#ue5-engine-source

1 messages · Page 1 of 1 (latest)

scenic sedge
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Yo, feel free to discuss any coding/engine source code stuff in here for UE5. Guess there is a lot of "Build from Source" discussions that like to take place and what not.

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Also please redirected people here from the ue4 version of the channel if you notice they are using the wrong channel

obsidian escarp
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ue5-main has double vectors! FVector has been removed and is now either FVector3f or FVector3d

scenic sedge
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Is there an FVector2f and FVector2d ? :D

obsidian escarp
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not that i saw

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FVector2D is still a 2d float vec

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under the hood they converted FVector into TVector<T>

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and then implement TVector<float> as FVector3f and TVector<double> as FVector3d

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but, it'll be a big change for everyone because FVector is no more

scenic sedge
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rip

cedar tree
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FVector3d?

obsidian escarp
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yeah

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Vector3 double

cedar tree
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at first it looks like a three dimensional vector

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as opposed to FVector2D

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😄

obsidian escarp
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yeah i know lol

scenic sedge
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What do you expect from the peeps that call "FindRef" the function that returns a copy and "FindChecked" the function that returns a ref.

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(TMap)

obsidian escarp
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lol

zealous yarrow
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So it might be good to use the tvector variant then since it can be easily swapped between float and double

obsidian escarp
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not really? it's a template so TVector<float> cannot be converted to TVector<double>

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it's probably best to use the FVector3f FVector3d names

cedar tree
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also I doubt templates work with blueprints at all

obsidian escarp
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there are conversion primitives

stone crown
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float can not be converted to double/vice versa?

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i thought those two types were handled, else i don't see why they made a TVector..

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as that would be non-intuitive

zealous yarrow
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Yeah

hallow juniper
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The github link on the UE5 tab doesn't seem to work for me

obsidian escarp
quasi snow
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Hello

steel harbor
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Ehhh ok so does FVector not compile then?

zealous yarrow
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The whole point of having a template would be to have it easily swappable otherwise there is no point in having it

obsidian escarp
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on ue5-main @steel harbor. ue5-earlyaccess doesn't have double vecs

hallow juniper
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Maybe its just me then. Its the same link and its 404 every time

stone crown
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tho you probably just treat it like a TArray where you need to specify the type

obsidian escarp
steel harbor
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I saw you meant main, but this is relevant for my course videos

stone crown
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like TVector<double>

steel harbor
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As I use FVector a bunch

obsidian escarp
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not to easily convert them as a user

ashen kiln
steel harbor
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Atleast it's easy to understand the change for students

ashen kiln
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and it has lots of new features in editor ui.

obsidian escarp
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c++ uses monomorphic templates, meaning that templates are completely different when compiled with different types

stone crown
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@ashen kiln not sure why the epic team do not do clean builds to ensure main can compile

obsidian escarp
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it looks to be early

stone crown
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if its in main, it will be 5.0 release

obsidian escarp
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right

deep jungle
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Early 2022.

ashen kiln
deep jungle
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Is what they're aiming for.

obsidian escarp
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but like, when it will be "released" in the early access cycle

stone crown
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i bet it wont tbh

steel harbor
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Yeah, but would be nice to know whether what we see in main now will be in EA soon or not

obsidian escarp
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i bet that LWC is not going to happen soon

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(the feature that splits FVector is called "Large World Coordinates", or LWC)

ashen kiln
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From what I know, ue5-main have commits from 4.27, while early access branch does not.

zealous yarrow
lofty idol
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epic used to have a promoted channel that they exposed in the github. main was always supposed to be bleeding edge while promoted channel would be guaranteed to compile

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not sure why they aren't doing that anymore

zealous yarrow
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But still, would see more point in having the template variant if FVector3d and 3f didn't exist

cedar tree
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did character/movement components get improved at all performance wise? 🤔

zealous yarrow
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I think it would make more sense for template variant if there were more types to choose from and not just 2

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Yeah
Maybe they made it with that in mind lol

torpid valve
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I'm like 99% they are going to integrate chaos more tighly with engine to eleminate data marshalling

merry sleet
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From my time porting a toon shader to UE5, it looks like I broke something

quiet night
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Anyone successfully compiled the ue5 source code ?

covert moon
civic egret
covert moon
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good

quiet night
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I'm trying but I get a lot "unknown headers".

civic egret
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Btw, anyone here using Rider? Did you try it with UE5? Does it have compatibility yet?

covert moon
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is there something to change for pack dedicated server? I select windows (server) target but I got still windows version with all assets :/

