you will necessarily be building a huge amount, if it's a relatively specialized header you won't. Quickest iteration times is only changing cpp files.
In any case make sure you have this setup:
\YourGameProjectFolder
\Engine
GeneratesProjectFiles.bat
...
and that in UE5.sln you are specifically building your game target, not the solution or the engine target. UBT will then only bring in the dependencies you need.
well - changing only CPP files - I can speak for myself 🙂 and that shouldn't be a problem - but whenever I'd like to synchronize with the upstream changes from the Epic - that's when I need to go for a long walk until it rebuilds itself..
Yeah, I haven't tried UE5 myself yet but I'm afraid even by only building the necessary dependencies the core stuff is probably in such a state of flux that long compile times will remain unavoidable until it goes gold.
let's wait until tomorrow's announcement 😛
I wonder - just generally - did someone invent a tool, which would HUGELY speed up CPP development, working like this:
- it's analyzing CPP and H files
- it puts all necessary forward declarations into the header files, and removing "#include-s" from them
- it puts missing includes into CPP files
someone with that tool would win the lottery ticket 🙂
They already did, they're called Google. 😄
Google IWYU.
But it only works with Clang, I think?
This is alpha quality software -- at best (as of July 2018). It was originally written to work specifically in the Google source tree, and may make assumptions, or have gaps, that are immediately and embarrassingly evident in other types of code.
I imagine this would fail miserably on the UE codebase which has its own massively custom setup.
still, manual cleanup of such a bloat codebase - is unimaginable
Yeah, the UE codebase is millions of lines of code written over a quarter of a century, it's a special beast.
Thanks for the suggestions though, mate! 🙂 I will surely look deeper into some performance optimizations over the web - surely I am not the first one facing such issues...
I'm afraid C++ is a notoriously slow language to compile — not much you can do in the immediate besides making sure you only build your game target and in the medium-to-long term besides getting a better machine.
or just hold onto - with merging upstream changes and stay on some older branch revision 🙂
And hopefully wait until they switch to the latest, most modern CPP version (CPP20) with modules support 😃
I think we can wait quite a while for that. 😛
Can you explain a little bit more?!
Iam using blueprints and to open editor or the project it's asking the modules to be installed?
It's still building full engine source.
When I played with git desktop ,fetched and pulled things,now I have to build the full engine source which took me 40 hours.Any suggestions?!
So your project doesn't have any source code?
After playing with GitHub desktop,now when I try to open editor it's asking to build the modules.When iam building the ue4.sln it starts from scratch which will take 40 hrs for me.
No
BP only
Does your game even appear in the UE4.sln file?
For that where should I put my project folder?! I dropped my project folder in the same folder as engine.
And game doesn't appear in .sln file
Your project needs to have at least a C++ class. You can add one through the editor (but before you do, disable "Compile when adding a new class" or whatever it is in the editor preferences).
You can just make a dummy Object or Actor class or whatever.
Once you've done that, close the editor and the next time you run GenerateProjectFiles.bat, you should see your game in the UE4.sln. Then you can right-click on it, make it your startup project (so that it appears in bold in the VS solution explorer), and press F5.
But I can't open my editor.Let me turn on my laptop
It's showing modules not installed
Iam opening the editor not project.
Is there any way to build the onlinesubsystem modules only?
Sorry, this is not a problem I've encountered before. 😕
Or is there a way to revert my changes which I made using github
Only if you're using a source control solution like Git or Perforce.
I using github desktop
But you need to have set up your own repository and committed to it beforehand. If you don't have one yet you can't revert at this point, unfortunately. It's best to get one set up ASAP, see the pinned messages in #source-control.
Mmm
I had already built the latest ue4 once.So can't I set my current branch to release,then fetch and pull.
If you still have the Launcher engine, what you can do is create a new project with that, selecting "C++" in the appropriate dropdown item, then import all the content from your current project. Then take the folder, place it next to the source Engine folder, run GenerateProjectFiles.bat and in UE4.sln build your game target as the startup project, as indicated above.
I will try that.But I want to work with blueprints.Can I do that?
Sure, source build requires at least a C++ class but you can continue to work with Blueprints.
If you create a C++ project from the project creation dialogue window, then a C++ class will be created for you so you won't even have to do it yourself.
But the problem is I can't open the editor.Is there a way to disable those modules
You can't even open the Launcher (EGS) editor to create a new project? Install sounds botched at that point tbh.
Continue to Google and look in the Slackers archive but ngl, sounds quite bad if you can't even open the Launcher editor. 😕
Egs?!
U mean unreal engine editor right?!
Has anyone dealt with adding pdb files to Unreal's third party binaries before?
I'm trying to get the fbx sdk PDBs to load but VS doesn't recognize any of them as matching :/
Should I do this for each new project?!
Well, if your intention is to have a source build of your project, then it needs to have a C++ class, so either created as a "C++ project" or have a C++ class added later.
Will the build time reduce since the modules are already built for previous project?!
If you already have the editor built, you'll less likely to build any low level engine headers again by random chance
Though I think it'll take more time than using prebuilt installed builds or vanilla launcher builds
I had built the editor after 40 hours of building.Messed with gitup desktop ,now it's trying to built from scratch
oof
Never mess with engine git unless you know what you're doing xD
I learnt it the hard way
I had built the editor after 40 hours of building.Messed with gitup desktop ,now it's trying to built from scratch.Any suggestions @crystal tusk
I think forking the engine as opposed to using Epic's repo as origin is better idea
At least your fork is essentially frozen in time until you want to update it
My ue4.sln file is in D drive.But when I build my project through the ue4.sln file,my C drive space is being used.
Not sure if this is the right place, but my editor (4.25) have started randomly crashing recently. If anyone can help out I'd appreciate it a lot!!
Frame rate is smooth, but then seemingly randomly freezes and crashes. I've looked over the crash log but I understand very little upside_down
Can anyone have a look or point me in the right direction?
https://drive.google.com/drive/folders/1QbkzGWB0y5PMrpeeHJE61-t7DrQB01vM
I should be able to download visual stuido 2022 to build unreal engine correct? I dont have to use 2019 do i?
does anyone know which version of unreal engine I need to download if I want to use 4.27?
is the plug better then the regular one?
Plus is designed for things like SDK updates for consoles, there shouldn't be much of a difference in the public github because that's all stripped out
Can a big project with cpp be converted from 4.26 to 4.27 without a problem?
Generally there will be small issues but nothing super hard to fix
Yes.
Some function will be deprecated, but it's just a matter of adjusting it
I have personally converted 2 mid sized c++ projects from 4.5 to 4.27 over a span of a few weeks and it went better than expected. 4.26 to 4.27 is piece of cake IMO. but yeah, depends on what you are using and if it's been changed/deprecated.
uggg
anyone else having issues with audio_cue switch params in UE5 release?
was working fine in preview
seems the switch param is only feeding unset param now
printing the index int to the screen and its actually feeding the correct index. Again nothing done but updating from preview 2 to release
I'm downloading editor symbols for debugging (4.25). It's stuck in queue.
I've removed anything that needs updating, restarted and I installed all epic games. Anyone have any Ideas? Or do I just need to wait?
I am confused I downloaded unreal engine 4.27.2 but when I run setup.bat it says unreal engine 5!!
is this how its suppose to be?
Bah, barely detrimental. It's just a batch file printing that out
clearly you got the wrong version lol
release has moved to 5.0
if you want 4.27 make sure to grab the correct tag or 4.27 branch
I am trying to build the unreal engine source code and I get these errors
Anyone know how to fix it?
Try cleaning and rebuilding again from start.
yes I am rebuilding and it looks like its working
but how come when it generated it says UE5?
UE5.sln
I downloaded 4.27 its weird it says 5
Ha, seems like you pulled release branch. That got updated to 5.0 lol
oh man
where do I get 4.27.2 , this has been an all day thing trying to build this engine, is this the correct link ?
because it just comes up with https://github.com/EpicGames/UnrealEngine.git
all the links are all the same
im confused
I use the git bash here and then it will download unreal engine 5 again???
change the branch to 4.27
I think FWIW it's a futile effort anyway, as UE5 proper has omitted PhysX from functional
Though in my fresh local clone of 5.0, I still spot some PhysX remnants
Physx will be completely gone for 5.1, so don't depend on it
Question about standard version of Unreal Engine across the team.
If I working on a multiplayer game, that needs to build a dedicated server, to build the dedicated server the project needs to be built with an UE version build from source (Not from the Epic Launcher).
Does that mean that the whole team needs to also have a version of UE built from source? Or just the person building the server?
