#engine-source

1 messages · Page 50 of 1

bleak sleet
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I kinda wish they retained the branches!

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I'll do that if I have to, gonna try and run it on 4.27.2

lime kernel
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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?

red breach
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hi , I created server build But It's crashing on start. Here is the crash log

iron dome
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It's not crashing... it's just exiting.

indigo solstice
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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.

indigo solstice
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I fixed it by going into the Visual Studio Installer and checking the 4.8 .NET Framework box.

minor imp
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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

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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.

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I am always hitting the MSB3073 error with the ShaderCompileWorker in build tools failing on me and never completing the source engine build.

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Never ran into this before on a source build

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4.27.2

viscid crag
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could there be a reason why asset validation is taking so long?

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it doesn't take this long usually

runic comet
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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

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Game crashes at this point obviously 😅 . Everything is fine in editor, so I'm kind of struggling here

minor imp
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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.

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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.

calm mason
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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.

ancient lagoon
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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

static sapphire
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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?

pallid path
# static sapphire I have a question that has arisen out of me chasing down how line trace actually...

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 🤷

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That's from SceneQuery.cpp, they all call the same function in the end.

spice vine
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I have a UWorldSubsystem which is trying to call functions from a UGameInstanceSubsystem

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but I think these are in different modules

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so the UWorldSubsystem is yelling unresolved external symbol

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how2fix?

runic comet
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I would check which module should depend on which and then add the dependency? Just stabbing in the dark tho

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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

terse gale
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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.

hexed valley
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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

kind storm
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At this point all commit from ue4-master branch goes straight to 4.27-chaos branch, and it hardly seem to be detrimental hotfixes.

lapis lily
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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

pulsar kestrel
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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.

lapis lily
pulsar kestrel
# lapis lily 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.

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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.

lapis lily
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Will do, thanks again for the info.

dense kettle
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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 ?

pulsar kestrel
dense kettle
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It happen when using BuildGraph

pulsar kestrel
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Ah, no experience with that, sorry. If you don't get a timely answer here might be worth asking in #automation.

kind storm
rough prairie
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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.

pulsar kestrel
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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.

pulsar kestrel
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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.

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The build system will bring in the necessary engine dependencies.

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That's right, if you've done your setup correctly then building the game target will only build whatever's necessary from the engine.

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That's still a lot but it's much less than building the engine target.

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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.

hidden hedge
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I'm glad people are passing on this advice because it really is the "proper" way

pulsar kestrel
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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.

hidden hedge
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the epic docs are a bit weird for the source build since it doesn't follow what epic actually do

crystal glade
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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.

crystal glade
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perfect, thank you

hidden hedge
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your game should be the startup project

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you do not change the engine association in the uproject, that's pointless

pulsar kestrel
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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.

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Yes. 🙂

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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.

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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?

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🤞 I'm going to bed, hope it all works out as normal.

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Gosh, that is super weird. Don't know what could be causing errors with such fundamental engine classes as AActor and UWorld.

hidden hedge
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why are you building solution

pulsar kestrel
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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.

hidden hedge
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the log clearly states it's building "UnrealFileServer"

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which means they are building solution

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not the project

pulsar kestrel
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@lethal valve Either press F5 or right-click on your game target and click "Build project".

hidden hedge
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why are you showing this

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stop building solution

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and do what Thomas said

pulsar kestrel
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Is that "Build All", maybe?

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That certainly would explain it, ha.

kind storm
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Stop build all

Building just the UE4/UE5 project in Development Editor is ALL you need for the rest of your life.

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Ignore the rest of the program/projects in the solution

pulsar kestrel
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"Deadside" in this case, not "UE4", or they'll get the same kitchen-sink stuff as before ...

hidden hedge
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yes, what we've just been through lol

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also that's true, with a source build you do not build "UE4"/"UE5"

half lake
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can anyone tell me why a clean build of release branch might have linker errors for bink

half lake
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running Setup.bat fixed my problem. the last time I ran it was probably before epic acquired bink

rough prairie
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Is there a way to not compile specific modules whilst compiling from source?

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Or only compile specific modules?

pulsar kestrel
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Well if you only want to compile eg UnrealInsights, you just right-click on the "UnrealInsights" target and build that.

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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.

brave bramble
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I downloaded the ue4 source code and built it, what do i do next?

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im specifically doing this to be able to work with dedicated servers

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i already have a project that i would like to use in the source build

quick mica
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right click on your project and select a different unreal engine version

daring abyss
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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

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I'm pretty sure I have the right symbol paths set up in Visual Studio

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Is this something to do with the build configuration I used?