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but I can compile it, it's strange

zealous yarrow
civic egret
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Those dudes are amazing

zealous yarrow
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yeah^

civic egret
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I was expecting to get a response like "no idea and doesn't seem like it will have any time soon"

zealous yarrow
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tbh I was expecting that as well but they do resolve issues pretty quickly\

crystal drum
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They fixed rider for ue5, release will come soon probably friday. https://youtrack.jetbrains.com/issue/RIDER-63347 . You can download it from the github if you want and put it in your engine or game folder https://github.com/JetBrains/UnrealLink/releases/tag/v2021.1.8

GitHub

New in 2021.1.8
Fixed

Possible fix for https://youtrack.jetbrains.com/issue/RIDER-62012

UE crashing on exit in RiderLink

Fix building RiderLink on UE5
Fix #93

See the CHANGELOG for more detail...

quasi snow
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Does the UE5_Main Compile properly yet?

cedar tree
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there's a pull request that you can merge

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to fix the build

quasi snow
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Ah okay

minor axle
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Im upgrading my project to ue5 and getting compile error with material? What is this material, any tips what should i check?

high rampart
quiet night
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Cool. I was looking at it earlier and wasn't sure but ... hey! I'm running out of options here 🙂

torpid valve
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there is bunch of other slate related issues now

high rampart
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ok i will fix that

torpid valve
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I can only wish you good luck, I've been trying to ninja fix it for past hour

high rampart
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but im currently on the newest pull, i pulled 20 minutes ago and i had no errors

torpid valve
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once some error is fixed there are 3 more : D

high rampart
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can u send me?

torpid valve
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FontCache.cpp(1187): [C2039] 'ReleaseRenderingResources': is not a member of 'ISlateFontTexture'

high rampart
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?, i fixed that

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no errors, and im still on the newest pull

digital harness
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UATHelper: Packaging (Windows): Running AutomationTool...
UATHelper: Packaging (Windows): A fatal error occurred. The required library hostfxr.dll could not be found.
UATHelper: Packaging (Windows): If this is a self-contained application, that library should exist in [C:\Program Files\Epic Games\UE_5.0EA\Engine\Binaries\DotNET\AutomationTool].
UATHelper: Packaging (Windows): If this is a framework-dependent application, install the runtime in the global location [C:\Program Files\dotnet] or use the DOTNET_ROOT environment variable to specify the runtime location or register the runtime location in [HKLM\SOFTWARE\dotnet\Setup\InstalledVersions\x64\InstallLocation].
UATHelper: Packaging (Windows): The .NET Core runtime can be found at:
UATHelper: Packaging (Windows): - https://aka.ms/dotnet-core-applaunch?missing_runtime=true&arch=x64&rid=win10-x64
UATHelper: Packaging (Windows): Updating environment variables set by a Turnkey sub-process
UATHelper: Packaging (Windows): The system cannot find the path specified.
UATHelper: Packaging (Windows): The system cannot find the path specified.

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anyone getting this when trying to package ?

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i also installed dotnet

fallen dust
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are they going to push an update for the incorrect ubt path issue? aware of the temp fix

merry sleet
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I suspect that something is either wrong with how I got the shaders up, or it might be because I had to comment some code out from the RectLight and CapsuleLight integrate shader files, as it was causing some issues due to the GBuffer not being passed as an argument in those functions anymore.

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Interesingly enough, this is what happens when disabling Lumen and enabling mesh distance fields (Although it still doesn't seem to be playing nice with lighting, OR appear remotely similar to the UE4 screenshots, so I assume a lot of rendering stuff has changed)

merry sleet
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Or purple checkerboard pattern like Source.

half nebula
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I get these errors when I try to build the latest ue5-main version, anyone has a idea how to fix?

quiet night
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You're compiling UE4 <---

radiant pewter
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lol

quiet night
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@high rampart Thanks for your fixes. Everything compiled.

cerulean salmon
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when generating the sln for a source build you'll need to run this:

C:\Work\UE5Source_EarlyAccess\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe -projectfiles -project="c:\Work\UE5Test\UE5Test.uproject" -game -engine -progress```
this is different than the one posted in [#ue5-general](/guild/187217643009212416/channel/846520322642411570/) as `-rocket` is replaced by `-engine` - without this change you won't see the engine project in the solution explorer
half nebula
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As a .bat right?