It's possible to use source built engine just for packaging server, but there are potential problems. Best if everyone uses the same binary engine version.
Issues like engine version saved into assets, can't find sessions due to engine version string difference, etc.
I make Installed engine builds and distribute it to my team, this way we are all on the same version.
anyone having this issue when trying to build a server version of the Lyra game project? I tried adding -Target="LyraGame" and variations of that in the Build->Additional Command Line Parameters: box, but that didnt have any effect. This is using the ProjectLauncher
if you make a change to the unreal source, after building it initially, do you need to rebuild the entire thing or do you just need to rebuild the small amount that you changed
To be clear, I can run the build from the command line by running RunUAT.bat with the -Target option there, but I’d prefer to be able to just do it from the Project Launcher
Depends. If you just changed a cpp file then you just have to recompile that. If you changed a header, it depends on how many files include it, directly or indirectly.
I’m curious if anyone has done a dedicated server build of Lyra as well
Hey! Since the UE5 early access launcher is gone from the epic games app, I cant seem to replicate the exact same version from source/github 🤔 Ive tried the Ue5-early-access branch, and 5.0.0-early-access-2 tag, and they dont seem to be the same version.
The editor that was available has this weird string on number in the version, dont know if it's related
Why do you want to stick with Early Access version, as opposed to the proper stable version?
We have a bunch of plugins and custom tech to port over, and since we have a release soon its not the best time.
You're not really supposed to release anything on early access to be honest. They're probably going to remove more EA stuff from the launcher, although the github branch will still be there
If you already have github you shouldn't have any reason to need the exact same branch, github and launcher builds are generally not 100% identical
Content should work the same on both
Yeah that's what I thought too at first. It's highly possible the problem is unrelated to the version too.
The EA stuff is already gone from the launcher IIRC, it's why I'm trying to get it from source
What is your actual problem?
pretty much that the source built version doesnt seem to recognise the project that was made with the epic launcher version
WARNING: Unknown platform Win32 while parsing whitelist for module descriptor TweenMaker
this is the actual error though (when trying to convert)
It is possible that this is related to the changelist in the version string. That should be coming from Engine\Build\Build.version, see if it's different between your source and the old copy (if you still have it)
Oh, win32 is completely gone, that shouldn't have worked in EA
yeah that might be a problem too
lemme check, I was looking to find where the cl number was 😮
You can probably just remove any win32 references from your .uproject and .uplugin files
No, the left one has changelist 0. Setting it to 0 on the right might fix it
Might need to rebuild after, I forget how that works. The way it does build versions is honestly pretty confusing
Anybody getting Editor loading stuck at 83% (Loading /Engine/EngineSounds/Submixes/MasterSubmixDefault) ?
Task manager is not showing any ShaderCompile worker anymore.
The process is just idling.
I tried creating a new project from template and I get the same behaviour
Maybe check Resource Monitor in windows and see what files it's reading/writing
I dont get the wrong version message anymore, im trying to rebuild now. Thanks for the help!
Does not seem to be reading or writing anything
you mean you provide a VM of some sort? Docker container? Or what? Just want to make sure I understand.
I have so much to learn! lol...
Thanks a lot mate!
The learning never stops!
Hi guys
someone know where I can get the source of UE5, the one that Epic juste released ?
Right on the release branch.
Ok, this is an Unreal Engine 3 question lol. I'm trying to figure out an old UE3 game's save system works. When saving, the game creates a .SAV file and .BKM files. These files are identical apart from the extension. My question is WHY is the game/the engine creating a "useless" BKM file alongside the .SAV file? The BKM's can be deleted and the game doesn't seem to "notice" when loading game.
thank @kind storm 🙂
hi, someone built ue5 from source with Buildgraph and Set:WithServer=true option, with VS2022 ? Get UnrealEngine\Engine\Source\Runtime\Core\Private\IO\IoStore.cpp(2316) : fatal error C1001: Internal error.
@dense kettle Apply this fix https://github.com/EpicGames/UnrealEngine/pull/9043
Yes I already see. I relaunch the build
Hi! I'm trying to build my own version of unreal engine, and I was wondering a few things:
- How do you version control the engine so that it pushes only the necessary files for modifying and building the engine, but not the builds themselves (since they're 50-100gbs in size)
- Is there a way to make a build in a folder that's outside the project
Thanks! this is my first time doing this, and i havent found much docs or discussion in forums, sorry if they are newbie questions :)
well if you have forked the engine it already has gitignore setup properly for example.
If you want to build it outisde, you need to package a custom build.
-
The included .gitignore already took care of the stuff for you. Though this also means if you modify binary/content files, it won't go along with your commit. So basically it's mostly codes, no prerequisites.
-
You can do so with making Installed Builds. You can then share it with your team, and also "locking" the custom engine.
https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DeployingTheEngine/UsinganInstalledBuild/
@quick mica@kind storm thanks! will take a look at this
Had anyone try to compile ue5 source with fastbuild enabled?
Is 5.0 UE5's release branch? If yes, has anyone tried opening a project that was previously compiled on ue5-main? Does it work, or is the project completely broken?
release is the release branch.
for the second question: depends. if your changes were saved on a version that is part of the release, then it should work. if you have changes that are not part of the release branch, who knows^^
Isn't release for the latest UE4 version?
I don't think they've updated the readme file on Github. It still only mentions UE5 early access and the unstable ue5-main
The latest commit on the release branch is titled 5.0.0 release. They may have not updated the readme, but the commit names are just as good, I guess xD
release is 5.0 at its release state, 5.0 is release plus the current work on the hotfix
never use ue5-main
except for when creating a PR
do we have to rebuild the engine?
.
if you did a source build properly, then it should build IOStore.cpp and relink
which isn't quite a "rebuild"
Hey I am following a tutorial on how to build the engine from source. I have managed to get to a point where I launch my Visual studio 2019 and right click the UE5 and press build. But I did this last night and waited for more then 10+ hours for it to build but I still don't see it build. Can anyone help me?
Show a screenshot of your Visual Studio.
@pulsar kestrel I closed it and restarted my computer. Currently trying to build UE 4.27.2 to see if maybe the version was problematic for me. But it doesn't seem to be any different. This is kinda new teritory for e 😄
Two things:
- Do you have a game project? If so, it will shorten your engine build time considerably.
- Close the error list and in the menu bar, click View > Output.
Does the output window say anything?
okay so i tried both, first one is, because in out company we're using plastic instead of git, i have to use plastic's nomenclature for ignoring files, i found a gist that gets the job done presumably, though
additionally, i tried building using the automation tool, but it gives me errors when i try to make a build like in the example of the second page
@pulsar kestrel yes i do i am just unsure how to build source.
It says build succeded succesfully. But nothing happend. At least i dont see the editor opening up.
hiya, in ue5 im having an issue where scene capture components with additive rendering mode are not rendering additively, and are behaving like the 'composite' mode. I have been searching through the github and think i have found the issue.
when the render call for a scene capture is called it has a parameter for clearing the render texture. For scene capture 2ds, this is set to !bEnableOrthographicTiling. I found the definition of this variable (screenshot), shouldnt it have some kind of check if the composite mode is additive? i dont think additive rendering should be clearing the render texture
go to Engine/Binaries/Win64/UE4Editor.exe if im not mistaken
I figured it out I was missing a few steps... It was build but i forgot to run it -_-" Sorry still rather new to this. Thanks for the help
trying to build ue5 and keep getting this error, any ideas?
seems to be caused in catch.hpp
Having an issue building my project after making a source build of UE5. When I do Rebuild Only [project name], it builds 71 things (which I assume are my project), and then it starts building 3062 things (which I assume is the engine)
How I can I build my project without having to wait hours for it to build these 3062 things?
Hey guys, Im doing some testing to include the Object.h file externally. There are a lot of macro definitions, I noticed UBT output pretty much all that's needed into a file called Definitions.h however, Im stuck with a few error left, in concrete there are a few related with TChar that are driving me crazy:
PS G:\Dropbox\GameDev\UnrealProjects\NimLoadDllTest\Plugins\DllLoadTest\NimSources\nim_ue_test> C:\Program Files\Epic Games\UE_4.27\Engine\Source\Runtime\Core\Public\HAL/Platform.h(973): error C2371: 'TCHAR': redefinition; different basic types
C:\Program Files (x86)\Windows Kits\10\\include\10.0.19041.0\\um\winnt.h(594): note: see declaration of 'TCHAR'
C:\Program Files\Epic Games\UE_4.27\Engine\Source\Runtime\Core\Public\HAL/Platform.h(1015): error C2338: TCHAR size must be 2 bytes.