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I didn't specify a configuration for the engine build, and I built the game using Development

lost linden
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>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?

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@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.

pulsar kestrel
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Development, Test, Shipping => both engine and game optimized.
DebugGame => engine optimized, game unoptimized.
Debug => neither engine nor game optimized.

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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.

brave bramble
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hey trying to build either the editor or the server as development doesnt work on my source build?

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it says that the build command returned with error 999

brave bramble
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This just doesnt work i will literally go insane

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it wont build

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the engine with the project wont build at all

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all "command xyz returned code 999"

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even if it built like 20 minutes ago

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it as in like the engine itself

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am i supposed to build the entire vs solution or just the ue4 project

pulsar kestrel
brave bramble
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This worked unexpectedly well

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oh wait no nvm it opens the editor launcher

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where you pick the project n such

pulsar kestrel
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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?

brave bramble
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yep although i dont know if im building the right thing

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give me a second ill send a ss

pulsar kestrel
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Once you're in that UE4.sln you need to right-click on your game name and click "Build project".

brave bramble
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aight

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already kinda did that but there were errors gimme a second to fix them up

brave bramble
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alright what now

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@pulsar kestrel (sorry for the ping)

pulsar kestrel
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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?

brave bramble
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Editor but the like

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project editor

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not the "choose project"

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which is what i want

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thank youuu

pulsar kestrel
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Oh right, it won't launch into the project chooser since you're opening your own project directly.

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But yeah, at least it means you did a source build successfully.

rocky warren
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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...

hidden hedge
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show the actual errors

daring abyss
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@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.

rocky warren
rocky warren
# rocky warren

i ve try change vm size and zm factor in some combinations, but dont work well all

hard goblet
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My visual studio 2022 is very slow and laggy.I can't build the solution file generated for ue4 source code.Any ideas?!

peak laurel
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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()

rocky warren
warm adder
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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:

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any ideas what is wrong? or how to better debug RunUAT/BuildGraph process

rocky warren
warm adder
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I paste all, this is message from Discord, it shrink larger text, on right buttom is download txt

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or on right buttom is button (arrows) to see all

rocky warren
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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? 😟

cyan furnace
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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()

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as well as FChaos something or other

hard goblet
lone blade
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Seems down, very odd

rocky warren
gray bay
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The DNS entry was removed

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The ftp has been missing for at least a week or two now

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Nobody got any notification - i asked a lot of people

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Nothing on UDN or the forums either

hard goblet
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How much time it took for you guys to build the solution file in visual studio?!

kind storm
hard goblet
hard goblet
kind storm
hard goblet
kind storm
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That's pretty normal I think
Also not accounting your game project, which may increase the size even further

warm breach
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#cpp message

Is anyone else having this problem on 4.27.2 with "Development" build config?

hidden hedge
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you should have your project side-by-side and then build the game project which figures out the required engine components

cyan furnace
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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?

hard goblet
hard goblet
hidden hedge
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Welp

bright olive
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I'm not sure if that helps, but that's why your project would be triggering something looking for shader compiler

cyan furnace
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thanks

bright olive
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try building the shader compiler executable on its own

cyan furnace
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I don't nkow anything about the shader compiler

bright olive
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under Programs in the solution explorer

cyan furnace
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Just built from source and have those errors, didn't know what I need to do

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ok

bright olive
stoic canyon
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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:

stoic canyon
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k moved it there thanks

maiden river
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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

maiden river
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O_o

knotty warren
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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.

kind storm
# knotty warren Hi all, just curious if you can recommend any tutorials, blogs or forum threads ...

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/

This article shows how to modify the default Unreal Engine lens-flare post-process, from code to shaders. I always wanted to chang...

knotty warren
crystal swan
kind storm
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Once UBT say "rebuild!", yeah... There's no going back, I'm afraid.

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You may changed some low level cpp classes in the process of that, thus UBT considers to rebuild all the stuff

hard goblet
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When building from source,how to build only the modules required by project?!

hard goblet
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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?!

warm breach
crystal tusk
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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:

  1. Run GenerateProjectFiles.bat ONCE - it will generate UE5.sln and all of the subprojects
  2. Periodically "git pull" from Github
  3. Just "Build Solution" in Visual Studio - and it will always pick-up latest changes (through magic inside UnrealBuildTool)
pulsar kestrel
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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.

crystal tusk
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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 😦

pulsar kestrel
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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.

crystal tusk
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I am just wondering if that time can be optimized somehow - or is it really my CPU's fault (4 cores, 8 threads though)

pulsar kestrel
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4 cores is not a lot for a dev machine.