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I sometimes see the batch files including echo off at the top, what is that for?

quiet night
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Finally, they added the shaders compilation progress on the splash. That's one less "Unreal is stuck at 72%" question on AnswerHub.

dense widget
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has anyone else noticed shaders seem to compile much slower than in ue4?

quiet night
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Can't say, really. I haven't compiled an old project for comparison. However load times are faster but there is a bug in conversions from 5.0-preview to 5.0-main where is stalls at this message.

harsh swift
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I doubt its compiling slower, it probably has more to compile.

dense widget
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normally 6k shaders would take me 2-3 minutes on a certain map

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it seems like its 4-5x the time now

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i have to do a more scientific test but figured i ask before i start jumping through hoops

cursive veldt
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@quiet night I've been trying but I'm failing with lot's of "Method with override specifier 'override' did not override any base class methods" errors all night, seemingly due to UnrealFileServer.

quiet night
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Here's hoping that the fix still works because Epic still added more stuff to the ue5-main branch since then.

cursive veldt
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Hoping so, though I see no changes to UnrealFileServer which seems to be what's broken on my box

dense widget
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whats the difference between the early access and main branch?

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didnt even notice there were two different branches

cursive veldt
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"For Early Access, sync to one of the following branches:

ue5-early-access — This branch contains the same source code used to build the pre-compiled binaries available through the Launcher. Use this branch if you want to work with a stable and QA-tested version of the new UE5 features as they appear in the Early Access release. We may or may not add fixes and improvements to this branch over time.

ue5-main — This branch is the main development trunk for UE5. Use this branch if you want the very latest commits made by Epic engineers as UE5 progresses from Early Access to its eventual production release. However, be aware that this branch comes with an increased risk of instability and disruption."

dense widget
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ah got it tyvm

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guess i should make sure im on main now 😄

crystal drum
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Would the ue5-main branch eventually be deprecated and joined with the master branch on github when ue5 officially release?

static copper
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it might just become "main" ¯_(ツ)_/¯

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hardly matters what the branch is called on release

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the real question I have it how often they'll update the EA versions this year

quiet night
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My guess is it depends on their plan to continue upgrading UE4. If its done and UE5 is the new norm, then updates will appear regularly just like UE4 did for the past 7 years. But then again it took another two years between the GT.TV exclusive walkthrough and the release.

static copper
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" I would LOVE to see an Elder Scrolls game look like this. Can't wait for next gen to kick in fully "

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Ooooooff

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little did he know

scenic orbit
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is anyone else experiencing a super slow compile time? It's taken like 6 hours for me and still like halfway there

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I do have a very slow hardrive and only 6 cores, so could be that I guess

ember finch
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I compile the EA branch in 30min I think

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Yeah HDD is kind of a no go with compilation 🙂

static copper
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a 7700k with 16gb ram takes me hours to compile the entire engine

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It's brutal if I accidentally delete a line in an engine class

chrome ingot
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@scenic orbit what does your cpu usage look like in task manager.

scenic orbit
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variable, it has a pattern of like 30% for 20 seconds and then a 5 second interval of like 100%

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I'm pretty sure it's just the hardrive at this point tho

chrome ingot
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Did you happen to install incredibuild when installing VS?

scenic orbit
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no

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don't think so at least

chrome ingot
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Yeah might just be the HDD then if you didn't

scenic orbit
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I just have unity + c++ game dev pack

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also werid how the title still says UE4, guess that's just something they still need to change

chrome ingot
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What is your cpu?

scenic orbit
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core i7 mobile 8750

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6 cores

chrome ingot
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A 6/12 shouldnt take more than 2 hours even with a slow drive. You should see like 12 compilers running in task manager.

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I mean if it's running on battery only or throttling it could be much slower but even my old 4 core laptop could do it under 3

scenic orbit
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oooh

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wait

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I had in the past set the number of threads down to 1 for another project, but I just checked and it seems like it's fine, the paralell compilation has the default value

flint locust
cursive veldt
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@flint locust Interesting, I'm on VS2019 16.10 (updated from 16.4 yesterday due to this in the hope it was an msbuild issue)

flint locust
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Maybe VS too new, I'm on 16.10 too😆

mental pilot
young swift
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I built successfully from source, but when it's at 71%, it crashes. The first time it happened, VS froze. The second time it happened, I got an error about FAssetGatherer. After restarting Unreal, it restarts building all of the shaders from scratch 😦

candid bloom
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in InstancedStaticMesh.cpp file whats with GPUCULL_TODO section..anyone facing c++ project crash while trying to play in editor?

ember finch
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check pinned messages

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someone made a PR with the fixes

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you can just apply that

ashen kiln
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From what I see, ue5-main have some issues with shader compiling. It mostly gets stuck while "Preparing Textures", and starts showing checkerboards everywhere.