Any idea of what macro do I have to predefine in order to avoid that conflict?
Have you already built the engine before?
If so, sounds like the Rebuild didn't just clean your project but also the engine dependencies for your project.
I ran Build before, but I'm not sure if it actually worked because it spat out an error at the end, as it just did now
What error?
Cannot open include file: 'RHICoreShader.h': No such file or directory
Close the error list and click on View > Output, what does that say?
A lot. Anything in particular you want me to search for?
Ctrl+F "error" in the output log.
1>[694/3062] Compile Module.WaveVR.cpp
1>C:\Program Files\Epic Games\UnrealEngine-5.0\Engine\Source\Runtime\OpenGLDrv\Public\OpenGLDrv.h(18): fatal error C1083: Cannot open include file: 'RHICoreShader.h': No such file or directory
WaveVR is a 4.26 plugin I'm trying to make compatible with UE5
That file exists, though, under Engine/Source/Runtime/RHICore/Public
It's strange that the error falls on a core engine file, though. Wonder if the problem is unity build in the plugin or your project hiding a dependency issue.
Is the File Read-Only? If so either turn it off or try to grant Read/Write to your User Account
All I could think of
Try adding bUseUnity = false; to your project and the plugin's .Build.cs files and building again.
See if you get a different error.
Ok, let me try that
Added that line to UE5_Source_VR_Test.Build.cs and WaveVR.Build.cs. Now Build spits out that error many times
For OpenGLDrv.h every time?
Yep
Here's the full output:
Thanks for helping me on this, by the way. I'm pretty out of my element here!
You're quite unfortunate too, this is a strange error. Does the plugin's .Build.cs file have RHICore in its dependency list? I wonder if that would solve it.
Oh, gosh. What does the output look like now?
Tons of new errors
why does it look like you disabled unity build engine-wide?
Lots of the errors say "method with override specifier 'override' did not override any base class methods"
[I don't know what I'm talking about, ignore this]
He can't have, he'd have had like 17k actions instead of 3k.
(Suggestion was specifically for the project and the plugin, not the engine.)
I've never seen the build output that noisy about engine components being disabled from unity build though
My suggestion was here: #engine-source message
So, specifically not engine. He had unity on everywhere originally, why would he have been getting that error?
It's puzzling (to me, at least).
There were...... 1003 errors. Here's the first couple dozen. Hope this helps
The problem is the error list floods with fake errors, that's why you'll always get asked for the build output.
Ah, ok
Cxxxx errors should be real, but they're a bit easier to dig into from the output log
Here's the big ole' output log. Should I try to address these errors one-by-one? I'm assuming this plugin contains code that 4.26 was cool with but that doesn't jive with 5.0
Nah, undo the RHICore change I suggested, seems it just makes things noisier.
Ok
Unfortunately I don't see what the origin of the problem could be. If you don't get a reply here soon I would post in the much more active #cpp.
Ok, I will. Thanks a lot!
Hello. I've done some changes to the SWidget.cpp and SWidget.h files, then built with vs17.
My question is; how can I import the compiled files into an existing ue install?
If you're referring to the vanilla engine build, you can't.
Hi, I want to know some things about UE4/5 engine building
I forked the UE5 repo
I know it uses UBT to build Engine and projects, and I added some changes to one of source files (VCToolchain.cs to be exact) of UBT to manage floating point precision
Should I manually build UBT for the changes to apply or does GenerateProjectFiles.bat do it for me and I shouldn't/don't have to build UBT alone because of some reasons?
nvm generateprojectfiles builds ubt so yeah
Thank you for replying.
Do you mean that if I change some files, build it, then it's not possible to replace binaries in the ue install from epic launcher, with the ones I've changed?
Nope.
You won't be able to build engine source code included in vanilla launcher build anyway. It's mainly there so that project/plugins C++ code can compile.
Oh. No that's not what I meant. I downloaded 4.27.2 from github, setup.bat+generated project files, opened with vs17 community edition, changed a few things, and built.
My question is, if I can take just the changed binaries from my build, and replace the vanilla ones with those I changed?
I'm sorry for any confusing, english isn't my first language. 🙂
Hey, i was building the engine using AutomationTool, and i got this error like 2 hrs into the build process:
anyone here knows what the problem could be? i havent found anything online about it
Paste the rest of the log? Or, at least, the lines directly before that.
hey, I lost the output, but the lines prior to that one were generic UnrealBuildProcess exited with code whatever type of thing
the error comes from this function returning false:
I'd disable incredishitbuild
what is incredibuild?
XGE is incredibuild related.
Try setting your buildconfiguration.xml file to something like this: ```<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<BuildConfiguration>
<bAllowXGE>false</bAllowXGE>
</BuildConfiguration>
</Configuration>
im a bit of a noob at this, so sorry for the question, but where could i find that?
That's the one.
it just shows this
There will be 2 copies, 1 engine-wide and 1 per-project.
Copy+paste what I put into that file, replacing what's there.
im building using buildgraph/automationtool to hopefully extract the build to a different folder, btw
ok will do
okay done
imma try make another build, see ya in another 2 hours
btw im building by executing AutomationTool with this command line arguments, if that means anything
Shrug
the reason why im not building the standard way, by right clicking UE4 in VS and selecting Build, is because i want the build to be placed in a different folder, so i can send it to my team, tho there might be an easier way to do that
- the documentation is scarce for my usecase
@iron dome the whole thing
Hi, I forked a repo of UE5-main and I have two problems
- While building an error of potential divide by 0 occurs . I can comment those 4 lines of code out but idk if I should
- the build takes SO LONG. in readme it's written that it should take 40 mins max. I,m barely at 856/6051 elements compiled after...1,5 HOURS
oh you got lucky, it took me 8 or 10 hours for the first build
but yeah that 10-40 mins thing was prolly written in unreal 1.0
oh okay so I'm not doing anything bad haha
But what about those division by 0 problems?
they're in UnrealMathTest.cpp so i suppose it's test something for platforms other than Windows?
ParallelExecutor.Execute: C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(211): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
ParallelExecutor.Execute: C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(371): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
ParallelExecutor.Execute: C:\Program Files (x86)\Windows Kits\10\include\10.0.22000.0\winrt\wrl/event.h(371): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
Probably your issue
There's also a lot of Detected compiler newer than Visual Studio 2019, please update min version checking in WindowsPlatformCompilerSetup.h
id assume so
yes there is, lemme look into it
ue5-main is unstable, you should not expect it to build. If you want a stable build of UE5 use release.
Compilation time is mainly a function of your CPU and storage medium, with more RAM also helping.
Always try to compile on an SSD if you can.
Also, the fact it says 6,051 actions suggests you might have done a full engine build, rather than only building what you need. Search this chat history for "side-by-side".
It also sounds like you might be compiling more than you need with over 6k actions
i mean, it's my first build, so shouldn't it build everything?
No, normally you build your game project and it only builds what your game requires.
With UE4, that meant 3k actions as opposed to 5k actions for the project I'm on for example, so that's a big saving.
ooooooh, i didn't know that, thanks!
Also deleting plugins you wont use could help, but do note that few plugins are not optional to the engine, else it refuses to run
I think one of those TCP/IP plugin is the one that is not optional and can't be deleted
will the source compile if I upgrade the solution to 4.8? The 4.5 developer pack is gone.
Might be too late already, but don't bother trying to change the .NET Framework version.
But to be fair, 2 C# projects that are in 4.5 are not detrimental
lmao, I changed the project to release, the problem with dividing by 0 persists haha
at this point i have no idea why my solution behaves like this
At least no black holes opened.
Though for good measure, you might want to try recloning your local repo again
but aside from that, from my understanding, I should build my game only, not the engine?
(Ue5.sln>RMB on MyProject>Build)
(deleting the .git folder isn't necessary)
Or just the UE5 project
The rest of the programmes are optional
i did that already, "changing the branch" was a figure of speaking haha
with a source build, building your game builds the engine components you use
disabling default plugins even reduces how much needs to build
Does anyone know why 5.0 branch is not getting updated anymore?
The development branch is now ue5-main.
With release being the stable branch.
Well, yes. But as you may know, if 5.0.1 is going to happen, commits for this update should go into 5.0 branch
(If perforce/github workflow is not changed from ue4)
any word on a hotfix for 5.0? Its pretty messy here
oh my god, after few hrs of building i got a list of errors and whole bunch of warnings about conversions from doubles to floats and i'm mad
(using release branch)
(Will post the error list after downloading english language pack, because I forgot to install it in fresh vs2022 lmao)
should I update the project to .net 4.8 ? or stay with 4.5?
