#engine-source

1 messages Β· Page 51 of 1

thick storm
#

I mean

#

you will get it, when it will actually works πŸ˜„

rain lake
#

interesting

#

also it includes a bunch of network headers but doesn't seem to use them

nova sleet
#

Very interesting

twin hazel
#

✨ nice ✨

lilac isle
calm mason
#

Not quite sure where to ask this.. but in the Launcher version of UE5 the Bridge plugin is built in.
In my source built version it is not.
How do I add the Quixel Bridge plugin to my source built UE5?

hidden hedge
#

if you have a binary engine installed, just copy it from that?

#

and compile

#

so you'd skip the binaries and intermediate directories

calm mason
#

I did do that in the end but seems... Bad? How does the Epic Launcher version have Bridge as an included plugin?

hidden hedge
#

it's downloaded separately by the launcher

calm mason
#

I can see in Github and locally that the Bridge source is included in the engine source, but I wonder if I can build it and include it as part of my source Installed build

#

Engine\Plugins\Bridge\*

#

so there must be a file somewhere that says for an Installed build, include these plugins

#

InstalledEngineBuild.xml perhaps

#

there's a InstalledEngineFilters.xml file which has a section called CopyEditorExceptions which includes Bridge specifically (along with some other missing plugins like TwitchLiveStreaming).
I'll try removing that next time I build the engine and maybe it will be included!

shrewd thorn
#

Bridge is fully available on my github version of UE5, it's just not enabled by default and you need to enable it in the plugins for your project. The way they install Bridge via the launcher kind of breaks the normal plugin install process and forces it on for every single project that doesn't explicitly disable it

humble gulch
#

Anyone know why I would be getting these errors after running the setup.bat for the source. These errors show up when attempting to run GenerateProjectFiles.bat
F:\UE5\UnrealEngine\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\NuGet.targets(128,5): error : Failed to retrieve information about 'System.ServiceProcess.ServiceController' from remote source 'https://api.nuget.org/v3-flatcontainer/system.serviceprocess.servicecontroller/index.json'. [F:\UE5\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
F:\UE5\UnrealEngine\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\NuGet.targets(128,5): error : The SSL connection could not be established, see inner exception. [F:\UE5\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
F:\UE5\UnrealEngine\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\NuGet.targets(128,5): error : Unable to read data from the transport connection: An existing connection was forcibly closed by the remote host.. [F:\UE5\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
F:\UE5\UnrealEngine\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\NuGet.targets(128,5): error : An existing connection was forcibly closed by the remote host. [F:\UE5\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]

shrewd thorn
#

That looks like a firewall is blocking access to microsoft's C# packaging system

humble gulch
#

Hmm

thick storm
#

procedural content generator

#

and MVVM editor

#

this is one thing I can't really wait to get my hands on

heady sparrow
#

I had no idea mvvm would have an editor

hidden hedge
#

probably so you can do it all from BP

stuck forge
#

Hrm anyone see an obvious problem with my installed build registry entry (windows obvs)

#

Oh derp I added a new key when I should have added a new string value under Unreal Engine\Builds

#

This works (after removing the auto-generated dupe with random identifier)

stuck forge
#

Oh interesting, I only asked for the Debug configuration but it looks like UAT went ahead and included DebugGame in my installed build anyways?

"c:\Users\Admin\git\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat" ^
BuildGraph ^
-target="Make Installed Build Win64" ^
-set:GameConfigurations=Development;Shipping;Debug ^
...

EDIT: Is this because DebugGame can be thought of as a subset of Debug, since the latter includes debug assistance for the game project, anyways?

iron dome
#

Not really a subset.

#

It's compiling the editor in either development or debug.

thick storm
#

you can have single ViewModel, shared between muultiple views, where some views have read only access, other bidirectional, and other can only write

#

that's going to be game changer for making UIs in uunreal ;

heady sparrow
#

can you only update it when data actually changes or does it just tick?

thick storm
#

it's event based

heady sparrow
#

sweet

thick storm
#

changes are pushed when is upadted

#

there is load code for, code generators, even if youu don't use its worth looking at to check some advanced engine featuures which can be used in plugins πŸ˜„

#

(the same goes for StateTree)

heady sparrow
#

currently dealing with statetree

#

and trying to figure out what it can do out of the box...

#

at least with the mass schema

thick storm
#

puush ai across ZoneGraph

heady sparrow
#

puush?

thick storm
#

you need to write move to task, to move something across navmesh

#

well

#

they don't really move along ZoneGraph lanes

#

but we can say move AI along ZoneGraph lane

heady sparrow
#

yeah, true

#

so far it's only really suited for city streets

thick storm
#

either best part of StateTree are evaluuators and and property binding

heady sparrow
#

no more blackboard!! weeee

thick storm
#

i didn't know youu can do something like this, and it solves my issue with feeding my Utility System with data : D

heady sparrow
#

I'm not quite sure how it even gets data honestly

thick storm
#

in Evaluator in C++

#

you define properties which are Input and Output

heady sparrow
#

let me read Linker.LinkExternalData I guess

thick storm
#

there are some fancy macros for it

#

but the true magic happens in editor code

#

where the widgets are created and the bindings are actully compiled as final asset

heady sparrow
#

I'm assuming FStateTreeExternalDataDesc is created somehow with reflection?

heady sparrow
#

oh, it just finds or creates in LinkExternalData

#

jsut the FStateTreeExternalDataDesc Desc(Struct, Requirement); constructor

vital hawk
# heady sparrow

Is that from the template? I've been trying to figure out how to build ZoneGraph, as I have quite a bunch of road data from one industry standard (OpenDRIVE) that I'd like to try to convert to ZoneGraph

heady sparrow
#

the official City Sample probably has better info on how to make it dynamically (with the crazy houdini stuff they have in there)

#

I'm still a little confused with how to make intersections though

#

the rest are just simple splines

spark oriole
#

When i try to build my game for "Development Server". I get this error message: Missing precompiled manifest for 'LowPolyShooterPack', 'C:\Users\alexc\Documents\Unreal Projects\SpielOhneName\Intermediate\Build\Win64\SpielOhneNameServer\Development\LowPolyShooterPack\LowPolyShooterPack.precompiled'. **This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in LowPolyShooterPack.build.cs to override.** So it's the fault of the "LowPolyShooterPack" plugin. I included the code (as the error message told me), but it still doesn't work.

shrewd thorn
#

If you're trying to make a real dedicated server build you probably need to do a github version of the engine and not try to use the precompiled engine binaries. I'm not sure marketplace plugins can even precompile for dedicated server builds

#

That should then recompile the plugin from the source (which it would have to provide for this to work)

spark oriole
shrewd thorn
#

Hrm weird, it shouldn't be trying to use the precompiled stuff at all then

spark oriole
#

Btw just to clarify, normally everything works fine. But since i've added this plugin to the engine, it won't build for server

stable hemlock
#

Hello,
i dont know if im right here for my problem.
So i was making in UnrealEngine 4.27.2 from EpicGames a Project.
Now i want to create a Server for that, so i downloaded UE 4.27.2 from github and compiled it.
Now when i select the target edition on my project to the new compiled version it would say me this message

hard geode
#

Hi, does anyone contribute to the engine? I'm working on something with that aim and I was wondering how you setup your gitignore

#

Really any advice on contributing would be good

pallid path
#

There are a few contributors, some even contribute via the official perforce. what is wrong with the default gitignore that comes with the git repo?

stable hemlock
#

rip

#

Fully remove Nanite and Virtual Shadow Map SM5 vendor extension, lock buffer hack, and DX11 support from UE5

main echo
#

hello, when trying to compile UE5 source code (ue5-main branch) I have a following error: "The current .NET SDK does not support '6.0' as a target." At first, I thought it needed to be resolved by installing some new components via VS installer, but I'm not able to find any ".NET 6.0" related components. What am I missing? πŸ™‚

#

VS 2019 16.11.13

#

I'm guessing I need to change the targeted version somewhere in the project, but I have no clue where.

torpid echo
#

well, depending on the version you would check the release notes

#

shows the following requirements for Windows:

  • Visual Studio 2019 v16.11.5
  • Windows SDK 10.0.18362
  • .NET 4.6.2 Targeting Pack
  • .NET Core 3.1 Runtime
main echo
#

yes, the thing is I have all those installed...

torpid echo
#

ue5-main branch?

main echo
#

yes

torpid echo
#

the MemoryProfiler2 project complains about .NET SDK...although i simply unloaded that project

#

just right click 'unload project'

#

ue5-main doesn't always compile out-of-the-box

main echo
#

you mean here?

torpid echo
#

it's under the Progams folder

main echo
#

I see

#

ok, unloaded

#

let's see πŸ™‚

torpid echo
#

also, you don't need to build all those extras. just right-click UE5 and build, instead of building entire solution

main echo
#

C:\Program Files\dotnet\sdk\5.0.407\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.TargetFrameworkInference.targets(141,5): error NETSDK1045: The current .NET SDK does not support targeting .NET 6.0. Either target .NET 5.0 or lower, or use a version of the .NET SDK that supports .NET 6.0.
5>Done building project "EpicGames.UHT.csproj" -- FAILED.

#

still the same

torpid echo
#

try installing .NET 4.8 and regenerating your solution

main echo
#

I had .NET 4.8 installed, but not. 4.8 Targeting Pack, perhaps that's it

torpid echo
#

yes

#

FYI i've got it running in VS 2022 as well

#

if you really want to live on the edge

#

although to be honest, I question if it's worth it

main echo
#

I'll skip it for now πŸ˜‰

torpid echo
#

i barely have time to keep up with existing features, let alone new ones

main echo
#

nah, still the same

#

is there maybe some config file somewhere where I need to implicitly indicate the targeted SDK?

#

"Either target .NET 5.0 or lower, or use a version of the .NET SDK that supports .NET 6.0."