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Which is expected ofc, since it's bleeding edge branch.

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but I like what they're doing with new UI, the console log window is also like content browser now, and they're adding more status widgets on bottom right, like DDC state etc.

umbral sedge
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I have a question about pulls on unreal engine's github.

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How the hell do you know if a pull request is accepted and will be merged?
How about knowing when it's merged? It doesn't seem to be done like usual in epic's github

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Anyone that has a clue, I'd appreciate you letting me in on it

lofty idol
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wow unreal engine 5 has come

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who has downloaded the demo game project?

quiet night
# umbral sedge How the hell do you know if a pull request is accepted and will be merged? How a...

According to this post, you can check if a PR is approved on Github. That doesn't necessay mean it's merged https://github.community/t/how-do-i-find-out-approval-status-of-a-pull-request/14297

upbeat sigil
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They just mirror their own Perforce VC to GitHub

ember finch
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the PR will be mentioned in the commit message

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and github will link it

umbral sedge
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I can't check commits to see if a pull is merged, is there a direct way to find out if it's been merged?

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@upbeat sigil that makes more sense now. A bit annoying from the point view of an outsider. Would've been cool to see discussions and so forth.

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Similar to unity's github.

umbral sedge
ember finch
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ye in the PR conversation

barren silo
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Does UE5 support C++20? I tried setting the version of my project's game and editor modules to C++20 and it said that I can't do it for the editor module since it has components in common with the engine. Tried updating the engine target files to set the version to C++20 but generating the project files afterwords gives me the following error: https://pastebin.com/wEf8H4Ga

torpid valve
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you can try

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but if you do

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you need to edit target files in Engine/Source

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otherwise you can't use shared build

barren silo
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Sorry, I meant I modified the Target files for the Engine, not the Build.cs files.

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I had to update the build tool as the error stated to have the correct flag sent to MSVC as well.

sacred scarab
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is anyone else having problems building the project because of getting this error?
[C4668] 'WITH_PYTHON' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'

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ah good to know. thanks

young swift
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Does ue5-main not always compile?

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I thought that main dev branch commits usually have to compile before their team approves them?

quiet night
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Has anyone experienced the same message stuck at "Waiting for static meshes to be ready 0/1 ..." when creating a new C++ project ? That's for ue5-main.

young swift
quiet night
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I think it was me. Sorry for asking again.

young swift
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Nah, sometimes you just gotta keep asking.

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Is that *.uasset in the source itself? Have you tried just downloading it from GitHub directly and replacing the copy that you have?

quiet night
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It's a new Third-Person template created from the games menu.

young swift
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🤔 I can't even get Unreal to build so I don't know 😢

quiet night
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Have you patched it with the Pull-request that's on the sticky to this forum ?

young swift
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I successfully built from ue5-ea, then kept getting crashes while the splash screen was at 70%, then I decided that I wanted to use ue5-main anyway, which is currently running Setup.bat

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I think that ue5-main includes those patches

quiet night
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Eventually that patch will run its course, I guess. Just like know: if I'm stuck with this mesh problem and the problem is now "fixed", I could pull the current branch with all the other issues we'll find, patch or no patch.

young swift
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Bleeding-edge fun

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Is there any reason to believe that switching from the binary build of Unreal 5 to a build from ue5-main would be problematic?

minor axle
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Is the ue5-main compilable now?

young swift
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Yeah, the pinned message shows the commit that fixed the compilation error

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Not that I've gotten that far in building mine yet.

quiet night
young swift
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Fascinating

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ue5-main has 300 more build tasks than ue5-ea lol

ashen kiln
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Can anyone confirm ue5-early-access is based on 4.26, while ue5-main is branched from 4.27/master?

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Because there is huge diff between ue5-main and early access, I thought that might be the case.

slim violet
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I'm trying to figure out how I can wipe out all of my fork repo's changes and just make it match the official repo's source history. Does anyone know how to do that?