You should at most take 4.5 C# projects into 4.5.2. Minor version numbers in .NET Framework isn't that straightforwardly compatible.
epic never work in main
so saying it's a development branch is inaccurate
if it comes across that way, then it's likely a quirk with how their p4->github mirror works
Where are you getting this information from? Plenty of our changes are done directly in main. While larger feature work is often in other streams and merged to main there's plenty of smaller work which is done directly in the main stream
your talk on workflow
from unreal fest 2019
and even when I checked p4, a lot of //UE4/Main changes were just robomerges
Ah then that information is outdated, a lot more work is done directly in Main these days
I think I prefer the sound of the 2019 workflow then, with main just being the source of truth and nothing more
unless there's a split between engine and game workflow now
how hard do you think it would be to backport mobile mesh distance field support from UE5 to 4.27?
so then what engine branch should I be in if I want hot fixes? 5.0? release-engine-staging? main?
what's stable?
Does that mean 5.0 branch won't get commits anymore?
Hot fixes will be in 5.0 and is the more stable of the branches. It's worth noting that there's no strong guarantees on stability outside of the tagged releases however effort is taken to keep 5.0 stable.
Main is relatively unstable as a lot of work is done there. Effort is taken to make sure it compiles but actual functional stability can fluctuate
Release-Engine-Staging is an internal branch only used for our merges, you shouldn't be touching this yourselves
No. 5.0 will get commits for hotfixes but only a small set of things are allowed in a hotfix so any larger changes will not be in there
When we get closer to the 5.1 release there will be a new 5.1 branch created which will be slowly stabilized and main will become 5.2
Main is always 1 version ahead of release to make it clear it is not compatible with the released version. I would not recommend being on main unless either you are just using it to look at new features or you have significant engine programming experience to fix any issues you may encounter yourself.
hoping 5.1 comes VERY soon then. mobile / vulkan is totally borked and I can't test oculus quest vr to see if it's worth moving from 4.27
Anyone know what the 4.27-Plus branch on Github is?
trying to figure out which 4.27 branch will work. started with the -chaos one because I was hoping for performance improvments, but it's definitely slwoer for my purposes so im going back to a "vanilla" 4.27 branch
4.27-plus branch is just for support for console SDK, which means practically nothing if you're not developing for PS5 and Xbox Series
ahhh ok thanks
does anyone else have the problem that when switching between two c++ projects, it recompiles a lot of stuff from the engine again?
Only when Unreal Build Tool gone crazy, but often times it's just recompile the target file every time you switch projects
At least in 4.27 UBT is less angsty
How do I solve this ?
RuleProcessor looks like a plugin specific to your project, or from MP
if you are trying to upgrade a UE4 plugin to UE5, it might have dependencies that have been removed or renamed
It was working normal and then this happened 😅 suddenly stoped opening editor altogether
I'm reinstalling Editor because of this issue
Hi everyone, I have a problem that started with UE5, when I build the engine source or the game, the number of parallel action is halved (using only physical cores), so it uses only 8, before, in UE4 it used all 16 threads. Is there a way to revert back to using all the threads instead of only 1 thread/core?
Morning, how do I get debug symbols when building from source?
Also, can I activate them after a build without rebuilding?
You will get debug symbols right away if you're building from source.
That's what I thought, but some exceptions still use the Hex-Code without the symbol resolution. So I started to have my doubts. I will post a screenshot once I reencounter it.
EXCEPTION_ACCESS_VIOLATION errors?
yes
To be fair that sometimes happen to me as well
Or is it just the address?
I managed to reproduce it.
So basically an empty array? (I know why the error occurs btw, I was just wondering about the output format).
Does the access violation error happen consistently?
Empty array?
Source builds should already generate pdbs
Oh, yeah, InCopy is a reference to null
It's not an empty array, it's a completely broken reference
If I do not fix it, yes. The problem is I have an Array of Components which I register, to fix another bug, I commented it. And when trying to access them in another loop, I got the error.
Ok, thanks. 😄
It's like somebody has done *nullptr
Indeed.
I would investigate the call above the crash and find out why you're passing a reference to null - it's probably that comment you added.
Yeah that's what I think aswell. But as I said, I already had fixed the problem, was only wondering about the error output. It just looked like missing debug symbols. But your explanation made sense. So thanks again :).
Yeah, I really didn't read anything except that screenshot 😄
Anyone had a problem where Hair.PageIndexResolutionBuffer buffer creation crashes, because NumElements*BytesPerElement overflows uint32 and wraps around to 0? Default config, 5.0 build
Any reason I would be missing binaries after everything is built? UE5 launches and games load so the build seems successful. The launcher version has 26 executables versus 13 in the source version. Maybe not all of them matter but the one that ruined my 2 hour test is a missing UnrealPak.exe
oh I see, I assumed the UE5 build did everything. thanks for the info
I tried to backport Subsurface mobile support cherry picking the commits, the problem is that some newer mobile features are tied to 5c1e32c7 and it had made changes in the android platform and the Oculus plugin didn't like that. I'm going to try again but I would wait for the UE5 Oculus branch, it's been in the works for quite some time already.
likely not going to happen till they get fixes from 5.1, so much is broken about vulkan and asct texture stuff etc
I don't know where it is, but there use to be an engine ini you could set the number of threads/workers the engine can use
Well, I didn't test too much, but I tried upgrading to UE5 in our game, and aside from the usual ugly LDR lightmaps and no tonemapping (as expected to the launcher version) it worked normally.
ue5 was running well enough performance wise, but colors and uv's were fucked in android preview and in headset
Oh, android preview never works for me in the source branch, even in UE4.
Everything is just white
you can't see it as well here, but like the light information is allllll over the place. thinking there's both an issue with coordinate information and probably math conversions
Have you baked the lightmap in UE5? It could be due to the LWC changes.
yes
tried it all. even entirely unlit colors are messed up
I disabled tone mapper and everything
if I enable mobile hdr, unlit colors are fixed, but light bakes are still fucked
so multi part problem. I know they "removed" tonemapper somewhere, but maybe how I was disabling it in 4.27 is different than how I have to in ue5
That's strange because tonemapping didn't work for me in UE5, it was pure Unlit colors with LDR lightmaps on top.
But yeah, that lighting problem is probably due to LWC
Large World Coordinates
A lot of stuff is now in doubles, specially in the GPU side
yeah, so the conversion to single point floats then. lots of plugins had that issue when I was converting
Can someone ELI5 me the difference between 5.0, 5.0_main and master real quick?
If I wanted to make changes that I could both make PR's for and also pull into my local "release" based branch, which would be the right branch to make those changes in?
I'm guessing 5.0_main
in the past I'd make changes in master, they cherry-pick them into my release branch
then once the real release branch updates, the hope is that would reconcile
Every time I change just a line of code in the source, I have to build the entire editor, or have I misunderstood something?
It's quite annoying that I have to rebuild it all every time I make a small change, just to test it out.
define "change just a line of the code"
where are you making the change?
avoid building solution or the "UE4" target, always build the game target in UE4.sln
if you change an engine module, it might trigger a re-link, but that isn't a completely fresh build
If you're changing a header file on core modules, it's quite expected
ue5-main doesn't compile out-of-the-box anymore
some template type errors: UnrealEngine\Engine\Source\ThirdParty\Catch2\catch.hpp(4015): error C2440: '<function-style-cast>': cannot convert from '_Ty' to 'T'
and the MemoryProfiler2 project complains about .NET SDK...although i simply unloaded that project
apparently Catch2 is a 3rd party unit-testing framework. delete Catch2 as a solution? but LowLevelTests has a dep on it. delete that. HeadlessChaos depends on that. delete that. ad nauseum. let's see if it builds...
Both cpp and headers. I just feel like there must be a way to test out things, without having to rebuild every time I make a change.. But maybe there isn't?
I changed something in swidget.cpp + h, and button.h
I'm currently at 4.27.2
ue5-main is unstable and won't always compile out-of-the-box.
How much you have to rebuild basically depends on how many things in the engine include it.
So when I change the widgets, then I have to rebuild the whole project? There isn't some "shortcut" to only rebuild only what I changed?
When you change a header that's directly or indirectly included by at least hundreds of other files (no doubt the case of SWidget.h), there's no getting around having to rebuild those hundreds of other files.
Slate code is pretty low level
since a lot of engine has its hand in that pie
so that will be expected. is there a reason you're modifying rather than extending?
Ah okay. Yea that makes sense.
I changed the ishovered to be true when haskeyboardfocus. So that gamepad will make the buttons get the hovered style.