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The rest sounds good.

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The problem is, because you're building solution you might be rebuilding even when a header changes that your game doesn't use.

crystal tusk
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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...

pulsar kestrel
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As said above, if you build your game target instead of the solution that should already shorten your build times considerably.

crystal tusk
pulsar kestrel
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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.

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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.

crystal tusk
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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..

pulsar kestrel
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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.

crystal tusk
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let's wait until tomorrow's announcement 😛

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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
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someone with that tool would win the lottery ticket 🙂

pulsar kestrel
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They already did, they're called Google. 😄

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Google IWYU.

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But it only works with Clang, I think?

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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.

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I imagine this would fail miserably on the UE codebase which has its own massively custom setup.

crystal tusk
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still, manual cleanup of such a bloat codebase - is unimaginable

pulsar kestrel
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Yeah, the UE codebase is millions of lines of code written over a quarter of a century, it's a special beast.

crystal tusk
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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...

pulsar kestrel
crystal tusk
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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 😃

pulsar kestrel
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I think we can wait quite a while for that. 😛

hard goblet
hard goblet
hard goblet
pulsar kestrel
hard goblet
pulsar kestrel
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Does your game project have a C++ class?

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Or do you just have Blueprints?

hard goblet
pulsar kestrel
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Does your game even appear in the UE4.sln file?

hard goblet
#

And game doesn't appear in .sln file

pulsar kestrel
#

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.

hard goblet
#

But I can't open my editor.Let me turn on my laptop

#

It's showing modules not installed

hard goblet
hard goblet
pulsar kestrel
hard goblet
pulsar kestrel
#

Only if you're using a source control solution like Git or Perforce.

pulsar kestrel
#

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.

hard goblet
pulsar kestrel
#

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.

hard goblet
pulsar kestrel
#

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.

hard goblet
pulsar kestrel
#

Continue to Google and look in the Slackers archive but ngl, sounds quite bad if you can't even open the Launcher editor. 😕

hard goblet
#

U mean unreal engine editor right?!

pulsar kestrel
#

Yeah, sorry, basically the one you download off their website.

#

EGL, not EGS.

strange swift
#

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 :/

hard goblet
pulsar kestrel
hard goblet
kind storm
#

Though I think it'll take more time than using prebuilt installed builds or vanilla launcher builds

hard goblet
kind storm
#

oof

Never mess with engine git unless you know what you're doing xD

hard goblet
hard goblet
#

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

iron dome
#

Don't mess up with github.

#

😦

kind storm
#

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

hard goblet
#

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.

frank gale
#

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

south vortex
#

I should be able to download visual stuido 2022 to build unreal engine correct? I dont have to use 2019 do i?

wintry coral
#

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?

shrewd thorn
#

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

empty osprey
#

Can a big project with cpp be converted from 4.26 to 4.27 without a problem?

shrewd thorn
#

Generally there will be small issues but nothing super hard to fix

kind storm
pallid path
tired spade
#

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

frank gale
#

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?

wintry coral
#

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?

kind storm
elder falcon
#

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

wintry coral
#

I am trying to build the unreal engine source code and I get these errors

#

Anyone know how to fix it?

kind storm
wintry coral
#

yes I am rebuilding and it looks like its working

#

but how come when it generated it says UE5?

#

UE5.sln

wintry coral
#

I downloaded 4.27 its weird it says 5

kind storm
wintry coral
#

oh man

wintry coral
#

where do I get 4.27.2 , this has been an all day thing trying to build this engine, is this the correct link ?

#

all the links are all the same

#

im confused

#

I use the git bash here and then it will download unreal engine 5 again???

kind storm
#

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

shrewd thorn
#

Physx will be completely gone for 5.1, so don't depend on it

twilit igloo
#

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?

calm mason
#

I make Installed engine builds and distribute it to my team, this way we are all on the same version.

sour nova
#

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

jade dagger
#

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

sour nova
pulsar kestrel
sour nova
#

I’m curious if anyone has done a dedicated server build of Lyra as well

pale spoke
#

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

kind storm
pale spoke
#

We have a bunch of plugins and custom tech to port over, and since we have a release soon its not the best time.

shrewd thorn
#

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

pale spoke
#

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

shrewd thorn
#

What is your actual problem?