#

damn

#

it started working after "Set as Startup Project"

#

I have no idea what this command does, but it often fixes things

torpid echo
#

set startup is the project you want to launch

#

where a solution is a container file for many projects (and their deps)

main echo
#

ok, so I guess that the error was due to wrong project targeted

#

?

torpid echo
#

πŸ€” not sure where you can set the .NET version...would like to know

main echo
#

it's working now, UE5 is launching

torpid echo
#

πŸ₯³

main echo
#

thanks πŸ™‚

hidden hedge
#

Did you clone main or something because they upgraded that to .NET 6

#

Which requires the relevant SDK for the .NET components of the engine

hard geode
#

Yea I had to install the latest .net when I switched from release branch to ue5-main

main echo
#

I use VS 2019, with these installed:

#

It turned out my main problem was that I didn't do "Set as Startup Project" before compiling

#

after I did, this strange .NET 6 error disappeared

hard geode
#

Maybe that's what fixed it for me then, I dunno it was hell getting it to compile on that branch

main echo
#

well, development branches are never guaranteed to compile πŸ™‚

#

sometimes you have to comment out some code etc.

hard geode
#

I'm very new but I'm looking to put together a pull request at the end of this so I needed to be on that branch

main echo
#

I see. I did a few pull requests for UE4, one was even merged with 4.27, so if you need any help regarding the steps you need to take I can try to help.

hard geode
#

Thanks

hidden hedge
#

And why not VS2022?

hard geode
#

Just back to the gitignore question. Why is git trying to include my engine ini files?

#

Also, has anyone tried out Rider? VC++ is pretty sluggish for me

#

I'm on 2019, should I just hop to 2022?

main echo
pallid path
craggy whale
hard geode
pulsar kestrel
craggy whale
#

And there is an extension for visual studio.

#

Vs Chromium

pulsar kestrel
#

If you turn on indexing in VS22 (in the "Preview Features"), "Find in Files" actually becomes instant, which is great.

#

No need for an extension anymore. πŸ˜„

craggy whale
#

Actually I use Rider, VS2022 is better then previous version, but not enough.

pulsar kestrel
#

Yeah, VS22 by itself is unsufficient without ReSharper (which is what drives Rider) or Visual Assist.

kind storm
#

Personally Intellisense is workable for me, though granted, I'm trained in poor condition where buying Visual Assist or Rider would cost me weeks of food, so getting used to it do give the bias.

main echo
#

I know its faster, just didnt know it was stable enough.

stable hemlock
#

VS22 is "usable" where as VS19 was garbage (for unreal).

hidden hedge
main echo
main echo
quiet knot
#

Hey guys, I'm building the editor from source and when I place my Project along the Engine folder and try to "Generate Visual Studio Project Files" it won't generate a .sln file for my project.

quiet knot
#

This won't happen if I move my project to a different folder

kind storm
#

Is your project appear in UE5.sln?

quiet knot
#

Yeah, that's the UE5.sln file that opens everything, including programs. It works from there as well but it's causing some issues

#

Yes my project appears if I open UE5.sln but Rider doesn't work properly if I do that.

kind storm
#

JetBrains pls fix

Because I'm certain it works fine in Visual Studio

hidden hedge
#

You should always use UE5.sln rather than generating a separate project solution

wooden shadow
kindred moat
#

Actor depenetration. I know that Unreal automatically tries to depenetrate a character when they enable their collision whilst inside a static mesh. Any idea where that code is?

hidden hedge
wooden shadow
hidden hedge
#

and that's what I've experienced at my previous studio and my current one

wooden shadow
#

oh i dont disbelieve you at all, just wanted more info cos I feel like it's something that should be more self-evident in docs etc. I can understand the logic behind it

#

Especially considering that if you save a project in the UE directory of a launcher binary build rather than source, it will actually be deleted by the epic launcher if you uninstall that unreal version

hidden hedge
#

yeah but you wouldn't do that with the binary engine

wooden shadow
#

ofc

#

but i know someone who has πŸ˜„

stable hemlock
#

I keep hearing epic internally uses game projects for development, especially for fortnite.

hidden hedge
#

Not sure what your other message means either since it’ll be setup the way I described since they’ll probably use UGS

#

Which won’t be an installed build either

stable hemlock
#

Ah, I didn't consider UGS at all.

#

Compiling UE5.sln will still compile all the plugins in the engine, but when you compile through a uproject you can disable whatever you want and cut roughly 1/3rd of actions depending on your needs.

#

Installed build naturally takes longer, but I wasn't referring to that.

rancid shell
#

Hey everyone. Im currently trying to build to the hololens 2 using 4.27 epic launcher version. When I try to build I'm getting this error and have no idea why. I'm not using eye tracking.