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I tried to use git reset --hard and git clean -fd

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(to start, obviously there is more to be done)

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but when I run git status, I still see some modified files

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Yeah I was looking for how to do that too

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Ah thank you. I pretty much only use Azure DevOps

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I found the delete option and am now re-forking

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Yeah I just want a completely fresh start

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Yep

silver agate
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is ue5 an overhaul or done from scratch ?

celest quiver
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neither, it's somewhere inbetween

zealous yarrow
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it is like UE4 with extra stuff on top and some stuff changed

celest quiver
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some parts of the engine are the same, and some stuff has been largely replaced

cedar tree
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I view it as a renderer, physics and sound engine overhaul

silver agate
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i cant even run it lmao i get 5-10 fps in the viewport with third person sample project

barren silo
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The sound engine changed?

unreal wolf
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I'm looking if I can compile Cesium for UE5 (https://github.com/CesiumGS/cesium-unreal/issues/463) and am digging through why it could be that building it fails on this: G:/packages/CesiumForUnreal/HostProject/Plugins/CesiumForUnreal/Source/CesiumRuntime/Private/CesiumGltfComponent.cpp(23): fatal error C1083: Cannot open include file: 'ChaosDerivedDataUtil.h': No such file or directory
The file did not change much since UE4 and it's still where it was before I believe. Anyone an idea?

GitHub

Compiling Cesium for Unreal with UE5 Early Access installed using the Epic Games Launcher on Windows. Compile Cesium Native using VS2019 cmake -B build -S . -G "Visual Studio 16 2019&q...

slim violet
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S C:\Source\GH_Repos\UE5> git checkout origin/ue5-early-access
Updating files: 100% (40767/40767), done.
Note: switching to 'origin/ue5-early-access'.

You are in 'detached HEAD' state. You can look around, make experimental
changes and commit them, and you can discard any commits you make in this
state without impacting any branches by switching back to a branch.

If you want to create a new branch to retain commits you create, you may
do so (now or later) by using -c with the switch command. Example:

git switch -c <new-branch-name>

Or undo this operation with:

git switch -

Turn off this advice by setting config variable advice.detachedHead to false

HEAD is now at 9d9deb52686 Localization Automation using CL 16494207

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I'm getting that when I try to checkout ue5-early-access from my forked repo

cedar tree
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you are in detached head

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you need to track the branch

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git checkout --track someremote/myfork

slim violet
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I've been up since 9 AM yesterday, and then I drove across the country throughout the day / night / day today, so my brain is no longer functioning

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ahg

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*ah

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I will try that

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thanks

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I should really be asleep, but I'm too excited to try UE5

arctic comet
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main is not compiling for me, is this expected? I thought yesterday's pull request would have been merged and that the code would be in a buildable state, but perhaps I am wrong?

barren silo
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It doesn't look like it's been merged yet

arctic comet
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hmm guess I will be reverting to that point then, too bad

barren silo
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If you're using Github for Windows you can sync to the pull request I believe

arctic comet
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Yes that is what I did yesterday

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Thanks

twilit pike
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booting up a 60 core VM on Azure to compile UE5 🙂

static copper
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Pricy!

twilit pike
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2 bucks an hour

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but saves me a lot of time 😛

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I tried to compile it locally with 12 cores and it took 4 hours and 300gb (ran out of disk)

barren silo
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That sounds off

twilit pike
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felt weird to me too

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I forgot to turn off withDDC

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so that's probably part of it

barren silo
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Fortunately only takes 1-2 hours from scratch for me on a 5800x + nvme

twilit pike
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this is an 8700K + nvme w/ 16 GB of RAM

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I am trying to only do win64, client/server, noDDC

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(this time)

barren silo
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Ah, I'm only building the base editor

twilit pike
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ah yeah

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when I say Build win64 w/ BuildGraph I think that does the editor right?

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(these are installed builds I'm doing)

cedar tree
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took 30 mins to compile on my end with my 5950x

minor axle
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im trying to regenerate mu project for ue5 but getting this error. And ofc build tool exists in folder

twilit pike
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@minor axle does it exist at that path?

static copper
minor axle
twilit pike
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those paths are different

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oh wait

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misread

minor axle
slim violet
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Why is UE5 taking forever to build?

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I have an m.2 SSD that screams

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should it really take over an hour (and counting) to build?

final heath
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It takes about twice as long as ue4 to build, if it's taking much longer, something might be wrong

slim violet
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Ok

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Has anyone had any success porting over any of the popular plugins, such as substance, houdini, etc?

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I'm guessing not, and that all of that API has been overhauled

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hence, requiring the publisher to update their code

cedar tree
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how long is "forever"? 😄

slim violet
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over an hour now

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1> [1223/4747] Module.GameplayInsights.cpp
1> [1224/4747] Module.SwarmInterface.gen.cpp
1> [1225/4747] Module.VirtualCamera.gen.2_of_3.cpp
1> [1226/4747] sink_node.cc
1> [1227/4747] Module.ContextualAnimation.cpp
1> [1228/4747] Module.TimeSynth.gen.cpp
1> [1229/4747] Module.SlateReflector.cpp

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I have what I would consider a high-end machine. I would think that it would be much faster at compiling ><

cedar tree
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took 30 mins on my 5950X

stone crown
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Took 25mins on my 3950x

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My 3950x is a beast:p

slim violet
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Not sure what the deal is then

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The m.2 is the Samsung 960 PRO I believe

stone crown
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Low ram ?