pale spoke
#

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)

shrewd thorn
#

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

pale spoke
#

yeah that might be a problem too

pale spoke
shrewd thorn
#

You can probably just remove any win32 references from your .uproject and .uplugin files

pale spoke
#

seems like the same CL

shrewd thorn
#

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

bleak hedge
#

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

shrewd thorn
#

Maybe check Resource Monitor in windows and see what files it's reading/writing

pale spoke
bleak hedge
#

Does not seem to be reading or writing anything

twilit igloo
calm mason
twilit igloo
calm mason
#

The learning never stops!

spiral rose
#

Hi guys

#

someone know where I can get the source of UE5, the one that Epic juste released ?

severe rain
#

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.

spiral rose
#

thank @kind storm 🙂

dense kettle
#

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.

lilac isle
dense kettle
#

Yes I already see. I relaunch the build

severe dagger
#

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 :)
quick mica
kind storm
# severe dagger Hi! I'm trying to build my own version of unreal engine, and I was wondering a f...
  1. 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.

  2. 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/

This page describes the Installed Build process, including an overview of how to write Installed Build scripts.

severe dagger
#

@quick mica@kind storm thanks! will take a look at this

wooden flame
#

Had anyone try to compile ue5 source with fastbuild enabled?

keen ivy
#

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?

quick mica
keen ivy
#

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

hidden hedge
#

never use ue5-main

#

except for when creating a PR

true leaf
sacred stump
#

.

hidden hedge
#

which isn't quite a "rebuild"

charred tiger
#

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?

pulsar kestrel
charred tiger
#

@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 😄

pulsar kestrel
#

Does the output window say anything?

hard goblet
#

Error while running setup.bat

severe dagger
charred tiger
#

@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.

rocky owl
#

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

severe dagger
charred tiger
#

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

swift pumice
#

trying to build ue5 and keep getting this error, any ideas?

#

seems to be caused in catch.hpp

main estuary
#

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?

limber heath
#

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?

pulsar kestrel
#

If so, sounds like the Rebuild didn't just clean your project but also the engine dependencies for your project.

main estuary
main estuary
#

Cannot open include file: 'RHICoreShader.h': No such file or directory

pulsar kestrel
#

Close the error list and click on View > Output, what does that say?

main estuary
#

A lot. Anything in particular you want me to search for?

pulsar kestrel
#

Ctrl+F "error" in the output log.

main estuary
#

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

pulsar kestrel
#

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.

feral bluff
#

All I could think of

pulsar kestrel
#

Try adding bUseUnity = false; to your project and the plugin's .Build.cs files and building again.

#

See if you get a different error.

main estuary
pulsar kestrel
#

For OpenGLDrv.h every time?

main estuary
#

Yep

#

Here's the full output:

#

Thanks for helping me on this, by the way. I'm pretty out of my element here!

pulsar kestrel
#

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.

main estuary
#

RHI, but not RHICore. Let me try adding RHICore

#

Woah, that made VS very unhappy

pulsar kestrel
#

Oh, gosh. What does the output look like now?

main estuary
#

Tons of new errors

hidden hedge
#

why does it look like you disabled unity build engine-wide?

main estuary
main estuary
pulsar kestrel
#

(Suggestion was specifically for the project and the plugin, not the engine.)

hidden hedge
#

I've never seen the build output that noisy about engine components being disabled from unity build though

pulsar kestrel
#

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).

main estuary
pulsar kestrel
main estuary
#

Ah, ok

hidden hedge
#

Cxxxx errors should be real, but they're a bit easier to dig into from the output log

main estuary
#

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

pulsar kestrel
pulsar kestrel
#

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.

heady summit
#

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?

kind storm
radiant cave
#

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

heady summit
kind storm
#

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.

heady summit
severe dagger
#

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

iron dome
#

Paste the rest of the log? Or, at least, the lines directly before that.

severe dagger
#

the error comes from this function returning false:

iron dome
#

I'd disable incredishitbuild

severe dagger
#

what is incredibuild?

iron dome
#

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>

severe dagger
#

im a bit of a noob at this, so sorry for the question, but where could i find that?

iron dome
#

In your profile folder somewhere

#

Saved maybe?

severe dagger
iron dome
#

That's the one.

severe dagger
#

it just shows this

iron dome
#

There will be 2 copies, 1 engine-wide and 1 per-project.