In the button class I made the isfocusable boolean blueprintreadwrite instead of readonly, which gives me the option to set the variable from blueprint. However, it seems that the isfocusable variable is set when the button is constructed, so changing it after it's constructed doesn't take effect, I have to remove it, and then create a new button with the variable set. Do you guys happen to know if there's a "repaint"/"re-construct" node to call, instead of having to get all the information from a button, and then remove and create a new one, and then set all the data into the new one?
does that really require a low level change?
on a previous project we implemented gamepad support with very minimal engine changes
I want the hovered style to be set when the button has focus from the gamepad, and it can be done using a tick/timer that runs through all widgets that's focusable, but that's not ideal since we potentially have 100s of buttons, all created dynamically plus some static ones. There's also another option to make a new button that has the style set depending on state, which is set when it's focus or lost focus, but that means we have to replace all the buttons we currently have placed as well..
Then I stumbled upon some people who changed the widget source code to set hovered style when it got keyboardfocus, and I like that option the best, as that means we don't have to replace all buttons and don't have a timer looping through all buttons constantly.
That's the finds I found though.
If you got a better idea, I'm all ears, because this rabbit hole just keeps getting deeper and deeper it seems.. 😄
if you're looking at tick, you're looking at the wrong approach
UMG has focus events for everything
That's why I didn't go with that approach, cause I try to avoid tick as much as possible. And if we have 100s of buttons that it's looping through constantly, then it's not great for performance. 😉
I know there's focus for widgets, but if I want to set the style to hovered when it gets focused, how would I go about that then? I could make a new widget that has a button as child, and then override the focus and focuslost on that widget, but that means we have to replace all our buttons with that widget instead.
why is there still physx in ue5? 😄
Is there any way to prevent freezing of game thread when I move game window ?
Just the remnants of it.
PhysX is completely gone in ue5-master branch
is there a build configuration in the source engine? I need to change something there but I cant see to find it. I need to find the file and needs it location, anyone know?
I keep getting this error when packing, Detected compiler newer than Visual Studio 2019, please update min version checking in WindowsPlatformCompilerSetup.h
It takes a while to pack and always shoots out an error an the end
im going to rebuild in vs to see if it helps
can someone tell me why on gods green earth is VS now giving me the same errors? Can we use VS 2022 with UE4.27.2 or do we need to use 2019?
The error warning about detected compiler being newer should not cause failed build
But the Visual C++ build tools might cause issue.
You can install older build tools for VS2022.
Hi. I have normal UE4.27 downloaded from Epic Launcher, and I have UE4.27 built from source.
I have set up Android properly and normal UE4.27 is able to build an android apk without errors. However, the source UE4.27 fails to build an android apk.
I can post the errors here, however I was wondering if I have to build anything else in the Source file of Visual Studio to enable Android builds. Any help is appreciated thanks.
I changed something in the button.h, and swidget.cpp + h. What binaries would I have to parse to my coworkers for them to replace in their vanilla unreal?
Since you've changed a header file, probably lots of binaries
Yes. But which ones? 🤔
Because asking the rest of the team to do the same steps as I did, and build from source, just seems like lots. Instead I want to be able to just give them some files that they can replace in their unreal installation.
That's hard question, because you're changing a header file. It'll affect lots of modules probably.
I don't think you can get an answer for that.
Look into distributing an Installed Build: https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DeployingTheEngine/UsinganInstalledBuild/
But it will be as a replacement for the launcher build.
Thank you for you replies.
This is what I changed in the button.h file, all it does is it let me set the IsFocusable boolean from blueprints.
There must be an easier way of enabling it for the rest of the team, making it readwrite, than having to make a new install of unreal?
The issue is, that when I start using the node, then it'll break when the other open the project, because it's not available to them..
Button.h is pretty low level, I'd expect huge part of the engine to be recompiled
It just seems like a lot for just enabling readwrite on it.. If I can somehow figure out what files that need to be replaced in the vanilla for it to work, that'd be a much better solution than making a complete install for the rest of the team.
Why not just inherit from it?
Hello, I was looking at the LandscapeSpline's source code and couldn't find anything related to HSIM or ISM. Can I safely conclude that LandscapeSpline doesn't use instancing 😅
If I make a child of the button class, will I then be able to set the isfocusable variable from the bp?
I mean, can I then set the variable to readwrite?
If it doesn't, you can just make a new bp readwrite bool var and use it to set bIsFocusable
But how can I set IsFocusable if it's readonly? Sorry if I sound stupid, but I'm new to c++ 🙈
I made a c++ class based on the button class. And now I want to set the isfocusable through that, but I can't seem to get it right.
Unless the variable is private, you should be able to control it in C++
UCLASS()
class UMG_API UButton : public UContentWidget
{
GENERATED_UCLASS_BODY()
public:
...
/** Sometimes a button should only be mouse-clickable and never keyboard focusable. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Interaction")
bool IsFocusable;
This is from the button.h in the source code. And I want to change it from readonly to readwrite through the child class I just made.. I googled a bit, but can't seem to get it working.
PRs now go to ue5-main, correct?
I don't seem to find any.. If I make my own ufunction , how can I set the variable in it's parent class?
Is the variable private, protected or public?
Public. It's the code I posted above that I want to be able to change from blueprints.
public:
...
/** Sometimes a button should only be mouse-clickable and never keyboard focusable. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Interaction")
bool IsFocusable;
Ah yes. So in the derived class, literally just do IsFocusable = your value
In either your constructor (to set it to a default value for your child instance) or your ufunction
There's probably a reason that it's readonly, though.
You may find just changing doens't do what you want.
So if I make my own ufunction, I can do IsFocusable = mybool?
Yes
However, it won't work for instances of UButton, only instances of your child class
Yea of course. That means we have to replace all our buttons with this one
Correct?
When I changed it in the button.h directly, I was able to set it, and it worked. But when changed after the button was added to the viewport or canvas, etc., then it didn't have any effect. However, I found that when setting the variable after creating the widget, and before the add to viewport, then it worked.
can someone tel me how to enable hyper thread to build the engine from source
can someone tell m,e where these files are I know where the .snl file is but not the others
I would avoid changing engine code if you can. If you want to, though, go for it!
They'll all be in the same folder as your sln file.
@iron dome im just trying to build a dedicated server
how can I enable hyperthreading
to make the build faster?
In your bios.
@iron dome im looking for this file
Open explorer. Go to the search bar.
I have this in the header:
GENERATED_BODY()
UFUNCTION(BlueprintCallable, BlueprintReadWrite, Category = "Interaction")
void SetIsFocusable(bool& MyIsFocusable);
And this in the cpp:
void UButtonButBetter::SetIsFocusable(bool & MyIsFocusable)
{
IsFocusable = MyIsFocusable;
}
But I get lots of errors when I try build.
I don't know what's going on.. 🙈
Take the & off the bool?
Also post your errors.
also erm
BlueprintReadWrite isn't a UFUNCTION specifier...
Yea I just removed it before you replied, and now I'm able to build. Will test it now
🤞
Still, take off hte & from the bool!
Ok. What does the & do? Is that why I got it looking like this as output instead of input?
non-const reference (&) means at out parameter
That's really good information 👍
I made this small example:
And it seems to be working!
Thank you so much for your help. Really appreciated ☺️
If you want a non-const ref input parameter, you need to do UPARAM(Ref) type& var
Now I "just" need to make it set ishovered when it's focused, and unhovered when focuslost. But I guess I can get that working now by following the same approach 🙂
I'm gonna screenshot this
And this
😉
how come when I try to build my engine from source I keep getting these errors? are these some trouble shooting things I could do?
Is there anywhere to find a current list of all .dll and .exe files built by the engine compilation process? I'm trying to create a build that's digitally signed and filtering the list of files is a challenge.
you need to codesign editor binaries or just the packaged game?
the packaged game is obviously easier since it's a monolithic exe
can we build unreal engine with VS studio 2022?
or do we need 2019???
for unreal 4.27.2
I compiled 4.27.2 with VS2022
with a proper source build so it only built what our game uses
Anyone seen this issue for UE5 build, consistently occurs in this same place when doing a packaging for Shipping. Development packages fine.
[978/982] Compile Module.Engine.25_of_57.cpp
[979/982] Compile Module.Engine.52_of_57.cpp
[980/982] Compile Module.Engine.17_of_57.cpp
CompilationResultException: Error: OtherCompilationError
at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in C:\Development\Unreal\Engine\UE_5.0\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 375
at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile) in C:\Development\Unreal\Engine\UE_5.0\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 611
at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, Boolean bSkipPreBuildTargets) in C:\Development\Unreal\Engine\UE_5.0\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 282
at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in C:\Development\Unreal\Engine\UE_5.0\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 237
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in C:\Development\Unreal\Engine\UE_5.0\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 593
WriteFileIfChanged() wrote 1405 changed files of 2193 requested writes.