PackagingResults: Error: Class 'UEyeTrackerFunctionLibrary' must inherit UObject or a UObject-derived class

``` I have no idea how to fix it.
#

i also cant create a visual studio project as i get these two errors

#

line one in the EyeTrackingFunctionLibrary.h is just a comment.


#pragma once

#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "EyeTrackerTypes.h"
#include "IEyeTracker.h"
#include "EyeTrackerFunctionLibrary.generated.h"

UCLASS()
class EYETRACKER_API UEyeTrackerFunctionLibrary ; public UBlueprintFunctionLibrary
{
    GENERATED_BODY()

public:

    /**
     * Returns whether or not the eye-tracking hardware is connected and ready to use. It may or may not actually be in use.
      * @return (Boolean)  true if eye tracker is connected and ready to use, false otherwise
     */
    UFUNCTION(BlueprintPure, Category = "Eye Tracking")
    static bool IsEyeTrackerConnected();

    /**
     * Returns whether or not the eye-tracking hardware is connected and ready to use. It may or may not actually be in use.
      * @return true if the connected eye tracker supports per-eye gaze data, false otherwise
     */
    UFUNCTION(BlueprintPure, Category = "Eye Tracking")
    static bool IsStereoGazeDataAvailable();

    /**
     * Returns unfied gaze data from the eye tracker. This is a single gaze ray, representing the fusion of both eyes.
     * @param PlayerController        The player for whom we are tracking. Null can be ok for some devices, but this may be necessary for others to determine viewport properties, etc.
      * @return                        True if the returned gaze data is valid, false otherwise. A false return is likely to be common (e.g. the when user blinks).
     */
    UFUNCTION(BlueprintCallable, Category = "Eye Tracking")
    static bool GetGazeData(FEyeTrackerGazeData& OutGazeData);

    /**
     * Returns stereo gaze data from the eye tracker. This includes a gaze ray per eye, as well as a fixation point.
     * @param PlayerController        The player for whom we are tracking. Null can be ok for some devices, but this may be necessary for others to determine viewport properties, etc.
      * @return                        True if the returned gaze data is valid, false otherwise. A false return is likely to be common (e.g. the when user blinks).
     */
    UFUNCTION(BlueprintCallable, Category = "Eye Tracking")
    static bool GetStereoGazeData(FEyeTrackerStereoGazeData& OutGazeData);

    /**
     * Specifies player being eye-tracked. This is not necessary for all devices, but is necessary for some to determine viewport properties, etc.
     * @param PlayerController        The player for whom we are tracking. Null can be ok for some devices, but this may be necessary for others to determine viewport properties, etc.
     */
    UFUNCTION(BlueprintCallable, Category = "Eye Tracking")
    static void SetEyeTrackedPlayer(APlayerController* PlayerController);

};
hidden hedge
hard geode
#

If you're running the editor from VC++ and you throw an exception is there any way to get back to an operable state without restarting?

proper hull
heady sparrow
#

perhaps the adjacent commit has the changes?

#

hm... I can't see anything

proper hull
mighty stump
#

After building the engine from git, the resulting server is not compatible with a client built on a different machine. Where exactly does UE store the Engine GUID. Is it enough to change the GUID in the registry of the new machine?

mighty stump
proper hull
mighty stump
hidden hedge
#

mostly because of UGS

dense kettle
#

Hi, when building 5.0.1 from source with BuildGraph, I get .NET Framework, version=4.5 not found
Into vs installer I get SDK 4.8 installed. I have to install something else ?

dense kettle
#

Found, I need to install manually 4.5.2 version

dense kettle
#

Seems 4.5.2 is no longer supported

marsh tartan
#

In case you haven't already known: UE5.0.1 has blacklist Plugins/Marketplace folder, it won't add "Marketplace" code plugin into your custom build. The solution is to rename marketplace folder to something else such as 3rdParty.

hidden hedge
marsh tartan
#

I am going to ship them as custom engine build which that way makes thing easier. There are also couple pretty general plugins that are shared between projects.

hidden hedge
#

you generally don't share a custom engine build between projects

heavy crater
wooden shadow
#

hm, did main remove the prereqs exe? Just cloned it and cant run setup.bat

craggy whale
#

Can I ignore modules I don't need ?

wooden shadow
wet pike
#

So uhh, how much disk space does the engine compile take?

#

I had 100 gigs free and it has filled it all up...

#

And why was it giving seemingly random looking errors like this, or are these symptoms of it running out of disk?

  Level.h(757): [C3668] 'ULevel::GetWorld': method with override specifier 'override' did not override any base class methods
  Actor.h(2912): [C3668] 'AActor::GetWorld': method with override specifier 'override' did not override any base class methods```
#

(there are a lot of these, and later a bunch of ones which obviously point out to no disk space)

iron dome
#

My source build is 400gb without my project.

#

I may be an exception.

fresh horizon
#

anyone tried to build the source on mac? the build fails for me. i need to temporarily work on mac since i need to go away for a while and that's my only machine to work with portably (edit: xcode is fine, but rider for UE fails! specially on vukan impls)

wet pike
#

Someone please tell me that's an exception because I'm already struggling to clear up over 250 gb's of space on my fast SSD πŸ€¦β€β™‚οΈ

#

Gonna have to go buy a new one cause I don't want to put the source on a slower one because it already took it two hours before it crashed the first time I tried to do the build lol

fresh horizon
#

it takes more than 400gb typically, specially on ue5

wet pike
#

oh ffs lol

iron dome
#

I have a tb ssd. Never going smaller again! :)

wet pike
#

4.27

#

I have a 2 TB SSD and that's the one I'm trying to clear...

#

:D

iron dome
#

I have Windows, UE main and my project on my c ssd. That's it.

#

Still got like 400gb free.

wet pike
#

I have something like 4.5 TB in disk space in total and it's not looking great lol

#

Gonna have to clear up some space from my slower 2 TB drive so I can move some less important files onto it from the faster drive :P

fresh horizon
#

samsung ssd qvo 4tb is on sale in different stores i think, worth expanding yr storage for these cases

wet pike
#

Yeah I probably should check the m.2 compatibility on my aging mobo and get one of those

iron dome
#

I have a 6tb 7200rpm drive. All my junk goes on there lol.

#

Junk includes games :P

fresh horizon
wet pike
#

Ah

wet pike
#

Okay managed to free up 440 gb's on another drive with great difficulty. Somehow I'm not convinced it's still going to compile considering some of those errors started showing up before the disk was full :P

thick storm
#

anyone tried to compile and run main from today or yesterday ?

thick storm
#

0o

heady sparrow
#

What's it do?

thick storm
#

Watch our evangelism talk β€˜Blockout and Asset Production in Unreal Engine 5’ from the State of Unreal 2022 livestream.

Learn how to make models in Unreal Engine 5 with this primer on the new and improved geometry tools. In this session, we take you through the process of creating a scene from scratch using the new geometry tools found in Unreal...

β–Ά Play video
#

Optimus is framework for GPU Compute using graphs in editor

#

there is one for custom skeletal mesh deformations

#

If i had to guess... It's for custom deformation of static meshes...

#

like..

#

custom tessellation πŸ˜„

thin kettle
#

Hello. Does anyone know where I can tweak in the UE5 folder any ini to make the UE5 editor start in DX11 instead of DX12?

I'm getting a blackscreen on Windows 11 with the editor currently
Not sure if this is the right place to ask this question, sorry in advance

round pagoda
#

Installlocation.../Engine/Config

#

Getting this error trying to convert UE4 world composition map into UE5 world partition. Can't save a Static Mesh foliage asset? Anyone got anything similar?

jaunty shoal
#

Hey all. I'm looking at changing a project from working on the Epic Launcher UE 5 over to using a source code build. I'm confused about project hierarchy though - does my games' source/assets need to be nested inside the engine source folder? Or can I keep them separate and still have a reasonable workflow. I'm not sure how the two get bundled together essentially and what the requirements are. Anyone have any advice, or links they can provide? Thanks

quick mica
jaunty shoal
quick mica
#

yep

wet pike
#

What's the right way to share source builds of the editor? I don't really feel like sending over the entire 100 gigabyte folder, so I assume there must be some files in there that are needed that is hopefully less than 100

#

For reference, I've done the source build by switching my game project over to the custom engine, and built it from my game project and not through the UE4.sln file

iron dome
#

Don't share the intermediate folder.

#

You can skip the pdb (debug) files if you want

#

Also only share 1 build version (debug or development, etc.)

wet pike
#

Hmm

#

Even the binaries dir is 17gb

#

:P

#

I wonder which of these folders actually contain files that were changed by the build...

iron dome
#

That's what source control is for! πŸ˜„

wet pike
#

Guess who didn't clone the UE Git because not doing it would save time and space

iron dome
#

But like everything in your binaries folder is what a build will update (and needs to be shared)

wet pike
#

Ugh. This isn't gonna work well through GitHub LFS is it...

iron dome
#

Does anything ever really "work" with git LFS?!

#

πŸ˜„

wet pike
#

It's worked without issues on my projects :)

#

But I've not tried uploading 17+gb's worth of crap into it lol

iron dome
#

This might be helpful.

wet pike
#

heh yeah

#

I might just try to stick it in git on Azure DevOps since they offer unlimited space and see how that works because it would be less effort than having to do it manually like that

#

@iron dome are there any other folders besides the contents of Binaries that are needed but ignored by the default engine gitignore?

iron dome
#

Binaries, Config, Content, Plugins, Saved(maybe?) and Shaders.. I imagine those are the required folders. I'm not sure whcih are ignored by gitignore.

#

Same the structure for each plugin, too.

wet pike
#

Oof, and I thought I was just gonna put an exception for Engine/Binaries/Win64 into the gitignore...

#

:D

#

Is there seriously no actual method for doing this in a sane way, how do people get artifacts from build servers for this πŸ€”

iron dome
#

Better to scrap the gitignore and make oyur own, ignore */Intermediate/* etc

#

Or, at least, modify is significantly.

wet pike
#

Yeah, I'm looking at it and assuming the contents of Binaries is mostly what it needs, I can maybe just have an exception for DLL and UE4Editor.modules files which should grab the contents of binaries folders across the whole thing...

#

Plus the config and other stuff you mentioned

#

lol yeah looks like the buildgraph example script just.. doesn't copy Intermediates

#

:P

#
<!-- Copy all the files to the output directory -->
<Node Name="Tag Output Files" Requires="#ToolBinaries;#EditorBinaries;$(GameBinaries)" Produces="#OutputFiles">
    <Tag Files="#ToolBinaries;#EditorBinaries;$(GameBinaries)" Except=".../Intermediate/..." With="#OutputFiles"/>            
</Node>
thick storm
wet pike
#

Yeah was looking at that

#

Unfortunately I'm not using P4 and I would rather not lol

thick storm
#

the editor buuild from it is around 400-700mb

#

youu can skip

#

p4 part

#

and just buuild editor

#

look at this BuuildGraph xml

wet pike
#

400-700mb? πŸ€”

thick storm
#

yeah for editor

#

not counting content

#

sec

#

currently my buuild is 850mb

#

with debuug symbols

#

youu can strip them from build if you want

wet pike
#

Oh really, that's interesting

#

I wonder why the binaries folder is almost 20gb for me then

#

maybe it's the debug symbols

#

wait nevermind you did say yours is 850mb with them...

pulsar kestrel
#

Live Coding patches?

wet pike
#

I don't think that's the case, I've only done recompileshaders πŸ€”

#

I think it's the PDB files but I'm not quite sure how inside has them but still sub 1gb

#

:D

thick storm
#

it's 850mb zipped

#

but then

#

unzipped is 2.7GB

#

maybe you are making

#

"installed build"

#

instead of per project ?

wet pike
#

Yeah I originally tried building this from UE4.sln

#

so maybe I should just clean the whole thing first

iron dome
#

Never build from that. You'll get a ton of useless shit.

wet pike
#

and then rebuild from my Game.sln

#

Yeah, GB pointed it out but I never cleaned the engine dir between switching to Game.sln :D

marsh tartan
wet pike
#

What does RunUAT need in terms of deps? I'm getting a bazillion C# errors trying to run it :P

dense kettle
thick storm
#

target of my project

storm pier