#

Copy+paste what I put into that file, replacing what's there.

severe dagger
#

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

iron dome
#

Shrug

severe dagger
# iron dome _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
severe dagger
radiant cave
#

Hi, I forked a repo of UE5-main and I have two problems

  1. While building an error of potential divide by 0 occurs . I can comment those 4 lines of code out but idk if I should
  2. 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
severe dagger
#

but yeah that 10-40 mins thing was prolly written in unreal 1.0

radiant cave
#

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?

iron dome
# severe dagger <@163374417634656257> the whole thing
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

severe dagger
severe dagger
pulsar kestrel
#

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".

iron dome
#

It also sounds like you might be compiling more than you need with over 6k actions

radiant cave
#

i mean, it's my first build, so shouldn't it build everything?

pulsar kestrel
#

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.

radiant cave
#

ooooooh, i didn't know that, thanks!

kind storm
#

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

swift pumice
#

will the source compile if I upgrade the solution to 4.8? The 4.5 developer pack is gone.

kind storm
radiant cave
#

at this point i have no idea why my solution behaves like this

kind storm
#

Though for good measure, you might want to try recloning your local repo again

radiant cave
#

but aside from that, from my understanding, I should build my game only, not the engine?
(Ue5.sln>RMB on MyProject>Build)

kind storm
#

(deleting the .git folder isn't necessary)

kind storm
#

The rest of the programmes are optional

radiant cave
hidden hedge
#

disabling default plugins even reduces how much needs to build

lilac isle
#

Does anyone know why 5.0 branch is not getting updated anymore?

pulsar kestrel
#

With release being the stable branch.

lilac isle
#

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)

small surge
#

any word on a hotfix for 5.0? Its pretty messy here

radiant cave
#

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?

kind storm
hidden hedge
#

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

summer pelican
# hidden hedge epic never work in main

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

hidden hedge
#

your talk on workflow

#

from unreal fest 2019

#

and even when I checked p4, a lot of //UE4/Main changes were just robomerges

summer pelican
#

Ah then that information is outdated, a lot more work is done directly in Main these days

hidden hedge
#

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

dusky zinc
#

how hard do you think it would be to backport mobile mesh distance field support from UE5 to 4.27?

dusky zinc
lilac isle
summer pelican
# dusky zinc so then what engine branch should I be in if I want hot fixes? 5.0? release-engi...

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

summer pelican
#

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.

dusky zinc
#

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

junior hare
#

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

kind storm
severe depot
#

does anyone else have the problem that when switching between two c++ projects, it recompiles a lot of stuff from the engine again?

kind storm
#

At least in 4.27 UBT is less angsty

limber maple
#

How do I solve this ?

hidden hedge
#

if you are trying to upgrade a UE4 plugin to UE5, it might have dependencies that have been removed or renamed

limber maple
#

It was working normal and then this happened 😅 suddenly stoped opening editor altogether

#

I'm reinstalling Editor because of this issue

verbal obsidian
#

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?

tacit mortar
#

Morning, how do I get debug symbols when building from source?
Also, can I activate them after a build without rebuilding?

kind storm
#

You will get debug symbols right away if you're building from source.

tacit mortar
kind storm
tacit mortar
#

yes

kind storm
#

To be fair that sometimes happen to me as well

tacit mortar
#

Or is it just the address?

tacit mortar
iron dome
#

That's a nullptr

#

It's trying to read a member offset (0x38) of a nullptr

tacit mortar
kind storm
#

Does the access violation error happen consistently?

iron dome
#

Empty array?

kind storm
#

Source builds should already generate pdbs

iron dome
#

Oh, yeah, InCopy is a reference to null

#

It's not an empty array, it's a completely broken reference

tacit mortar
tacit mortar
iron dome
#

It's like somebody has done *nullptr

tacit mortar
#

I see. a black hole so to say.

#

Trying to access nothingness

iron dome
#

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.

tacit mortar
iron dome
#

Yeah, I really didn't read anything except that screenshot 😄

stable rain
#

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

heavy egret
#

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

iron dome
#

The source has extra applications in the sln.

#

You can build them too if you want.

heavy egret
#

oh I see, I assumed the UE5 build did everything. thanks for the info

quiet oracle
dusky zinc
dusky zinc
quiet oracle
dusky zinc
quiet oracle
#

Oh, android preview never works for me in the source branch, even in UE4.