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It required 32gb to use all 32 threads on my cpu

wanton dove
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I tried to convert my project from 4.26 to 5.0 and I get this error. Any Idea how to fix this?

covert moon
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seems they changed the folder

slim violet
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I have 128 GB of RAM

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Quad channel

twilit pike
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current status

arctic comet
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first time takes a while

slim violet
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Derek has a 32 physical core processor lol

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jesus

twilit pike
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you can too 🙂

slim violet
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I culd

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*could

twilit pike
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I just booted up an Azure high CPU VM

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2 bucks an hour

slim violet
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ah

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yeah I get credits, I don't want to use it on azure though. I want to use it locally.

twilit pike
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building it there, then scoopin the binaries out

slim violet
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good idea though

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ah

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yeah

twilit pike
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yeah I ain't gonna run it there, just build it 🙂

slim violet
#

but you're going to pay out the nose for bandwidth transfer aren't you?

arctic comet
#

hmmmm azure

twilit pike
#

nah bandwidth is cheap

slim violet
#

I can't remember the pricing structure for bandwidth

#

ok

arctic comet
#

Anyone tried fastbuild on ue5 yet?

slim violet
#

unless you are using a fast circuit!

arctic comet
#

I am too poor for incredibuild

slim violet
#

then it's not cheap ^^

twilit pike
#

I tried building locally and it was like 5 hours and I ran out of disk space.

#

it got up to 300GB :/

arctic comet
#

I think, they changed their pricing structure lately but not sure how much it is now

twilit pike
#

but trying a slightly different build config this time.

slim violet
#

yeah that's weird

twilit pike
slim violet
#

I haven't had it reach anywhere that size

twilit pike
#

to send it to myself lol

#

oh wait that has a 10GB limit

#

that won't work

arctic comet
#

you could set up a VPN connection

twilit pike
#

yeah I'll need to figure out a way to scrape it out of this VM

#

I think I can attach a blob store bucket in realtime

arctic comet
#

look at tunnelblick

#

no

#

nvm

#

Hamachi

#

that's what I was thinking about

#

Create virtual private networks on-demand
LogMeIn Hamachi is a hosted VPN service that lets you securely extend LAN-like networks
to distributed teams, mobile workers and your gamer friends alike. In minutes

#

simply download the tool on both ends, generate an id on one end, set up that same id on the other and you have a private network

#

oh and alternatively connect via RDP and share a folder that way

twilit pike
#

oh I am already doing that

arctic comet
#

might even be easier for azure

twilit pike
#

so I probably can do that

#

derp

arctic comet
#

yeah I needed to work through all my bad ideas too lol

#

how fast does it build over there?

twilit pike
#

so far its incredibly fast.

#

I'm 10 minutes in

#

doing win64 only client/server noddc

#

(and editor of course)

covert moon
twilit pike
#

yeah server does that

covert moon
# twilit pike yeah server does that

yeh I know that, I can compile it, but I don't know how to export dedicated server on UE5, I tried from my project and from blank, but nothing so far 😦

twilit pike
#

oh

covert moon
#

they changed something in targets

twilit pike
#

This doesn't work?

#

I haven't gotten that far, still building 🙂

covert moon
#

in UE4 yep, in UE5 I got binaries, but I cannot export

#

also on windows (server) I got the windows version only (client)

rugged ether
covert moon
#

I think I should change something somewhere

covert moon
#

in UE4 my project is 4gb for the client and 360mb for dedicated server

#

when I select windows (client) it fail, with windows target export the game and then windows (server) is the same 😅

should be there something that I miss I suppose

twilit pike
#

damn crashed

rugged ether
#

Can you share logs

twilit pike
#
       while executing task <Strip Platform="Win64" BaseDir="F:\UnrealEngine-5.0.0-early-access-1" Files="#UnrealEditor Win64 Unstripped" OutputDir="F:\UnrealEngine-5.0.0-early-access-1\Engine\Saved" Tag="#UnrealEditor Win64 Stripped" />
       at Engine\Build\InstalledEngineBuild.xml(172)
       (see F:\UnrealEngine-5.0.0-early-access-1\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)```
#

guess that didn't get installed

rugged ether
#

In vs 2019 individual components look for SDK 10

twilit pike
#

yeah adding itn ow

#

so I had this installed:

covert moon
#

@twilit pike let me know if you will can export dedicated server 😉

rugged ether
twilit pike
#

so it should be there :/

covert moon
twilit pike
#

maybe it wasn't fully, trying again.