#

I built UE5.1-Main from source successfully. I'm trying to port my UE5 marketplace plugins, but when I launch the editor I get these errors for all my ported plugins.

I suspect it might have something to do with .NET6.0 SDK (which I had to install to build the source). Maybe I installed it incorrectly. Or perhaps I'm missing some other visual studio component. I followed this guide to install .NET 6.0:
https://dotnetcoretutorials.com/2021/03/13/getting-setup-with-net-6-preview/#:~:text=If you build and you get the following,.NET 6 SDK installed. If not%2C install it.?msclkid=8a0e4c9cc77e11ecb9f622a259775d3c

Any ideas what's going on here and how to fix it?

hidden hedge
marsh tartan
#

We use zstd internally, that's the only reason. Technically though, oodle is pretty good in all aspect

marsh tartan
#

under UnrealEngine\Engine\Binaries\ThirdParty\DotNet\6.0.200\windows

storm pier
versed rapids
#

Anyone having crash on launch with the RiderSourceCodeAccess plugin?

meager vale
#

whats the difference netweet plugins and open source ?

iron dome
#

That's like asking the difference between apples and yoga.

meager vale
#

are there things you can add or things you can change about the engine with the source code, but not with plugins ?

iron dome
#

Absolutely.

#

Quite a lot of stuff.

#

There's also quite a lot of stuff that you can change with plugins, but to make simple, small changes, it would involve copying entire engine modules and putting them in a plugin.

#

Because the thing you want to change is a small part of a private module that isn't dynamic.

#

Pick your battles.

meager vale
#

i dont understand

#

so you can do more things with the source code within the engine then with plugins

#

am I right ?

iron dome
#

Correct

#

Plugins are just easier to work with.

#

For teams

meager vale
#

can you name a few ?

#

things that you can change to the engine with the source code but not with plugins

#

can you name a few please ?

iron dome
#

The level editor selection system?

#

A lot of things are hard coded when it comes to the level editor.

meager vale
#

but i have seen plugins that can do this

iron dome
#

Do what, specifically?

meager vale
#

like change how the selection gos

iron dome
#

You can react so selection changes, sure, but is it changing the underlying selection system?

meager vale
#

i dont think so

#

but you dont need it anymore then

iron dome
#

Tbh, I work a lot more with the editor than anything else, so I'm not sure of any examples to do with game projects.

meager vale
#

so are there features you can add with the source code and not a plugin ?

#

yea im new to this

iron dome
#

Probably not extra features that need source build. It depends how they integrate with the engine.

meager vale
#

ok tysm

nova sleet
#

Generally the engine is pretty extendable, there are a lot of points in the engine for your plugin to hook into

But there are also a lot of things that are hard coded and a plugin can't do anything about it

meager vale
#

but adding features ?

iron dome
#

It depends on the feature...

meager vale
#

ok thank you

surreal meadow
#

What are the requirements to have my modified C++ plugin code included in the unity file? I'm getting [Adaptive Build] Excluded from OnlineSubsystemSteam unity file: OnlineSessionAsyncLobbySteam.ccp

olive basin
#

I'm building 5.0.1 from source and I get complaints that it can't find Houdini engine (namely: Houdini Engine : Houdini 18.5.532 could not be found. Houdini Engine will not be available in this build.) but the issue is I have the exact version installed with manually copied plugin folder too (to Engine/Plugins/Runtime) - still, it seems not to be able to find it. Tried the new version but with no success. I just get the same error.

surreal meadow
#

Not sure what happened, but I checked in the code to my local git and deleted the temp folders in the plugin and now it seems like it's working.

plain mulch
#

dunno why but i can't build my project anymore, there is simply no correct configuration.
i already try deleting intermediate, saved, regenerate project file, re-installing VS2017... nothing work, totally lost, someone have a clue ?

heady sparrow
#

GameplayStateTree!!

#

seems to extend UBrainComponent

#

this appears to be how you could run regular actor AI through StateTree?

thick storm
#

it was always here, just in StateTree plugin :

heady sparrow
#

so they just split it off? alright

#

false alarm lol

thick storm
#

but

#

this is interesting

#

seems like another restricted plugin not yet published ;d

heady sparrow
#

yeah, I could not find it

#

with that name it could be just about anything

thick storm
#

what is nice is, since the AI team growed to 7 people

heady sparrow
#

I cannot believe it was one guy for years

thick storm
#

we get a lot of gameplay related generic things : D

heady sparrow
#

that is just nuts

wet pike
#

7 AI people? I sure hope they fix some of the really confusing design decisions in EQS

thick storm
#

no

#

there is going to be new system

wet pike
#

Is it going to convert all of its parameters to float like EQS does? alex

thick storm
#

i don't even know when it will be ready : D

zenith ridge
wintry coral
#

I have been having a visual studio nightmare and I need some advice, basically I get these c1001 errors randomly if I try to build my project and or engine, sometimes it will build without the errors but 9 times out of 10 the error shows up

#

Has anyone had these issues, we are very scared getting so close to release and having to deal with c1001 error codes that are random

torpid echo
#

I just read this and it doesn't make sense. It's a primitive data type. there is no pointer/allocation, so why would it be garbage collected

hidden hedge
#

where are you reading this? because for a primitive all it's doing is exposing it to the reflection system

#

and why did you post it here rather than in #cpp?

iron dome
torpid echo
wet pike
#

I was getting it pretty reliably from IoStoreReaderImpl in 2022

elfin badge
#

Has anyone gotten PreLoadScreenMoviePlayer to work? It causes the packaged game to hang at a black screen for me pretty often with nothing useful in logs

quick mica
#

For me it seems to work, how ever I had to do some tweaks to have the movieplayer work properly for my usecase of loading screens.
I can just suggest to look where the update loops for the loadingscreens are and set some breakpoints (not sure if the PreLoadingScreen endsup in the same code as the loadingscreen) and check what could cause the hang

elfin badge
#

Unfortunately it only happens in the packaged game so it's not the easiest thing to debug. I can add some logging but thinking this plugin is just not there yet

quick mica
#

hm you can also debug a packaged game, is it dev package or shipping?

elfin badge
#

Shipping, I'll throw together a dev build and check it out

quick mica
#

at worst add pragma optimize off on the code parts, if the optimization is too hard^^ (shipping builds do generate pdbs, right?)

hidden hedge
#

@wintry coral Install a more recent version of the toolchain from the Visual Studio installer or fallback on 14.29.30133 which is referenced as 'MSVC v142 - VS2019 C++ x64/x86 build tools (v14.29-16.11)' in the 'Individual Component' panel. UBT will automatically pick 14.29 or the most recent version if it's not present. Make sure to Clean your solution to avoid weird linking issues.

keen nacelle
#

Hey guys, can I ask what some might be perceived as a stupid question. Its looking like I’m going to rebuild UE5 engine from source to collaborate on a project. Can someone give me an insight as to what benefits might be gained from straying from the production build of the engine and what ramifications might this have for the project later down the line.
Is this quite common practice? And would this mean any future updates from Epic would not be viable without some significant tweaking after each new release.

dark spindle
#

Downside, everything else

hidden hedge
#

ramifications not much if you actually have a process to upgrade the engine, which will depend on the underlying source control you use

wet pike
#

Tbh unless you have a specific reason to do use a custom source build it seems like a gigantic waste of time lol

iron dome
#

It's nice if you want to compile on debug mode.

#

It's required for dedicated servers (apparently)

full jewel
#

it's not really that bad of an investment, especially if you end up needing bug fixes from another branch

lone scaffold
#

TimeOfDay: Move plug-in to Restricted

noble sphinx
#

Hi i get an error when i try to load the Engine Folder with an error that is failed to load because it needs user input?

wintry coral
#

I cant open my project anymore I get this error what are my options? Assertion failed: Module [File:C:/UE4/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 359]
AndroidDeviceDetection

wintry coral
#

do I need to rebuild my ENGINE again?

lofty crow
#

First time building the engine and when I'm building the engine I get this "warning?" "Detected compiler newer than Visual Studio 2019, please update min version checking in WindowsPlatformCompilerSetup.h" Is it okay, or am I wasting my time building?

normal vortex
#

any idea why chaos vehicle is in slow motion in ue5-main?

small surge
normal vortex
warm rover
#

UE5 World Partition HLODs still won't work.
As it did not work in 5.0 and 5.0.1 I now movied to the main branch of UE5 on Github and tried the newest version. Still nothing. I build them, it closes with no message and I get holes in the Landscape while playing. Any ideas?

The 5.0 Source build crashed HLOD general with memory access violation

small surge
normal vortex
cyan solar
#

Hey guys, after compiling unreal there is any file I can delete and use the engine okay? Like my engine is getting 300gigs but I am sure I dont need all this to run the project, so there is any file I can delete?

iron dome
#

Intermediate folder is generally not needed.

#

You can (technically) delete every pdb file if you don't want to debug anything. I'd advise against that, though.

lament oracle
#

UE is throwing this weird error when trying to compile

#
        ---> System.FormatException: The input is not a valid Base-64 string as it contains a non-base 64 character, more than two padding characters, or an illegal character among the padding characters.
          at System.Convert.FromBase64CharPtr(Char* inputPtr, Int32 inputLength)
          at System.Convert.FromBase64String(String s)
          at UnrealBuildTool.EncryptionAndSigning.ParseCryptoSettings(DirectoryReference InProjectDirectory, UnrealTargetPlatform InTargetPlatform) in D:\UE_Edge\Engine\Source\Programs\UnrealBuildTool\System\EncryptionAndSigning.cs:line 324
          at UnrealBuildTool.TargetRules..ctor(TargetInfo Target) in D:\UE_Edge\Engine\Source\Programs\UnrealBuildTool\Configuration\TargetRules.cs:line 1648
          at PHSQTarget..ctor(TargetInfo Target) in D:\UE_Edge\PHSQ\Source\PHSQ.Target.cs:line 10
          --- End of inner exception stack trace ---
          at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
          at System.Reflection.RuntimeConstructorInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
          at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
          at UnrealBuildTool.RulesAssembly.CreateTargetRulesInstance(String TypeName, TargetInfo TargetInfo) in D:\UE_Edge\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 585```
agile storm
#

Hi there, how can i fix ue4 editor engine.pdb not loaded crash?

wintry coral
#

I have been getting these weird crashes on ue4.27.2 anyone know how to fix it?

#

Assertion failed: Module [File:C:/UE4/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 359]
AndroidDeviceDetection

wintry coral
#

I just rebuilt, it works now but why do things like this happen?

stable hemlock
#

Is it possible to make an engine plugin out of a code change for a built-in class? I'd like to modify one of the classes, but instead of requiring a full engine replacement with a custom build, I want to be able to give an engine plugin to the art team so they just put it in and forget about it. Can I do it?

stable hemlock
cyan solar
#

Thank you all. Will try it. I hope I dont f everything

stable hemlock
cyan solar
#

I've removed Samples as well

stable hemlock
#

Yeah, keep in mind you'll miss samples. (obviously)

#

DDC, Intermediate and Saved are all recreated. You can also rebuild binaries too, but, it's a bit tricky if you don't get around it easily.

normal vortex
#

😳

wooden shadow
#

Anyone know which is the 'easiest' material pin to hijack (primarily on the default_lit shadingmodel) to pass custom data through the gbuffer to a PP scenetexture? Been trying it with subsurface color but following the data flow through the code is extremely painful and there are a million shading model-specific checks along the way so I haven't managed to get it working yet. It doesn't have to be a float3, can just be float.

nocturne mantle
#

hello there! Not sure if this is the proper channel for my question, but here it is:
I have a button mashing mechanic that works great on a small, testing map. Once I open the big map with lots of actors and systems functioning, the button mashing sometimes fails to detect gamepad inputs. On keyboard it still works fine, but when using gamepad, it becomes much more difficult since it detects between 50 and 75% of the button inputs. Any idea what could be causing that problem?

runic olive
pallid osprey
#

hey guys

#

having problem compiling 4.27 from source with VS 2022, hitting a variety of errors

thick storm
#

seems like main is dead again

#

it cant download dependencies -;-

heady sparrow
#

bummer

#

good thing I have my hands full just keeping up with 5.0 as it

runic comet
#

Hey there I need to check that an FString property being edited in a DataAsset meets certain requirements, I can't seem to find a way to get the value of such property, any help would be appreciated.

bool UADSCubeSetId::CanEditChange(const FProperty* InProperty) const
{
    // If other logic prevents editing, we want to respect that
    const bool ParentVal = Super::CanEditChange(InProperty);

    
    if (InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(UADSCubeSetId, ConnectionRules))
    {
        return ParentVal && InProperty-> // This property (FString) is part of an array, I need to check its length is 8 Char Max and it's only numeric values
    }
}

#endif // WITH EDITOR```
Is there anywhere in the source code I can check to understand how the Uproperties values are accessed?
iron dome
#

Is it a member of that class you've just pasted source code from?

runic comet
#

I took the first bit from it to check the property changed was the right one

#
{
    UStruct* OwningStruct = PropertyChangedEvent.PropertyChain.GetTail()->GetValue()->GetOwnerStruct();
            
    if (OwningStruct)
    {
         for (TFieldIterator<FProperty> It(FADSCombinationRule::StaticStruct()); It; ++It)
                {
                    FProperty* Property = *It;
                    FString VariableName = Property->GetName();
                    if (VariableName == TEXT("CombinationString"))
                    {
                        FString* StringValue = Property->ContainerPtrToValuePtr<FString>((void*) OwningStruct);
                        if (StringValue)
                        {
                            ADS_RUNTIME_LOG(Warning, TEXT(" %s"), StringValue);
                            break;
                        }
                    }
            }

I tried in PostEditChangeChainProperty since the property is within a struct and the struct is part of a TArray but I get a rubbish value there

quick mica
# runic comet Hey there I need to check that an FString property being edited in a DataAsset ...

If the string always need to fulfil certain criteria and is part of a UStruct, I'd just implement an details customization, or how it's called for structs, as you then have the full control.
What I don't see is how this should work with the CanEditChange, as it doesn't seem to provide you the actual value that will be written.
For the IPropertyTypeCustomization approach you basically just would need to create a STextBlock and hook into the OnVerifyTextChanged

bool FMyCustomization::OnVerifyTextChanged(const FText& Text, FText& OutText) const
{
    if (Text.ToString(). /*...*/)
    {
        static const FString ErrorMessage = TEXT("Nice error message.");
        OutText = FText::FromString(ErrorMessage);
        return false;
    }
    return true;
}
runic comet
coarse canyon
#

Anyone gotten a stable build from ue5-main recently?

cyan grotto
#

I added new trace channel, in which file it saves it?
after I upload changes to perforce other team members that get latest revision don't have the new trace channel, can someone explain why?

hidden hedge
inland steeple
#

hi, please tell me what a Unreal File Server is needed for in general? I have 4.27 from the source, and unreal file server causes me an error, I'm in a hurry to look at it, but I would like to know, it is somehow connected with multiplayer games. I didn't find any information on the network what it is

thick storm
coarse canyon
#

I've had that in the past, cant remember what caused it or how I fixed it.. but it was a local problem πŸ™‚

coarse canyon
#

I didnt need to when I came across this... it was a few months ago actually

lethal leaf
#

geez is source code seriously over 200gb?

dark spindle
#

Source code isn't, but a small engine build is, yeah

#

300-400 with all tools and a few different targets

stable hemlock
#

I'm trying to extend the editor's viewport toolbar. I can only find examples on how animation editor application modes do this. But I can't find a way to add a button to the viewport without making a new App Mode. Does anyone have a hint on how I could do this?

lethal leaf
#

FIrst time building the engine frome code

#

Here is where i am at........
i believe i am 95% the way to finish...or was... I got to 5390 / 5841
at the very last step before opening the engine, i got to this image. almost finished when i ran out of memory because my uninstallation of almost everything miscelaneous was not fast enough
have now experienced a fatal error on memory and i cannot break my code as it just hangs at "4>[5476/5841] Link UnrealEditor-DataCharts.dll
4>LINK : fatal error LNK1201: error writing to program database 'C:\Users\LaPyRa\Documents\UnrealEngine\Engine\Plugins\VirtualProduction\DataCharts\Binaries\Win64\UnrealEditor-DataCharts.pdb'; check for insufficient disk space, invalid path, or insufficient privilege
"

i cannot close VisualStudio because i need to break the code. but i cannot break the code as it is not responding

its 320am here. i am not sure what to do. google isn't pulling much up and i am seriously concerned to force quit as this is my first time and i don't know if i have to wait another 3 hours of if it salvages from where it left off

dark spindle
#

"check for insufficient disk space" it says

#

Alternatively, make sure C:\Users\LaPyRa\Documents isn't under OneDrive, for example

lethal leaf
#

it was honestly like a race

#

thank you for replying btw

dark spindle
#

Yeah you need >300GB for a full build with tools. If you're just going to use it for a single project, you can start fresh and not compile the UE5 solution

#

Instead, just associate your C++ project and compile your project solution

heady sparrow
#

yeah, compiling from a project context = less pointless plugins

dark spindle
#

It'll be like 150 to 200GB depending on used plugins

#

Only works for C++ projects though

#

(and won't have the project launcher etc)

lethal leaf
#

so i just pulled the Main-UE5 branch because I need the high quality reflections on translucency

#

that is all i need

dark spindle
#

I would argue strongly against using main since you will likely not be able to switch to a regular engine release for 6 months, if ever

heady sparrow
#

yeah, backporting is mostly impossible with assets

#

the C++ code will mostly survive though

#

there was one crazy guy on her still on the early access preview

#

dude was too scared to upgrade to release

lethal leaf
#

this is what i need.

dark spindle
#

Okay, sure

heady sparrow
#

good luck finding a stable commit I guess

lethal leaf
dark spindle
#

We're just saying, be mindful that this is a one-way trip for your project

#

And that 5-main could simply not work (or not compile)

lethal leaf
# heady sparrow good luck finding a stable commit I guess

that is fine. i had an issue where i wasn't able to free up memory for install fast enough

but what i need to know is if the compiling step in visual studio is salvagable? or do i need restart the git process and delete the entire content

dark spindle
#

Just just keep removing stuff and restart the build

#

Do note that you'll need a lot more space yet for shaders

lethal leaf
#

like can i just rebuild code and it read the 5394 steps out of 58xx

dark spindle
#

Personally I would only use source builds with 1TB free for project+source

stable hemlock
#

if you don't want to distribute the engine, just compile your game project

dark spindle
#

Yeah we've said it already

heady sparrow
#

have the git reset and the re-run the setup.bat if you are really worried it's corrupted

#

sometimes I have had to nuke plugin binaries on a bad build

weary tangle
#

does this finally solve horrible ages long screen space reflections on water too? Water using screen space has been so horrible that eyes pop upπŸ˜† when looking down on water.

lethal leaf
# stable hemlock if you don't want to distribute the engine, just compile your game project

all i need to do is render the high quality translucent shaders in Movie Render Queue

https://twitter.com/DylserX/status/1504435888256065537

Added today in UE5-Main branch, High Quality Lumen Reflections on Translucent Surfaces!

Activated under Reflections in the post process volume, Here you can see the High vs Default setting.

Great stuff! #GameDev #UE5 #UnrealEngine #UnrealEngine5 #Shader

Likes

307

dark spindle
#

UE4 is good enough for that

lethal leaf
dark spindle
#

Lumen is meant for real-time, if you're doing movies you can get much better quality

heady sparrow
#

nice to have that quick feedback I guess

lethal leaf
dark spindle
#

Yeah, or that

lethal leaf
#

but i wanted it to be entirely lumen and ue5

dark spindle
#

Lumen has worse quality so why?

lethal leaf
#

Lumen is better than raytracing for this scene, i have tried to dial RT in but i just dont like it. I can take comparison shots for you if youd like to see

it is the City Sample

#

Pathtracing is best but isn't optimized in CitySample and much of the city breaks

dark spindle
#

City is dedicated to Lumen

lethal leaf
#

makes sence

weary tangle
# dark spindle Probably not

Well this would be bummer as SSR on water is most horrible thing ever, it is so nasty to look on water because of that. Maybe i am wrong, but is 5.1 supposed to have Lumen reflections on water?

dark spindle
lethal leaf
#

so ii hit rebuild on the project

#

4>Build succeeded.
4> 0 Warning(s)
4> 0 Error(s)
4>
4>Time Elapsed 00:00:01.67
4>Cleaning UnrealEditor, ShaderCompileWorker and UnrealHeaderTool binaries...
4>Using bundled DotNet SDK
4>Log file: C:\Users\LaPyRa\Documents\UnrealEngine\Engine\Programs\UnrealBuildTool\Log.txt
4>Using 'git status' to determine working set for adaptive non-unity build (C:\Users\LaPyRa\Documents\UnrealEngine).
4>Creating makefile for UnrealEditor (no existing makefile)

#

oh sheesh it is only doing 72 now

#

and somehow i went from 8.5gb to 85

#

ahhhhhhhhhhhh ok it is recompiling all 5742 over

but hey that still saves a few hours

hoping this is good

THANK YOU all for jumping in seriously i appreciate that and idk what i should do to say thank you or be there in return,

but i will message a bit later if it works or not after the 5742 compile

coarse canyon
#

Fyi, if anyone cares. Ue5-main source build from yesterday is quite stable. No major bugs so far

stable hemlock
#

Is it possible to provide my artist with a plugin that would act as a replacement of a built-in class like Character? Motivation is to avoid custom engine build, but make it something compatible with regular releases.

dark spindle
#

Very

stable hemlock
stable hemlock
dark spindle
stable hemlock
#

As a plugin, wouldn't that fail with class redefinition on project compile?

dark spindle
#

You would indeed need a rename

#

The only potential problem is if other engine features that you use depend explicitly on the original class

stable hemlock
#

Ah yes, and he would need to use my class, not the original, right?

#

I was hoping for a way to replace it, like with virtual classes I can easily override.

dark spindle
#

You can override methods, but if you need more than that you have to either edit the source or copy all of the classes needing modifications to your projects (under a different name)

#

As long as you're not trying to do it for say, Pawn itself, it'll be fine

stable hemlock
#

Yeah, so, seems easier to modify, rebuild and distribute. Annoying is I can't download marketplace plugins to such an engine. It's invisible to the Launcher.

dark spindle
#

You would put plugins under the project anyway

#

So that they're transparently shared with source control

stable hemlock
#

Thanks

normal vortex
#

is anyone managed to run ALS-Community plugin in 5.1.0?

#

or similar plugins

heady sparrow
#

I have als-cpp running in 5

#

just spammed double casts everywhere

#

is it working completely? unsure

normal vortex
#

5 means from launcher?

coarse canyon
soft zinc
#

quick question - looking at some skinning things in the HLSL and Im a bit unfamiliar with row/column major order in HLSL.
If I have a transformation matrix (float4x3, specifically the FBoneMatrix) and I want to extract the scale factor, do I need...

float Sy = length(thisMatrix[1]);
float Sz = length(thisMatrix[2]);
float3 scaleFactor = float3(Sx,Sy,Sz);```
or
```float Sx = length(float3(thisMatrix[0].x, thisMatrix[1].x, thisMatrix[2].x));
float Sy = length(float3(thisMatrix[0].y, thisMatrix[1].y, thisMatrix[2].y));
float Sz = length(float3(thisMatrix[0].z, thisMatrix[1].z, thisMatrix[2].z));
float3 scaleFactor = float3(Sx,Sy,Sz);```
?
heady sparrow
#