#

Everything is just white

dusky zinc
#

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

quiet oracle
#

Have you baked the lightmap in UE5? It could be due to the LWC changes.

dusky zinc
#

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

quiet oracle
#

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

dusky zinc
#

I disabled tone mapper via post process settings

#

what is lwc

quiet oracle
#

Large World Coordinates

#

A lot of stuff is now in doubles, specially in the GPU side

dusky zinc
#

yeah, so the conversion to single point floats then. lots of plugins had that issue when I was converting

long wave
#

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

heady summit
#

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.

hidden hedge
#

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

lilac isle
#

If you're changing a header file on core modules, it's quite expected

torpid echo
#

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

torpid echo
#

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...

heady summit
#

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

pulsar kestrel
pulsar kestrel
heady summit
pulsar kestrel
hidden hedge
#

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?

heady summit
#

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?

hidden hedge
#

does that really require a low level change?

#

on a previous project we implemented gamepad support with very minimal engine changes

heady summit
#

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.. 😄

hidden hedge
#

UMG has focus events for everything

heady summit
#

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.

burnt patrol
#

why is there still physx in ue5? 😄

daring sinew
#

Is there any way to prevent freezing of game thread when I move game window ?

kind storm
wintry coral
#

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

wintry coral
#

it keeps failing to build the engine no matter what I do

wintry coral
#

im going to rebuild in vs to see if it helps

wintry coral
#

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?

kind storm
livid needle
#

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.

heady summit
#

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?

lilac isle
#

Since you've changed a header file, probably lots of binaries

heady summit
lilac isle
#

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.

pulsar kestrel
#

But it will be as a replacement for the launcher build.

heady summit
#

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..

kind storm
heady summit
arctic topaz
#

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 😅

heady summit
kind storm
heady summit
#

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.

kind storm
heady summit
#

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.

iron dome
#

Add a UFUNCTION that changes it...

#

If there isn't one already.

wraith crystal
#

PRs now go to ue5-main, correct?

heady summit
iron dome
#

Is the variable private, protected or public?

heady summit
#

public:
...
/** Sometimes a button should only be mouse-clickable and never keyboard focusable. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Interaction")
bool IsFocusable;

iron dome
#

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.

heady summit
#

So if I make my own ufunction, I can do IsFocusable = mybool?

iron dome
#

Yes

#

However, it won't work for instances of UButton, only instances of your child class

heady summit
#

Yea of course. That means we have to replace all our buttons with this one

#

Correct?

heady summit
# iron dome You may find just changing doens't do what you want.

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.

wintry coral
#

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

iron dome
iron dome
wintry coral
#

@iron dome im just trying to build a dedicated server

#

how can I enable hyperthreading

#

to make the build faster?

iron dome
#

In your bios.

wintry coral
#

@iron dome im looking for this file

iron dome
#

Open explorer. Go to the search bar.

wintry coral
#

I tried it cant find it

#

the only this I find is this and there is nothing there

heady summit
#

I don't know what's going on.. 🙈

iron dome
#

Take the & off the bool?

#

Also post your errors.

#

also erm

#

BlueprintReadWrite isn't a UFUNCTION specifier...

heady summit
#

🤞

iron dome
#

Still, take off hte & from the bool!

heady summit
iron dome
#

non-const reference (&) means at out parameter

heady summit
#

I made this small example:
And it seems to be working!

#

Thank you so much for your help. Really appreciated ☺️

iron dome
#

If you want a non-const ref input parameter, you need to do UPARAM(Ref) type& var

heady summit
#

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 🙂

heady summit
wintry coral
#

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?

hushed breach
#

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.

hidden hedge
#

you need to codesign editor binaries or just the packaged game?

#

the packaged game is obviously easier since it's a monolithic exe

wintry coral
#

can we build unreal engine with VS studio 2022?

#

or do we need 2019???

#

for unreal 4.27.2

hidden hedge
#

I compiled 4.27.2 with VS2022

#

with a proper source build so it only built what our game uses

heavy egret
#

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]
dusky zinc
#

5.0.1 released on github 5 hours ago

ornate rose
#

I want to build the latest ue5 to test nanite grass from github. Which build should be used? Is it ue5-main?

dusky zinc
#

that's the "stable" branch

ornate rose
# dusky zinc nope, 5.0 branch

Thanks. Is that the build that contains the nanite grass shown here: https://www.artstation.com/artwork/5BbdlO

ArtStation

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...

dusky zinc
#

no idea. Nanite will support grass, but not masked or wpo materials yet so doesn't matter. so just make them polys

dusky zinc
ornate rose
ornate rose
dusky zinc
#

that's probably ue5-main, but it's stated from epic to not ever work in it

ornate rose
lilac isle
#

5.0 branch is alive again feelsgoodman

deep hatch
#

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?

lime swallow
#

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?

kind storm
deep hatch
pulsar kestrel
# deep hatch While building UE 4.27.2 from source code is there a way to not downlaod or remo...