#

hmm yeah

#

installing build tools just to be sure

covert moon
#

you should update it for vs2019, but there are all the requisites 😉

twilit pike
#

yeah

#

I'm using 2019

covert moon
#

you must use 2019 with UE5 😉

rugged ether
#

Are you able to get server package in ue4 if so no issues with vs

covert moon
#

in UE4 yep, I can select targets correctly, Project and ProjectServer

#

in UE5 nope

#

I can compile, in fact in binaries I found the ProjectServer.exe, but then I cannot export the server package

#

maybe I should try with ue5-main if they fixed the errors

twilit pike
#

@covert moon assuming you built it from source and added support and all that?

covert moon
#

yep, I built several times the ue5-early-access branch

twilit pike
#

ok interesting yeah that's what I'm attempting now as well

covert moon
#

like I do with ue4

twilit pike
#

could be borked

#

yeah still getting PDBCOPY.EXE errors hmm

covert moon
#

the game works like in ue4, but without dedicated server I cannot try it out 🙂

#

👀

covert moon
twilit pike
covert moon
#

give me 2 min that I check mine

twilit pike
#

curious if its the 10 SDK version

#

looks like I am using 19041.0

#

oh I bet its looking at the wrong path

#

installing the 2015 build tools

#

I bet it sthat

#

its combining 2019 compiler with 2015 tools lol

covert moon
#

I'm using 18362

#

but I have also 19041 installed 😄

twilit pike
#

yeah its probably not this

#

checking project size

#

says 115GB

#

might slim down after pdbcopy

covert moon
#

mine is 147GB 😄

rugged ether
#

18362 recommend ed

twilit pike
#

@rugged ether was that written down somewhere?

covert moon
#

try to install also 18362

twilit pike
#

hasn't crashed yhet

#

but it still could lol

rugged ether
#

Yes

twilit pike
#

there it goes

rugged ether
#

Ue5 docs

twilit pike
#

I'll try 18362 next

rugged ether
#

Vs 2019 16.4

twilit pike
#

I just downloaded VS 2019 so probably fine there

rugged ether
#

Official docs says so

covert moon
#

for UE5 you must use VS2019 they removed the other versions

rugged ether
#

.Net 4.6.2 targeting pack too

twilit pike
#

Windows build tooling is so bizarre.

rugged ether
#

See under new platform section

covert moon
#

I think they changed something in targets systems, I'll try like I said with ue5-main

covert moon
twilit pike
#

yeah, necessary evil here

#

would be cool if they published docker images

#

to make this less guesswork

arctic comet
#

4>Total time in Parallel executor: 4329,25 seconds

#

prrt

covert moon
#

maybe can be a good idea 🤔

arctic comet
#

finally

twilit pike
#

ok off again

#

lets see if it succeeds

covert moon
#

lets go!

twilit pike
#

yeah I don't like the interplay of VS2019 as the driver of essential build tooling...

#

but I guess I get it

arctic comet
#

which box type are you on?

twilit pike
#

HBv3 60 cores

#

only available looks like in US East

arctic comet
#

yes looks like it

twilit pike
#

you have to request quota to use it

arctic comet
#

dont see it here in eu west

twilit pike
#

but that was nearly instant

#

just don't mine any bitcoins

arctic comet
#

F64s_v2

twilit pike
#

mines an H class

#

to get the AMD chips

#

longer term, trying to decide if its cheaper to copy daily src snapshots to azure to do high speed builds and turn up/down on demand vs just racking my own server of equiv specs.

arctic comet
#

HBv3-series VMs are optimized for HPC applications such as fluid dynamics, explicit and implicit finite element analysis, weather modeling, seismic processing, reservoir simulation, and RTL simulation. HBv3 VMs feature up to 120 AMD EPYC™ 7003-series (Milan) CPU cores, 448 GB of RAM, and no hyperthreading. HBv3-series VMs also provide 350 GB/sec of memory bandwidth, up to 32 MB of L3 cache per core, up to 7 GB/s of block device SSD performance, and clock frequencies up to 3.675 GHz.