still, don't take my word for it

#

there might be things busted I can't see

ornate rose
#

Guys, any news on nanite foliage and Lumen reflections?

normal vortex
#

reflection works nice

#

on tranparency surfaces

lime mulch
#

I`m having this too because i updated visual studio

ornate rose
normal vortex
ornate rose
normal vortex
#

same crash count as released version tho

#

so very minor

#

but reflection in transperency surfaces is why i downloaded it

ornate rose
#

Ok. Will definitely download a build now. But if the next ue5 version is released. Will a project done with the build be transferable to the official release version. I heard something about some builds not going to work.

coarse canyon
coarse canyon
thick storm
#

I honestly wish we will get some dedicated foliage path

#

something as optimized for foliage

#

as nanite is for more opaque meshes

ornate rose
coarse canyon
#

I think we'll get more for that iniside.. I think there might be a whole new landscape system in the works behind the scenes.. or maybe that's just wishful thinking on my part πŸ˜„

thick storm
#

last thing i saw was LandscapePatch to modify landscape at runtime

#

i guess lotta survival games needed that πŸ˜„

ornate rose
coarse canyon
thick storm
#

Voxel Plugin + World Partition for everything else (static that is) is perfect match

coarse canyon
#

aye, but I'm probably going to have to customize WP cells in some way.. I dont want the harvestable rocks to pop back up in the distance πŸ˜„

#

most or all things in the world are dynamic in some way

thick storm
#

probabaly the esieast thing is to excluded them from HLOD

#

but if most things are generated I guess "harvastebles" cloud be as well ? and just let some spawner manage their lifetimes ?

lethal leaf
#

Severity Code Description Project File Line Suppression State
Error Could not find definition for module 'MegascansPlugin', (referenced via default plugins -> Bridge.uplugin) UE5 C:\Users\LaPyRa\Documents\UnrealEngine\Engine\Intermediate\ProjectFiles\UnrealBuildTool 1
Error MSB3073 The command "....\Build\BatchFiles\Rebuild.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code -1. UE5 C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 51

#

is there any good way of fixing this?

in trying to purge memory i tried getting rid of megascans files as i hadn;t used them. and installed bridge

guessing somehow removed it from the actual repository file

any suggestions?

#

or do i need to redownload the repository?

lethal leaf
#

or do i need to download the main repo and use the Branch/Tag git function to identify the Main?

lethal leaf
granite elbow
#

Hi there~ ,what is the actual difference between
SimpleConstructionScript and Instance
in EComponentCreationMethod ?
It looks like both are from Component section?

UENUM()
enum class EComponentCreationMethod : uint8
{
    /** A component that is part of a native class. */
    Native,
    /** A component that is created from a template defined in the Components section of the Blueprint. */
    SimpleConstructionScript,
    /**A dynamically created component, either from the UserConstructionScript or from a Add Component node in a Blueprint event graph. */
    UserConstructionScript,
    /** A component added to a single Actor instance via the Component section of the Actor's details panel. */
    Instance,
};
lethal leaf
#

well friends i believe i got it

lethal leaf
#

UGGGHHHHHHHHHHHH

lethal leaf
#

i don't get it. i followed everything perfect this time, I had zero failed issues when compiling in visual studio
but now it is getting locked out on line 349

#

higher quality screenshot

lethal leaf
#

is THIS what i am running into?? as per the readme

"Most active development on UE5 happens in the ue5-main branch. This branch reflects the cutting edge of the engine and may be buggy β€” it may not even compile. We make it available for battle-hardened developers eager to test new features or work in lock-step with us."

iron dome
thick storm
#

today main seems to broken

#

or it's only with Strata enabled

coarse canyon
small surge
#

how far is 5.1?

lethal leaf
mint portal
#

somehow i cannot build the engine ...

#

something with res.x

full jewel
#

SM6 is also completely broken on main right now with my 6800xt. which as far as i can tell was required for nanite currently

thick storm
#

you managed to even get the shaders to compile ? πŸ˜„

full jewel
#

seemed like it, but they also have that on demand compilation now so eh

iron dome
#

I can also report that my 6800 XT falls over in the editor.

ornate rose
#

I am trying to download from github, Is there a way to pause and resume download when building from github?

light verge
#

having troubles with Visual Studio 2019, says incompatible but I've included all required plugins under the Game Development C++ button, and made sure I followed the documentation. If anybody knows a potential cause any input would be great, thanks!

(I'm using the release branch)

#

I also have this for reference just in case

wispy relic
ornate rose
#

What git command do you use to update your repository if you have downloaded it before and rebuild?

#

Thanks. I know. My internet keeps cutting off. I downloaded like 2.9 gb of the repository and it cut off and restarted again. So I might use the pull to update the initial folder. I kept copying and saving the folder to another directory at intervals so in case it cuts off, I can replace it. The folder gets automatically deleted when the internet cuts off.

#

the destination folder when using git clone which is the .git folder. I am a source builder noob. If the internet cuts off, the folder gets automatically deleted.

#

I don't understand. Sorry. You mean it will download small parts of the clone and save them?

#

Ok. Thanks a ton.

light verge
light verge
hidden hedge
#

Though you might see that if you’re opening a project designed for a later VS version too since I’m sure the error is different if you don’t have the workflows installed

light verge
light verge
#

wow, got to my desktop, opened it with VS2022, and immediately i have the option to build it. will hope it works out now πŸ˜„ ik it takes a while for this step

light verge
#

so I right clicked Engine/UE5 and hit build, after that finished I hit F5, can't tell if this green/white bar is a progress bar because it says "Ready" on the bottom left, and all the drop downs on the top is grayed out/not clickable.
solved

upbeat karma
#

what are the new features in version 5.1?

dark spindle
upbeat karma
#

hmm I see

#

I just notice so many people using 5.1 already

#

makes me think if I'm missing out on something πŸ€”

dark spindle
#

No one is using 5.1, people are using source builds with features that may be included in 5.1

upbeat karma
#

yea thats what I mean

#

lots of people are already building from source

#

so I was wondering if there are some big features that make people do this instead of sticking to 5.0.1

dark spindle
#

There are many reasons for source builds so many teams do it - dedicated servers, custom changes to the engine, preview of features that aren't debugged completely, etc

#

Just need 500GB and a few hours

upbeat karma
#

oh I see

#

wait I was actually thinking about doing a game with dedicated servers in the future, I have to compile the source myself for that?

upbeat karma
#

damn, that will probably not be very fun

#

but oh well

heady sparrow
#

it's not so bad if you have a decent pc

upbeat karma
#

yea I think that wont be a problem, I got a ryzen 3700x and 32gb of ram

#

was just thinking about setting up the dev environment just to be able to compile with any errors/issues, thats probably going to be painful

dark spindle
upbeat karma
#

yea I know theres other options but I'd like to give people the ability to host their own servers like minecraft for example

heady sparrow
#

just remember to have a lot of disk space for the build

#

full build can be like 300gb

upbeat karma
#

jesus

#

will keep that in mind

light verge
upbeat karma
#

yea I think that is the hardest part for sure

#

setting up the build environment with right dependencies and versions

light verge
#

yea, I've done it 5 times now bc I keep messing something up and I've pretty much memorized the steps by now lol

upbeat karma
#

yea atleast you get some practice in if you have to do it in the future again I guess

light verge
#

true, random info always comes in handy at random times

light verge
#

update:

After right click building the UE5 file, this loading bar on the bottom does seem to be progressing. Is it going through a process that can take overnight? Not sure how long this step usually takes

fiery vault
#

Anyone knows, which source folder the main editor icon is located in?

ornate rose
#

I found a way to pause and resume downloading from git. The internet kept cutting for some reason. I kept saving the git folder to another directory so windows shell doesn't delete the folder if the internet cuts (why does that happen though? The folder supposed to remain there) When I want to resume, I replace the folder, and use git pull and the download resumes.

#

Ok. Thanks for the info. I am glad I can build now without any issues. Even with using git filter, the damn internet was having issues. A nice workaround for pause and resume.

ornate rose
fiery vault
ornate rose
fiery vault
#

For the icon that it uses.

ornate rose
fiery vault
#

Thanks anyway πŸ™‚

quick crystal
#

Have any commits come out since the official 5.0 release that have fixed the animation mapping not carrying over root motion?

#

*animation retargeter

livid fiber
#

Guys, trying to clone Unreal but get empty folder after and no commits. Does anybody know why this might happen?

iron dome
#

Have you been added to the access list?