Timeline:
[ 0.000]
[ 0.000](+804.598) <unknown>
[804.598]
5.0.1 released on github 5 hours ago
Is it ue5 main?
I want to build the latest ue5 to test nanite grass from github. Which build should be used? Is it ue5-main?
Thanks. Is that the build that contains the nanite grass shown here: https://www.artstation.com/artwork/5BbdlO
Hi there,
after compiling UE5 Main (5.1) from Github,
i found out something remarkable.
In this Version, Nanite works with Masked and Two-Sided Materials
AND with Pivot Painter Wind!!
Of course, the Performance still needs to be improved, but it looks like
EPIC is really trying to make some People's Dream come true...
In the Scene i created he...
no idea. Nanite will support grass, but not masked or wpo materials yet so doesn't matter. so just make them polys
5.1 won't be stable or released for a while so don't bother working with it. your projects can't be rolled back into a 5.0 branch so you'll be stuck with whatever is in UE5-main till they sort it out
There is a branch on github that has wpo, masked materials and foilage support for nanite currently, you can download it and test it out. Just trying to confirm the correct branch that contains these so I can test them.
I am aware. Just testing not using it for projects.
that's probably ue5-main, but it's stated from epic to not ever work in it
I know but from above, you can see people are playing around with it. 🙂
5.0 branch is alive again 
While building UE 4.27.2 from source code is there a way to not downlaod or remove unwanted platforms and debug symbols to reduce the size?
hey , I've upgraded from 4.26 to 5 and there's this error when building from source but I don't know where the file should actually be. The file is UnrealEditor-D3D11RHI.pdb
has anyone run into this before?
Add -exclude=<platform> args to run Setup.bat
If possible can u send me the list of all the platforms i can exclude, what abt debug symbols?
This is for Win64:
./Setup.bat -exclude=WinRT -exclude=Mac -exclude=MacOS -exclude=MacOSX -exclude=osx -exclude=osx64 -exclude=osx32 -exclude=Android -exclude=IOS -exclude=TVOS -exclude=Linux -exclude=Linux32 -exclude=Linux64 -exclude=linux_x64 -exclude=HTML5 -exclude=PS4 -exclude=XboxOne -exclude=Switch -exclude=Dingo -exclude=Win32 -exclude=GoogleVR -exclude=GoogleTest -exclude=LeapMotion
Thanks
Of for a whitelist instead of a blacklist...
Hey, I'm trying to package a dedicated server and I'm getting this error which is causing the build to fail.
Module.Renderer.1_of_22.cpp.obj : fatal error LNK1143: invalid or corrupt file: no symbol for COMDAT section 0x3
After googling a little it seems like it's expecting compilation with MSVC toolchain, which I am using, so I'm confused as to why it would fail. Any suggestions?
delete that obj file and try again
I opted for cleaning my sln project and recompiling. which only just finished. I need a new pc :p
unfortunately I get the same error so im going to try delete that file now see what happens
Did anything change with UE5 in regards to setting the online subsystem to use? I upgraded from an early Jan commit to full UE5 release and I have not been able to use the redpoint EAS plugin ever since. Keeps saying the online subsystem is the null subsystem
[OnlineSubsystem]
DefaultPlatformService=RedpointEOS
^ that's how I have always set the onlinesub system to use in the past
I have built my game engine from source, then built my project as a developmet server and editor and it runs now, I was having issues packing a windows server, is it ok to delete my Intermediate folder if I am having issues, if I do, will I need to build my GAME as a server and editor AGAIN in Visual studio if I delete the Intermediate folder or is it ok and I can repack? It was shooting out fetal c1001 errors from that folder
Hello! Help me!!!
My GameMode after packing and instaling not working
Im not understand why
In PC platform is ok, but in another platform its not working
intermediate in project? In that case just rebuild your project and not the engine. You coupd also clean and build the project as well.
is building with vs2022 (instead of 2019) + updating the .NET dependency from 4.5 -> 4.8 going to be painful for me (probably going to do it anyway, just curious)
also- what is the status on the win11 + rtx 3000 patches--- the pin in #ue5-general points to commits that are out of branch which makes it a bit more difficult to apply them and im wondering if that work is superceded or otherwise merged into the epic mainline
XD wow this 12900k flies XD full build of unreal 5 from scratch in 56 minutes XD
cool, 6 is an LTS release so that makes sense
generally don't, you can usually target 4.5 still if you have the targeting pack installed. also if you set up a source build properly you'll skip a whole bunch of the compilation process
what do you mean?
which part
skipping a whole bunch of the compilation process
if you have your game project side-by-side with the engine and only compile your game target, it'll only build parts of the engine your game actually needs
turns 1hr+ into 10-20 mins
oh interesting, any guides/docs on setting it up that way?
not that im hurting for a 1 hour initial build
but will never hurt to speed up fresh builds* lol
Engine/
YourGame/
cpp.hint
GenerateProjectFiles.sh/bat
etc
that's it
UT before they abandoned it was setup the same way in their github repo and it's generally how things work internally at epic and bigger studios that do use source builds (especially if they use UGS)
oh ok you're just saying if i set up the project to link to the source build before building it can skip unnecessary parts
good to know
so if it's setup like this, UE4.sln will contain your game
and then you just build your game rather than build solution or "build UE4"
my project has a lot of C++ so thats inevitably how i will use this source build
but having everything fully built out ahead when its only an hour is also nice
yes but this is clean build in 10-20 mins
my old machine took 4 hours to build the engine from scratch, i was just commenting on how stupidly fast the 12900k is
it'll be on the lower side of that range if you have one of the high-end TRs
TR?
threadripper
12900k is a cpu model
i did not go for those beastly threadrippers ($$$) but im super happy with the 12900k
well I've not been in the market for an intel CPU for a long time, so I have a 24-core TR and that compiles the engine clean (with this project setup) in about 11 minutes on a SATA SSD
might be slightly faster on M.2
that sounds about right, thats 24 physical cores + the 2 threads per core right? so about 48 vcores
those things are insanely good
the price tag is so insane on them--- for what i wanted to build the AMD equivalent wouldve been a 5950x or some of the newer ones they are launching now
I was looking at the 20-30 min range on my old i7 which is pretty liveable which was a 6-core CPU
the TRs do have the advantage because with the high core count, you better believe UBT will use them all to their maximum
of course
but you also need about 2GB of RAM per physical core to avoid compilation errors
my new build is 12900k + 64GB ddr4 + nvme pci-x gen 4 SSDs + 3080ti
i went ddr4 because the premium on ddr5 is still pretty high for a minimal gain-- though im sure ill regret that decision in a few years
Any one tried pixel depth offset in the github build for nanite? Any update?
UE5 built engine, I am at ~144 GB. I'm pretty sure with UE4 I was at <80 GB. Does that sound about right?
probably if you build all of it rather than just what your project needed, since my UE4 folder is around 60GB with debug symbols and everything
I kept about the same amount of filtering I had for UE4, so I guess I'm going to have to re-evaluate what can be deleted or excluded.
well that's 60GB with all the default platforms downloaded, if you do a source build properly then you only compile what you need
That's what I build.
.\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe UnrealHeaderTool Win64 Development -WaitMutex -NoHotReload -FromMsBuild
.\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe ShaderCompileWorker Win64 Development -WaitMutex -NoHotReload -FromMsBuild
.\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe UnrealLightmass Win64 Development -WaitMutex -NoHotReload -FromMsBuild
.\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe UnrealPak Win64 Development -WaitMutex -NoHotReload -FromMsBuild
.\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe UnrealEditor Win64 Development -WaitMutex -NoHotReload -FromMsBuild
nope, that's everything
"building what you need" is selecting your game in UE4.sln and building that
I see... What if I want to build the engine separately from the game. Is there like a default game build I can use?
I don't know what that means in context to a source build
typically engine and game are coupled
for a source build
I was hoping I could pre-compile and download the engine but not the game.
Because the engine does not change often, yet the game code does.
yeah but you sink that time once for the initial build and not really again
and making engine changes also then is way more trivial
and I've seen some janky installed build setups
So you're saying it's not worth it?
doing a source build properly, side by side by project, is the way that's worth it and the way epic generally does it, and it's the way UGS expects it
Well that's assuming Im on Perforce. 😄
It also assumes you have the money to store one build per CL of your game when the engine itself changes like once every 3 months and the game code takes 3 minutes to build.