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

deep hatch
#

Thanks

iron dome
#

Of for a whitelist instead of a blacklist...

lost linden
#

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?

hidden hedge
#

delete that obj file and try again

lost linden
#

unfortunately I get the same error so im going to try delete that file now see what happens

quick crystal
#

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

wintry coral
#

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

sand hound
#

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

small surge
feral smelt
#

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

feral smelt
#

XD wow this 12900k flies XD full build of unreal 5 from scratch in 56 minutes XD

hidden hedge
#

cool, 6 is an LTS release so that makes sense

hidden hedge
feral smelt
#

what do you mean?

hidden hedge
#

which part

feral smelt
#

skipping a whole bunch of the compilation process

hidden hedge
#

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

feral smelt
#

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

hidden hedge
#

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)

feral smelt
#

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

hidden hedge
#

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"

feral smelt
#

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

hidden hedge
#

yes but this is clean build in 10-20 mins

feral smelt
#

my old machine took 4 hours to build the engine from scratch, i was just commenting on how stupidly fast the 12900k is

hidden hedge
#

it'll be on the lower side of that range if you have one of the high-end TRs

feral smelt
#

TR?

hidden hedge
#

threadripper

feral smelt
#

12900k is a cpu model

#

i did not go for those beastly threadrippers ($$$) but im super happy with the 12900k

hidden hedge
#

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

feral smelt
#

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

hidden hedge
#

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

feral smelt
#

of course

hidden hedge
#

but you also need about 2GB of RAM per physical core to avoid compilation errors

feral smelt
#

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

ornate rose
#

Any one tried pixel depth offset in the github build for nanite? Any update?

high epoch
#

UE5 built engine, I am at ~144 GB. I'm pretty sure with UE4 I was at <80 GB. Does that sound about right?

hidden hedge
#

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

high epoch
#

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.

hidden hedge
#

well that's 60GB with all the default platforms downloaded, if you do a source build properly then you only compile what you need

high epoch
#

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
hidden hedge
#

nope, that's everything

#

"building what you need" is selecting your game in UE4.sln and building that

high epoch
#

I see... What if I want to build the engine separately from the game. Is there like a default game build I can use?

hidden hedge
#

I don't know what that means in context to a source build

#

typically engine and game are coupled

#

for a source build

high epoch
#

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.

hidden hedge
#

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

high epoch
#

So you're saying it's not worth it?

hidden hedge
#

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

high epoch
#

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.

hidden hedge
#

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)

high epoch
#

Yeah for sure, and you can change that number too I assume.

high epoch
#

@hidden hedge is there a flag to build without debug symbols btw?

hidden hedge
#

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

high epoch
#

Yeah I saw the example graph was doing that, probably pretty good for designer/artist machine though.

normal vortex
#

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

heavy egret
#

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)

high epoch
normal vortex
high epoch
high epoch
normal vortex
#

i just checked game + net desktop + c++ desktop on the main tab seems fine

high epoch
#

Allright, mysterious, but good.

heavy egret
#

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.
heavy egret
#

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

high epoch
#

Did you try with RunUAT.bat instead of calling the exe directly?

heavy egret
#

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
high epoch
#

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.

heavy egret
#

for any that run into this in the future

lone scaffold
#

Looks like Epic is experimenting with Horde compute tasks launched from UBT

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Could indicate that we may one day have custom incredibuild like tool powered by Horde

heady sparrow
#

first ive seen of it

hearty sand
kind storm
pulsar kestrel
#

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.

thick storm
#

u oh

heady sparrow
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second place!

#

Skylonxe already posted it a few messages up

lone scaffold
# thick storm u oh

what is interesting is that it is not under UE5, could be different game/fortnite project

thick storm
#

for a second I thought it's gonna be Iron bug fixing ;

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but prolly yes, some other project maybe fortnite, maybe something for Disney

lone scaffold
#

one day they will shutdown the github because of us

thick storm
#

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

lone scaffold
#

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.

thick storm
#

what can I say i still wait for creative 2.0

#

i really want to see how fortnite is made 😄

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not to mention it's gonna be new source of infinite ideas to be made into games

lone scaffold
#

I see, I don't track the FN, all I heard was Creative 2.0 having Verse?

thick storm
#

yeah verse and most imporantly full editor

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they showed peek of it like 1.5 years ago

#

there is some tech that I really hope end up in mainline

lone scaffold
#

ah cool, I was suspecting it will be some game-only custom editor with limited use

thick storm
#

like live updates of game straight from editor to server in cloud

lone scaffold
#

that's neat

thick storm
rancid timber
#

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...