#

Maybe just try "git pull"

livid fiber
iron dome
#

Does the master branch even exist?

livid fiber
#

No

#

I have no idea why it is there

iron dome
#

Try going to a branch that exists.

livid fiber
#

There are no branches

#

The link is correct

#

It downloads tons of stuff

iron dome
#

Try "git checkout release"

#

See what happens.

livid fiber
#

Yeah, I've tried. No such branch

#

I'm trying to do a shallow clone in different folder now, see if it helps

#

Yeah, looks like shallow clone into different folder does help.. But now I do not know which one helped

iron dome
#

Lol

ornate rose
#

when I enter git branch I see only master no other branches

ornate rose
#

Is there a way to just install ue5 main directly instead of downloading the whole repository first?

dark spindle
#

If you intend on never updating ever, you can download a zip of the files from a specific branch on Github (but then if it fails to compile you have to start over from scratch)

proper hull
#

Was anyone able to build 4.27.x with VS2022 only? By only I mean "take a fresh Windows machine, install git, use VS2022 installer to install some components (which? it's not documented anywhere), then proceed the usual build procedure. I start to think it just doesn't work: https://github.com/adamrehn/ue4-docker/pull/253#issuecomment-1126097780

Running AutomationTool...
Parsing command line: BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:HostPlatformOnly=true -set:VS2022=true -compile
[ue4-docker build] [2022-05-13 14:10:25] [Available disk: 805.93 GiB] [Available memory: 26.67 GiB physical, 5.00 GiB virtual] [CPU usage: 21.60%]
Dependencies are out of date. Compiling scripts....
...
[C:\UnrealEngine\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
       CSC : error CS1617: Invalid option '6' for /langversion; must be ISO-1, ISO-2, 3, 4, 5 or Default [C:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
       (see C:\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)

Components we've already tried:

Microsoft.Net.Component.4.6.2.TargetingPack + Microsoft.Net.Component.4.8.SDK
Microsoft.Net.Component.4.6.2.TargetingPack + Microsoft.Net.Component.4.8.SDK + Microsoft.Net.ComponentGroup.4.6.2.DeveloperTools
Microsoft.Net.ComponentGroup.4.6.2-4.7.1.DeveloperTools
Microsoft.Net.Component.4.6.2.TargetingPack + Microsoft.Net.ComponentGroup.DevelopmentPrerequisites

gritty hill
#

negative

#

If you build engine from source, then use the Epic Launcher to update it, will it become a 'regular' build? e.g. should I build updates from source instead of using the launcher? I am not seeing any new plugins in my existing project, but they are shown in a new project, and I see they have different Engine Associations in the .uproject file...

#

mmm, if I change the version from {08A5A4D7-44F8-677F-204C-FFA704AFF6B5} to 4.26 it wants to rebuild the project to a 'newer' version (actually the same, current version afaik... .... ....?)

gritty hill
#

ah, I forgot that my source build is in a different directory and got confused, nvm :p

ornate rose
#

I am getting this issue while trying to open ue5.sln with Visual studio 2022 . Is ue5 using framework 4.5?

#

Should I update to framework 4.8?

full jewel
#

i haven't had any problems doing so yet, otherwise you need to install the older version

proper hull
thick storm
#

and..

#

git sync is dead again

proper hull
thick storm
#

it means changes from p4 are not synced to github

#

because someone tried to make pr with full engine..

tired bolt
#

Hello nice people of code πŸ™‚
I have landed a couple of PR related to source control in ue5-main
Do any of you have a rough idea of when we will start to get preview builds for it? In a month or two, something like that?

proper hull
tired bolt
# proper hull I'd expect first 5.1 preview not earlier than in July.

Thanks, but is this only a guestimate like mine πŸ˜‰ ?
I mean, I know that even Epic Games doesn't have a precise date for the release, but I know they have plans, and IIRC they also take some weeks off during summer so they would try to land a release before (or after?) August?
Well, I'll wait and see if someone from Epics answers this, but I could ask in one of the PR itself

rustic marsh
#

is there any way to decrease engine source build size?
i just excluded ios, android, linux etc. But still huge af

tired bolt
# rustic marsh is there any way to decrease engine source build size? i just excluded ios, andr...

How do you exclude these? Using Setup.bat -exclude=Xxx like in https://forums.unrealengine.com/t/tutorial-how-to-use-setup-bat-and-how-to-reduce-download-size/17640/21
Have a look at the .gitdepsignore also mentioned in this thread
or https://forums.unrealengine.com/t/slim-down-engine-source-build/101112/6

proper hull
thick storm
#

i would even say september

#

I don't think they will even try to make preview before the SM 6.0 / Strata is resolved

#

right now it breaks every two weeks πŸ˜„

ornate rose
dark spindle
#

VS 2019 is indeed what UE5 releases are built with

#

Per the release notes

#

VS 2022 latest is literally broken with 5

ornate rose
dark spindle
#

Is there a reason you would use 2022 when it's so unproven yet?

#

It literally doesn't compile UE5 projects in its latest release

ornate rose
#

I used VS 2022 to build ue5 sometime ago and there wasn't any issue so I am surprised this issue came up.

#

This was before 5.0 release

dark spindle
#

So did I. As of last week, latest 2022 release of MSVC breaks in 5, fix is in source and a hotfix from Epic is probably coming soon

#

2019 is not gonna break anything

#

Most of my work colleagues are on 2019, some on 2017, fwiw

ornate rose
#

Ok. Will get VS 2019 then. Thanks man

dark spindle
#

Please don't multi-post your questions

burnt ibex
#

I'm trying to build 4.27.2 from source on my mac. I did this step ->Select theΒ ShaderCompileWorkerΒ forΒ My MacΒ target in the title bar, then select the 'Product > Build' menu item.

#

and getting this error

static stirrup
#

Has anyone encountered a build error like this?
UnrealBuildTool : error : Unhandled exception: Dependency file "F:\Feudal_Lands\Git\FeudalLands\Plugins\DungeonArchitect\Intermediate\Build\Win64\UnrealEditor\Development\DungeonArchitectRuntime\Module.DungeonArchitectRuntime.gen.3_of_8.cpp.json" version ("1.2") is not supported version

static stirrup
#

nvm i figured it out

ornate rose
#

when I open the ue5.sln

#

Any idea what the issue might be?

hidden hedge
#

Ok then what β€œedition” did you install?

burnt ibex
#

I have 4.27.2 from launcher on my PC and 4.27.2 source build on my mac. when i try to open the same project, im getting the project was made with a different version of the engine error message
Does this mean i cant have the same project between project and launcher builds?
I would use launcher version on mac too but it throws like a 1000 errors when i compile my project.. something to do with xcode and UE4 not playing well

ornate rose
#

This is the version I installed.

ornate rose
heady sparrow
#

you need C++ build tools

#

add them using the VS installer to modify your install

#

C++ and game development C++ packs should include that

ornate rose
#

but it is still showing v143 not found.

#

seems v143 tools are specific to VS 2022? Does this mean ue5 main is compartible with 2022 after all. or there is some issue when I downloaded the repo from github. I have about 100gb of ue5 repo on my drive so I can't figure out what the issue is.

dark spindle
#

And UE5 is compatible with 2022 just don't be surprised if you have problems

ornate rose
dark spindle
# proper hull No, it isn't.

I've used 2022 exclusively for the past year, so yeah - just don't get the latest update from a week ago or so if you're on binary UE5

proper hull
dark spindle
#

Those have to be fairly recent regressions - I used source builds with 2022 up to a month ago or so

#

Like I said, "don't be surprised if you have problems"

#

Both UE4 and UE5 have no particular, generic, ongoing support problem though

dark spindle
#

Not to mention you can, like, install the 4.5 pack

proper hull
dark spindle
#

VS installer for 2022 has all supported versions (4.6 and up)

proper hull
proper hull
dark spindle
#

You seem really bent into inventing an issue out of this

#

Are you saying that 4.5.2 will not work in UE5 to compile 4.5 projects?

proper hull
#

Yep

dark spindle
#

And can you confirm that updating a project from 4.5 to 4.6 or 4.8 will prevent it from working?

#

Because like I said - this is not an issue I've had and I somehow doubt that no one can compile current Unreal with current VS

proper hull
dark spindle
#

That's not the same thing as "incompatible"

#

I'm literally the one who told UE5Nanitize here to use VS2019 since that's what UE5 releases compile against - but saying VS2022 isn't compatible is straight up wrong

proper hull
#

If changes to source are ok, then UE can be compiled with Rust compuler (well, after some code adjustments).

dark spindle
#

No one is talking about source changes here

#

We're in checkbox territory here

proper hull
#

You talk. You suggest editing csproj files.

dark spindle
#

I suggest clicking a checkbox

proper hull
dark spindle
#

Sure it will

#

Did you try running git diff after running setup.bat?

#

You might be surprised

#

Arguing that a checkbox to click is "changes to sources" and that doing this is "untested by Epic" and thus 2022 is "incompatible" is incredibly bad faith talk

#

There are real issues with 2022+5 and these ain't it

#

(And to use Swarm of all Unreal components as an example makes this even more bad faith trolling imho)

proper hull
dark spindle
#

You don't have to build Swarm to successfully build the editor

#

This is only an issue if you're intending to use CPU Lightmass for baked lighting

#

In case you wanted 15-years old lighting tech with your UE5, VS2022 project compiled from sources πŸ™„

#

(Assuming again that it doesn't work with .NET 4.6 which it probably does)

proper hull
#

Okay, we're just treating the same situation differently. You feel like it is still compatible even if requires changes, I feel like it isn't. My reasoning is:

  1. If changes are ok, ANY use version is compatible with ANY vs version, it just needs changes.
  2. If you try to say "there are bigger and smaller changes, editing a couple of lines in csproj doesn't count", then I'll ask you to draw the border. How many lines/files/whatever one needs to change so it becomes a big change and doesn't count as compatible anymore?
dark spindle
#

Setup.bat does changes to versioned files

#

So I will not be hearing trolling about how clicking "OK" on a project update is a source change

proper hull
pallid osprey
#

what's the best way to build from source without hololens?

#

like I want it to be gone completely

dark spindle
pallid osprey
#

without having to fiddle with command line args

proper hull
thick storm
#

this is pointless

#

you can just as well install .net 4.5

#

and make no changes

proper hull
thick storm
#

wtf is this even about

#

no

#

vs2022

#

is not coupled

proper hull
#

vs2022 doesn't have .net 4.5. just check the facts before talking.

#

https://docs.microsoft.com/en-us/dotnet/framework/install/guide-for-developers

Starting with Visual Studio 2022, Visual Studio no longer includes .NET Framework components for .NET Framework 4.0 - 4.5.1 because these versions are no longer supported. Visual Studio 2022 and later versions can't build apps that target .NET Framework 4.0 through .NET Framework 4.5.1. To continue building these apps, you can use Visual Studio 2019 or an earlier version.

dark spindle
thick storm
#

ok.. then install it separtetly ?