That's why it seemed like a good idea to only build and upload the engine binaries.
you only build when code changes, and UGS operates off a zip file stored in a depot
which is +S32 (only the last 32 revisions are stored)
Yeah for sure, and you can change that number too I assume.
@hidden hedge is there a flag to build without debug symbols btw?
I don't know nor would I use it
the UGS build graph does create stripped symbols to reduce the size but I wouldn't recommend that on a programmer's machine
Yeah I saw the example graph was doing that, probably pretty good for designer/artist machine though.
what exactly do we select here?
in epic's github they say only "To install the correct components for UE5 development, make sure the Game Development with C++ workload is checked. Under the Installation Details section on the right, also choose the following components:
C++ profiling tools
C++ AddressSanitizer (optional)
Windows 10 SDK (10.0.18362 or newer)
Unreal Engine Installer"
but i remember correctly net desktop development and net sdk were also needed?
i just want visual studio to build source with disk space efficient
has anyone else made an installed build of the release branch 5.0 yet? I can't seem to get over this shipping issue. fresh clone of the branch and I can't package with shipping or create an installed build (error while compiling shipping)
With VS2022, Workloads > Game Development with C++ should be all you need.
i couldnt build without net development
Yeah you are right, I guess I had stuff installed manually that covered for it.
Seems I also had to add .NET Core 3.1 Runtime (LTS) not you?
i just checked game + net desktop + c++ desktop on the main tab seems fine
Allright, mysterious, but good.
Does this mean anything to anyone? This is the log for my issue a few messages up when packaging Shipping and/or attempting to do a Installed Build
CompilationResultException: Error: OtherCompilationError
at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in C:\Development\Unreal\Engine\Repos\UE_5.0\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 375
at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile) in C:\Development\Unreal\Engine\Repos\UE_5.0\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 611
at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, Boolean bSkipPreBuildTargets) in C:\Development\Unreal\Engine\Repos\UE_5.0\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 282
at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in C:\Development\Unreal\Engine\Repos\UE_5.0\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 237
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in C:\Development\Unreal\Engine\Repos\UE_5.0\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 593
WriteFileIfChanged() wrote 1697 changed files of 1823 requested writes.
What's your build command?
AutomationTool.exe BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean -set:HostPlatformOnly=true
I'm debugging using shipping packaged builds. I'm getting the following.
C:\Development\Unreal\Engine\Repos\UE_5.0\Engine\Source\Runtime\Core\Private\IO\IoStore.cpp(2316) : fatal error C1001: Internal compiler error.
UATHelper: Packaging (Windows): (compiler file 'D:\a\_work\1\s\src\vctools\Compiler\Utc\src\p2\main.c', line 220)
UATHelper: Packaging (Windows): To work around this problem, try simplifying or changing the program near the locations listed above.
UATHelper: Packaging (Windows): If possible please provide a repro here: https://developercommunity.visualstudio.com
UATHelper: Packaging (Windows): Please choose the Technical Support command on the Visual C++
UATHelper: Packaging (Windows): Help menu, or open the Technical Support help file for more information
UATHelper: Packaging (Windows): cl!RaiseException()+0x6c
UATHelper: Packaging (Windows): cl!RaiseException()+0x6c
UATHelper: Packaging (Windows): cl!CloseTypeServerPDB()+0x2a8eb
UATHelper: Packaging (Windows): cl!CloseTypeServerPDB()+0xdbd09
UATHelper: Packaging (Windows): Took 5.7308758s to run UnrealBuildTool.exe, ExitCode=6
The most I've found so far is it's something in the ManagedProcess.cs file I think
Did you try with RunUAT.bat instead of calling the exe directly?
I'm just doing it as the documentation shows it
plus regardless, packaging a shipping build via the editor still results in the same error so the installed build isn't much of a worry at the moment
These are the inputs being passed in that it works on before it fails out
UATHelper: Packaging (Windows): Filename: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.31.31103\bin\HostX64\x64\cl.exe
UATHelper: Packaging (Windows): CommandLine: @"C:\Users\jb\Documents\Unreal Projects\ThirdPerson\Intermediate\Build\Win64\ThirdPerson\Shipping\Core\Module.Core.7_of_18.cpp.obj.response"
UATHelper: Packaging (Windows): WorkingDirectory: C:\Development\Unreal\Engine\Repos\UE_5.0\Engine\Source
Could me just me, but I'm curious to know how CEF3 (Chromium) got to 7.4 GB and why we now have 10 GB of PythonFoundationPackages.
figured out the issue. microsoft confirmed it's a bug in the compiler. Reka's workaround in this link fixed the issue
https://developercommunity.visualstudio.com/t/vs2022-1710-internal-compiler-error-when-building-1/1677086
for any that run into this in the future
Looks like Epic is experimenting with Horde compute tasks launched from UBT
Could indicate that we may one day have custom incredibuild like tool powered by Horde
first ive seen of it
https://github.com/Allar/compiling-unreal
Does it make sense to pin this here?
I think it is, can be used for reference.
Would also be good to pin one of sswires's messages on how to do a proper source build, since that's one of the most repeated things here.
what is interesting is that it is not under UE5, could be different game/fortnite project
for a second I thought it's gonna be Iron bug fixing ;
but prolly yes, some other project maybe fortnite, maybe something for Disney
one day they will shutdown the github because of us
hahaha well
it's way to late
i remember codenames of new consoles also leaked on github xD
but it's not gonna happen again, platform support since then has been encapsulated into it's own plugins
yeah but it is often also developers mentioning these codenames in descriptions. But I guess they have some guidelines or checks for it and even then, that's what codenames are for anyway.
what can I say i still wait for creative 2.0
i really want to see how fortnite is made 😄
not to mention it's gonna be new source of infinite ideas to be made into games
I see, I don't track the FN, all I heard was Creative 2.0 having Verse?
yeah verse and most imporantly full editor
they showed peek of it like 1.5 years ago
there is some tech that I really hope end up in mainline
ah cool, I was suspecting it will be some game-only custom editor with limited use
like live updates of game straight from editor to server in cloud
that's neat
It's time for us to look back on the unusual yet exciting year that’s been 2020. We invite you to join us for the annual Year In Review livestream, where we’ll reflect on what's happened across Epic Games and the Unreal Engine community and talk a bit about what’s to come.
ANNOUNCEMENT POST
https://forums.unrealengine.com/unreal-engine/events/1...
Digital Foundry discussed on how UE games have shader compiling issues in runtime because of the amount of shader used in the final game.
Is there a way of precompiling these shaders on PC when you open the game?
https://youtu.be/9SZLIGTFqiQ?t=2099
With the glut of triple-A releases over, the games industry continues to lull into a state of near-hibernation - not great when you're looking to produce a weekly chat show on the latest gaming and technology news. But we have a bunch of reports/rumours to respond to! The Witcher 3's next-gen upgrade has been delayed and news is starting to emer...
of course there
since like 3 years
most people using ue4/5 just op out using it
If a game has shader compile stutters at runtime, can this be enabled on a new patch of the game to run through the games shaders and make sure they are complied to the users specific GPU?
lol
so if used, it's recommended to do it earlier in development to avoid large patch sizes
ah yeah, totally forgot about the editor showcase
If you build from ue5 main on github, you won't have issues converting your project to 5.1 when it is officially released, right?
So no confirmation from the devs, last time ue5-main moved to official 5.0 release. I think it would also be like this as well.
just came here to post this
interesting stuff
but I wonder what is the motivation
right, when I think of data flows, I think or chained list of dependencies, each of them running one after another, which make it easy to multithread
I would assume, I can make simple interfaces for getting data, and they can be composed into higher level ones
idk
either way look like the first usage of it is control rig -;-
yes, control rig is getting all the candies. This sounds interesting
- Reworked type system incorporating type promotion/conversion
- UI work to allow for mixing instanced sub-objects and asset references with using TScriptInterface<IDataInterface>
I guess we will have to wait
🙃
I actually had the crash again yesterday. Seems like it comes and goes at random, so I converted things back to templates again.
5.0.1 seems like broke source builds if you have marketplace plugins in Engine folder
It's not generating new binaries for plugins now :/
hey guys question for a newbie, what dose the "launch" option do ?
why don't you just move them out of "marketplace" or into your project's plugins folder?