▶ Play video
thick storm
#

of course there

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since like 3 years

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most people using ue4/5 just op out using it

rancid timber
#

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?

thick storm
#

well the patch will uhm

#

bigger than usuall

rancid timber
#

lol

#

so if used, it's recommended to do it earlier in development to avoid large patch sizes

lone scaffold
thick storm
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I don't know what exatly it';s doing

#

but I think I needed it like yesterday

ornate rose
#

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?

thick storm
#

you maye

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you may not

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you have to keep eye, on when the version is bumped on main

ornate rose
#

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.

lone scaffold
#

interesting stuff

#

but I wonder what is the motivation

thick storm
#

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

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either way look like the first usage of it is control rig -;-

lone scaffold
#

I guess we will have to wait

stone lake
#

🙃
I actually had the crash again yesterday. Seems like it comes and goes at random, so I converted things back to templates again.

lilac isle
#

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 :/

cerulean mauve
#

hey guys question for a newbie, what dose the "launch" option do ?

hidden hedge
#

I've done the latter with source builds plenty of times

paper loom
#

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 🙂

hushed breach
high epoch
#

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.

vagrant mica
#

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

stuck forge
#

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?

tacit mortar
#

are the symbols for plugins not included by default? If so, how do I include them?

normal vortex
#

are these important? editor seems to be working fine tho

kind storm
heady sparrow
#

I would say you can safely ignore datasmith

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build with a game project to avoid building pointless modules

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well, maybe not useless but probably unused

normal vortex
#

i could use some datamisth

kind storm
#

Datasmith is mostly for archvis/enterprise

normal vortex
#

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

heady sparrow
#

most likely legal issues with nvidia shipping the source with it

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or even just being under the same license

#

IANAL

thick storm
#

probably because epic exposed integratino api to allow working the DLSS as pluugin

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and nvidia still dont give a shit

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why would Epic care then ? -;-

#

rant aside

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it shouuld work if youu match the exact CL against the plugin has been compiled

stuck forge
#

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

ornate rose
#

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.

kind storm
ornate rose
normal vortex
#

anyone else also having issues with gravity or phyiscs or chaos vehicle? its like its in slow motion

gaunt dagger
#

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.

cloud schooner
#

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?

shrewd thorn
#

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

ornate rose
#

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.

cloud schooner
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its a pain but they probably just dont want to invest in it

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because most people probably wouldn't use it, and most people who do want to use it probably download source anyways

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blender is also a much smaller data footprint

lilac isle
ornate rose
#

Well if they complain, someone will remind them. At least the warning was added. I get what you are saying.

hardy zealot
pulsar kestrel
#

Why would I be getting engine recompiles when I'm not changing any engine code? Happens every couple of days.

hidden hedge
#

are you sharing a source build with more than one project? are you hitting build solution or "build UE4"?

pulsar kestrel
#

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?

hidden hedge
#

if one of the projects changes a setting that requires a unique build environment, then that's probably it

pulsar kestrel
#

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.

hidden hedge
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well I've only ever kept one source build per project anyway

pulsar kestrel
#

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.

kind storm
#

At least now that 5.0 "stable" is out, I can stop whining about using UE4 in the meantime.

stable rain
# hardy zealot Did you ever get a solution for this issue? Currently running into it myself

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::GetTotalNumBytes returns uint32, 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.
  • OutTotalPageIndexCount in 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, OutTotalPageIndexCount can increase by millions causing overflow.
  • When GPU driven, OutTotalPageIndexCount is clamped to 256^3, which with 16 AABB macro groups, the total value of buffer is 256^4 which causes overflow into 0.
ornate rose
# kind storm We did And guess what, nobody listens as well.

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.

kind storm
ornate rose
#

I was aware that early access wasn't for production work

kind storm
#

The warning that UE5 Early Access and Preview builds were not suited for production upon installing
I sure get one.

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And it's not even the long ass EULA

ornate rose
#

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.

stuck forge
nova sleet
#

😯

#

First thing that popped into my mind "Cryengine!" 😅

thick storm
#

might be more advanced, you get fuull sequencer and can bind any component/property from it to animate over day