#

anyway

#

this is only real issue

dark spindle
#

That and the current 1.2 json bullshit

#

Latest MSVC won't work without latest UE5

proper hull
thick storm
#

visual studio installer ?

pallid osprey
#

at this point of time it is a safer bet to go with VS 2019 anyway since newer MSVC has problems compiling UE from source

nova sleet
#

We are using the latest vs2022, it took about 40 seconds to cherry pick the UBT fix from ue5-main (or could literally just fix it manually about equally as quick) and we haven't had any other issues at all

pallid osprey
#

what is the MSVC version you are using?

#

there is an ICE when compiling IoStore.cpp, and then there was an issue with Json 1.2 something

dark spindle
#

Latest, they said.

#

The json issue is fixed in source

round pagoda
#

I'm getting this error when using editor in debug mode. I've made some basic changes to a BP and compiled, nothing sinister. What does it mean about 'REINST_'? being parented to another 'REINST_' class and causing recursion? Are my blueprints corrupted?

arctic juniper
#

does anyone know when and where mips of a UTexture asset are loaded in? I want to edit some stuff so it only loads in the first mips, not all the rest

dark spindle
arctic juniper
#

only the mip of the resolution i need

#

not all the others

#

so if i need resolution 1080, all the smaller ones i dont want to load

#

but normally the whole chain UP to a resolution is loaded in

#

i wanna be able to specify

dark spindle
#

I'm not sure that's possible

arctic juniper
#

well with engine changes everything is possible

dark spindle
#

I'm not sure it's physically possible on a GPU, is what I'm saying

arctic juniper
#

I just need to know where its specoified which mips will be loaded in

dark spindle
#

What's possible is to decide to load up to a certain res - the GPU then has say a 1024Β² pic with all the lower mips

#

If you then stream a 2048 or 4096 version it's just a new image with the other mips with it

#

But having say 1024 and 512 requires everything below too

arctic juniper
#

yah that kinda sucks

#

unnecessary space taken up

#

As I dont need any mips loaded in, except the base mip of its resolution

dark spindle
#

So make it not mipmapped

arctic juniper
#

so if its a 512x512 texture I only want 512 * 512

dark spindle
#

If you're sure it's never going to be visible from a distance, just set the mipmapping method to no mipmaps

arctic juniper
#

the thing is, we might need the mips later

#

just not at the start when the assets are loaded in

#

we want it more dynamically

dark spindle
#

If you have the max LOD - the total VRAM footprint of all the others is 50% more

#

if you have the two highest mips the rest start getting quite insignificant

ornate rose
#

This last 5 days has been frustrating for me just trying to build from ue5 mainπŸ˜΅β€πŸ’« 😭

thick storm
#

good news main is working again with SM6

#

bad news git sync is dead

#

so these changes are not on git -;-

arctic juniper
dark spindle
#

No idea what you mean by scale

#

The point of mipmaps is cheap high quality rescaling

halcyon urchin
#

guys can I import source build of unreal engine 5 inside epic game launcher somehow ?
I need download some samples and open it in ue5 but I cant because in epic I dont have any ue installed

full jewel
vagrant mica
#

anyone know where the editor is pulling the version number from that appears in the top right? specifically the changelist part

arctic juniper
dark spindle
arctic juniper
#

ooh okay, so yah the reason i wanna be able to set what mip level to only load in to is because: the texture is for instance 4K, so when loading the texture it loads in everything up to 4K. but the texture might only be used ever at 2K so i only want to always load in up to 2K, not the 4K max size of the texture

dark spindle
#

It should not load 4K if it is not used

#

This is also controllable in multiple ways through mip bias

arctic juniper
#

at what point do the initial mips get loaded in for textures etc

#

at runtime I mean

hidden hedge
round pagoda
hidden hedge
#

so did you try reverting the BP in source control?

ornate rose
dark spindle
#

no

ornate rose
#

Ok. Thanks

ornate rose
#

Finally built it with VS2019. Can't find the UnrealEditor.exe in Engine/Binaries/ Win64

still dawn
#

i'm having issues with the engine detecting clang for cross compilation on my pure compiled version of release of 5.0.0

#

installed the 4.27 clang from the documentation

#

it is in my enviorment

#

but

#

alas

still dawn
#

am dumb

#

forgot i didn't refresh enviorment/restart

open lily
#

Hey can anyone let me know how can I build a linux Server on windows

#

Cause linux platforms are not available due to some sdk issue

tired bolt
swift pumice
#

getting this error when trying to package with the latest source 5.0 build, any ideas?

arctic juniper
#

If I change a textures lodbias at runtime, will it unload the mips that are now not needed anymore

ornate rose
#

Hmm...while building using VS 2019, I see this: The current .NET SDK does not support targeting .NET 6.0. Either target .NET 5.0 or lower, or use a version of the .NET SDK that supports .NET 6.0.
4>Done building project "EpicGames.Build.csproj" -- FAILED.

#

Any ideas what this means?

hidden hedge
#

you do not have the .NET 6.0 SDK installed, as indicated by the error

ornate rose
#

How do I install it?

#

@hidden hedge Is this available to modify VS 2019 using the VS installer? Can't find it there.

ornate rose
#

I don't get what is going on. Initially when I tried to build, .NET Framework 4.5 targeting pack was missing. So I had to download VS 2019. Now I am trying to build, it saying .NET framework 6.0 which is available in VS2022.

hidden hedge
#

".NET Framework 6.0" doesn't exist

#

it's just ".NET 6.0"

#

6.0 should be listed with this command

ornate rose
#

Thanks for the example. Tried it. I don't have .NET 6.0 installed.
Kinda weird. I have never had these issues before when I built ue from source in the past.

#

How do I install .NET 6.0?

hidden hedge
#

googling would be a start

ornate rose
abstract warren
#

Hello, we are creating a timeline system in our application built on UE5 which is very similar to the sequencer timeline in-engine. Does anyone have an idea of if it would be easier to expose engine code of the sequencer’s timeline to our project or build our own from scratch. I haven’t dove into the sequencer code so I’m not sure if it would be more of a mess to try to utilize some of UE5s existing code or simply rebuild from scratch.

ornate rose
#

Finally built it. Fps is worse than 5.0.1 official release. Nanite visualization mode don't work. All of the modes are white in color.

#

Still got this error after installing 6.0 and rebuilding ue5.sln

#

I might have to redo the whole thing from scratch all over again. It is getting frustrating.

#

Can I delete all the other folders except .git?

severe sage
#

Does anyone know what happened to the Epic Games FTP server? I'm seeing a few people saying it's been missing for a while. Is there a replacement?

severe sage
sage iris
#

How to learn about engine? any materials

dark spindle
#

Tutorials, sample content

charred tiger
#

Hey I managed to build the engine from source and now I am trying to build the server. But when I follow the tutorial I get this error: Non-agnostic games on cooked platforms require a uproject file be specified

can anyone help me how I can do that?

thick storm
#

DirectStorage is landing in unreal

#

finally : D

celest flower
#

How stable is the 5.0 branch? Am I likely to encounter nasal demons?

iron dome
#

S'not that bad.

ornate rose
#

Whats the difference between build and rebuild and Clean in VS studio?

celest flower
#

Clean deletes all build output, final and intermediate.

#

Build does an incremental build. E.g. only stuff that's changed gets rebuilt.

#

Rebuild is Clean followed by Build.

ornate rose
#

Thanks. I am reading Rebuild doesn't always give a good result. So I am going to use Clean and try rebuilding again. I built ue5 from ue5 main and there are a lot of errors with Nanite visualization mode not working at all and the fps is bad.

celest flower
#

Well, it can get fucky sometimes, but that should be the exception rather then the norm. Build works 99% of the time.

ornate rose
#

I installed x64 windows. Am I supposed to install x86?

#

when I check donet --lists-sdks. It shows up.

#

Unless there is a problem between VS2019 and .net 6.0

hidden hedge
#

it's not properly supported in VS2019, but there was a workaround

#

if you are building 5.0 or main branches, why not just use VS2022?

ornate rose
hidden hedge
#

you don't have to retarget

ornate rose
hidden hedge
#

and did you install the required targeting pack, ie. the second option in the prompt

ornate rose
hidden hedge
#

lol

#

just install the targeting pack

ornate rose
#

You are right. I probably should have just installed the pack

#

But it is wierd that VS 2019 isn't recognizing .NET 6.0 though even though it is installed.

hidden hedge
#

yeah but VS2019 technically does not support .NET 6.0, and epic tried to work around it

ornate rose
#

What is the workaround if you use VS 2019. I am guessing it is a lot of coding stuff

hidden hedge
#

I think they made some changes to the csproj file

#

there's pretty much no reason to stick to VS2019 when you get everything working in VS2022

#

and it seems "getting everything working" seems like a .NET Framework targeting pack

ornate rose
#

Will install VS 2022 and install the pack. Thanks man.

thick storm
hidden hedge
#

ah nice

#

though yeah literally just the libraries for now but it's good to know that they're working on it

bronze niche
#

What the hell is this about now? lol
1>UnrealBuildTool : error : Unhandled exception: Dependency file "D:\Unreal Games\UntitledGame1\Intermediate\Build\Win64\UntitledGame1\Development\Engine\SharedPCH.Engine.ShadowErrors.h.json" version ("1.2") is not supported version

hidden hedge
#

that github link is where you clone the engine source from

bronze niche
#

OK? Well I don't know what to tell you there man, cause the link's a 404 error

#

that you posted

hidden hedge
#

yes because you're either not logged into github or you didn't link your epic and github accounts

bronze niche
hidden hedge
#

that's the fix to the error

#

and you're posting in the channel to do with engine source lol

bronze niche
#

Yeah cause it's not MY code that broke lol