I've done the latter with source builds plenty of times
hey everyone, can you tell me how to update the engine version of UE via github so that you dont have to clone everything again? thank you 🙂
Editor binaries. We are delivering custom compiles to our clients, who are using the editor to build their own content
I'm getting MSBuild cannot find TargetFramework assemblies for .NETFramework,Version=v4.5 when building from Rider (MVS 2022 / MSBuild 17). That's not on the list of requirement for UE 5.0.0. I can install it, but first I'd like to see if it can be avoided by changing some of the build config files. Do you guys know where this stuff is defined, or if there is no way around 4.5? On the same subject, ShaderCompileWorker also wanted me to install .NET Core 3.1 Runtime.
D: thanks, will avoid
whats the best way to debug d3dx11 crashes. I upgraded a project and now i crash whenever i open a material selection drop down. I've tried aftermath, nsight. turning on logs. Not sure which material is blowing up
additional info:
[2022.04.20-04.04.53:227][323]LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s) (ErrorCode 00000001) (00000000)
[2022.04.20-04.04.58:228][323]LogD3D11RHI: GetQueryData is taking a very long time (5.0 s) (00000000)
this time it crashed in D3d11Query.cpp earlier (different computer) it was crashing
Hey can someone help me understand what set:GameConfiguration option does with RunUAT when making an installed build? Unsure what configurations I should use...
I want to be able to make development and shipping builds, obvs, but I also want to be able to debug both engine and game sources in packaged builds. So would this be appropriate?:
set:GameConfigurations=Development;Shipping;Debug
Unsure if I should be using DebugGame in addition to Debug - I suppose it's not necessary but could be an optimization for when I know I only want to debug game sources?
Also unsure if I need to be including Target variants (Editor, Client, Server)? I assume "no" because we're talking about building the engine, not a project?
are the symbols for plugins not included by default? If so, how do I include them?
are these important? editor seems to be working fine tho
Filter the error list to just Build
I would say you can safely ignore datasmith
build with a game project to avoid building pointless modules
well, maybe not useless but probably unused
i could use some datamisth
Datasmith is mostly for archvis/enterprise
i could try usd maybe
i wonder why source builds refuse to work with dlss
and why is it still seperated
when the reflex is built in
most likely legal issues with nvidia shipping the source with it
or even just being under the same license
IANAL
probably because epic exposed integratino api to allow working the DLSS as pluugin
and nvidia still dont give a shit
why would Epic care then ? -;-
rant aside
it shouuld work if youu match the exact CL against the plugin has been compiled
QQ: Is it safe to assume that the default build configurations in InstalledEngineBuild.xml represents what's used to generate Epic Launcher's installed build?
<Option Name="GameConfigurations" DefaultValue="DebugGame;Development;Shipping" Description="Which game configurations to include for packaged applications"/>
If so, then I plan to swap out DebugGame for Debug and also use WithFullDebugInfo to enable debugging UE sources in packaged builds. Will try this before bed if no response since I gather it takes a long time to build
Is there a way to resume downloading when git cloning from ue5 github? My internet keeps cutting off periodically for some reason and the download has to start all over again using Windows Shell.
You can do partial (or even shallow) clone of the repo to just the release or 5.x branches
I am trying to download ue5-main branch to test the new features. How can I download only that?🙏
On a side note, Epic should consider allowing future releases to be available on the launcher as experimental builds with a use at your own risk, not meant for production use warning so more people can download it with ease if they want to test.
anyone else also having issues with gravity or phyiscs or chaos vehicle? its like its in slow motion
Anyone seen this error or knows what it might be? regarding world partition.
LogPackageName: Illegal call to DoesPackageExist: Input '/Memory/UEDPIE_1_WPRT_DesertMoon_Map_MainGrid_Cell_L0_X-28_Y-13_DL0' is not a child of an existing mount point.
I just watched the stream on the modeling tools, they mentioned in the QnA at the end that there's some work in main that is working towards a new import pipeline, does anyone know where that is?
The reason there's no UE5 Main build up on the launcher is that it updates constantly and is broken around 50% of the time. You should never be using Main as your main development version, but it can be useful to grab individual fixes
I don't think anyone is using main from github as a main development version. The idea is to make the branch easy to download and test if anyone wants to. They could add a warning message which you click you agree to that stipulates you are aware what you are downloading isn't ready for production use and you are only downloading for test purposes.
Blender has daily experimental builds which are easily downloaded and can be tested. Krita as well. Its just something they should consider. Building from github is a pain imho.
its a pain but they probably just dont want to invest in it
because most people probably wouldn't use it, and most people who do want to use it probably download source anyways
blender is also a much smaller data footprint
I'm not sure what kind of issues there are with dlss in source builds. It just works fine with UGS workflow, engine is versioned with local perforce changelist numbers.
Well if they complain, someone will remind them. At least the warning was added. I get what you are saying.
Did you ever get a solution for this issue? Currently running into it myself
Why would I be getting engine recompiles when I'm not changing any engine code? Happens every couple of days.
are you sharing a source build with more than one project? are you hitting build solution or "build UE4"?
It's a source build with more than one project, but literally the only thing I'm doing is adding/removing plugins in Lyra (running GenerateProjectFiles.bat every day). I have Lyra set as my startup project and press F5, which has always just built changes for me.
I have been opening UE5.sln in another editor that I have been wanting to try out (10X). Could that be the problem?
if one of the projects changes a setting that requires a unique build environment, then that's probably it
I don't see how that could be happening but clearly something is. I'll try to keep an eye out for any pattern.
I forgot to run GenerateProjectFiles.bat before opening the sln after having deleted project plugin files, but that couldn't be the problem, could it?
Since that's project-specific in any case.
well I've only ever kept one source build per project anyway
Oh wait, maybe it's simpler. Could it be because I updated VS to 17.1.5?
That would also explain why I got an engine recompile the other day — it would have been after the update to 17.1.4.
We did
And guess what, nobody listens as well.
At least now that 5.0 "stable" is out, I can stop whining about using UE4 in the meantime.
Hey, yeah.
Long story short, our artist has setup LODSync for metahuman blueprint, which broke LODs for groom assets, that caused them to always render as HairStrands geometry instead of falling back into cards when camera is far away (even 100s of meters away), which basically ended in the buffer overflowing due to large AABB macro groups bounding boxes.
So fixing the LODSync on the metahuman blueprint also fixed our problem.
Long story (based on very quick research, so not all may be correct).
The problem is, or rather I should say limitation of the implementation/engine (but I reckon HairStrands geometry shouldn't be rendered far from camera, so it's fine):
FRDGBufferDesc::GetTotalNumBytesreturnsuint32, so it can overflow in the operation it's doing.- How hair strands are grouped into AABB macro groups. In short, hair strands are grouped into maximum of 16 macro groups, so if you have more than 16 groom assets that currently render as hair strands geometry, a lot of them are going to be grouped into the same macro group based on proximity (this can happen with even 2 hair strands if they are close to each other, like hair and beard, but that is not a problem). Adding more hair strands into the same macro group, increases its bounding box based on world location of those hair strands.
OutTotalPageIndexCountin voxelization for FRDGBuffer element count is calculated based on AABB Macro Group bounding boxes (in short as there is more stuff involved), so if you have two hair strands that are grouped together and are way too far from each other,OutTotalPageIndexCountcan increase by millions causing overflow.- When GPU driven,
OutTotalPageIndexCountis clamped to256^3, which with 16 AABB macro groups, the total value of buffer is256^4which causes overflow into0.
Well, if people complain or not, and they still don't get it . Thats nobody's fault tbh. At least if somebody complains that Epic devs should have warned them. They would be notified that they were notified. Same way you have Blender and Krita having experimental builds available, you don't see people complaining about that because they are aware they are using an experimental build. So maybe a short warning in bold letters when installing experimental build from the launcher would suffice. Not those long license agreement notes pls.
And maybe create a completely different section in the Epic launcher so its seperate from the normal install window.
I guess you're oblivious to the warnings as well. But eh, that's a thing in the past.
What warnings?
I was aware that early access wasn't for production work
The warning that UE5 Early Access and Preview builds were not suited for production upon installing
I sure get one.
And it's not even the long ass EULA
Well..I was aware of this from using the forums and I remember seeing the warnings while installing even though I would admit I didn't pay much attention to it since I already knew from the info going around about early access at the time. Everyone who is installing an experimental build most times are aware they are installing such. Like when I am installing an experimental build for Blender and Krita, I am aware because they have a page for experimental builds so maybe they should create an experimental build page in the Epic launcher so when people go to that page, they know its an experimental build not a full fledged Unreal engine release. The install page on the Epic launcher is associated with full unreal engine releases.
I am regretting not getting that 2tb ssd...
might be more advanced, you get fuull sequencer and can bind any component/property from it to animate over day