All HBv3-series VMs feature 200 Gb/sec HDR InfiniBand from NVIDIA Networking to enable supercomputer-scale MPI workloads. These VMs are connected in a non-blocking fat tree for optimized and consistent RDMA performance. The HDR InfiniBand fabric also supports Adaptive Routing and the Dynamic Connected Transport (DCT, in additional to standard RC and UD transports). These features enhance application performance, scalability, and consistency, and their usage is strongly recommended.

#

sheesh

twilit pike
#

yeah that one

#

they are like 2 bucks an hour lol

#

but I am only gonna use it for a few hours so its worth it to test it out

#

so yeah, if I create an automated system w/ docker that is ondemand, this could be interesting.

#

copy from p4 to azure, docker run, send binaries to a storage bucket, push them to steam.

#

that could be pretty cool

arctic comet
#

I was thinking the same thing

twilit pike
#

OR, just 1 time expenditure to build a beefy build server and rack it in a local colo

arctic comet
#

I think there might be business in on-demand unreal building

twilit pike
#

similar machine would cost...6-8K but thats one time cost.

arctic comet
#

for smaller studios

twilit pike
#

if they don't I might lol

arctic comet
#

so much time spent building

twilit pike
#

this is the kind of thing I do for a living 😛

#

there's lots of security concerns tho if you're doin multi-tenant etc.

#

ok which one of you signed up for my newsletter 😛

arctic comet
#

I did

twilit pike
#

thx 🙂

arctic comet
#

yw

twilit pike
#

we're doing co-op multiplayer stuff w/ UE

arctic comet
#

and yes security, proper isolation would require some work

twilit pike
#

so unsurprisingly, changing win 10 SDK caused the whole thing to have to rebuild

#

so not sure if pdbcopy.exe is here yet or not

arctic comet
#

I was able to install everything by having the VS2019 installer install all the UE components first

#

I just did a fresh win10 install that builds UE5

twilit pike
#

setup.bat ?

#

I did that too

#

I did VS2019, C++ gamedev + unreal installer

#

then setup.batr

arctic comet
#

I first installed VS2019 with the default components, and under c++ gaming I selected UE + UE android

twilit pike
#

yeah same

arctic comet
#

then the 2 bats

twilit pike
#

did the exact same thing

arctic comet
#

are you on win10? or win server?

twilit pike
#

win 10 pro

#

20H2

arctic comet
#

strange, which commit are you on?

twilit pike
#

the tag

#

for 5.0

#

which is what the launcher build was based on

arctic comet
#

there's a pull request that builds for ue5-main

#

I got that one to build

twilit pike
#

yeah, I haven't done that yet.

covert moon
#

Ue5-early then

arctic comet
#

not sure about early access

#

it may have issues

twilit pike
#

was the error related to pdbcopy?

#

I saw that PR

covert moon
#

ue5-main yesterday failed

twilit pike
#

yeah I haven't tried that one out

arctic comet
#

I'm on PR-8079

#

that one builds

#

1>Win64 using Manual SDK 10.0.19041.0

twilit pike
#

so that's the newest SDK even

arctic comet
#

yes that is the one the vs2019 installer had selected by default

twilit pike
#

so all the stuff that this person fixed has nothing to do w/ BuildGraph

#

the tag should build because the release eng team built the launcher one based on it.

#

the tag is older than the branch I believe

arctic comet
#

ERROR: Unable to find installation of PDBCOPY.EXE, which is required to strip symbols. This tool is included as part of the 'Windows Debugging Tools' component of the Windows 10 SDK

twilit pike
#

yea hthat's what I'm getting exactly

arctic comet
#

did you try to install that component manually using the sdk installer?

twilit pike
#

can't find it

arctic comet
#

I'd suggest starting over

#

something must have went borked

twilit pike
#

yeah I may

arctic comet
#

alternatively I can dig up that exe

#

and send it to you?

twilit pike
#

thats alright

#

do you think I Need one of these?

arctic comet
#

Get Debugging Tools for Windows (WinDbg) from the SDK: Windows 10 SDK. Use the download link on the Windows 10 SDK page, as the Debugging Tools for Windows are not available as part of Visual Studio.

If you just need the Debugging Tools for Windows, and not the Windows Driver Kit (WDK) for Windows 10, you can install the debugging tools as a standalone component from the Windows Software Development Kit (SDK).

twilit pike
#

oh OK so that's just not coming in through VS2019 sigh

arctic comet
#

I don't think it's any of those

#

I'd suggest

#

which is also where I got that quote from just now

twilit pike
#

not part of VS

#

ARHGHHH

#

what the hell

#

this drives me nuts

#

argghhh now I need to revert the SDK I installed

past flame
#

did you install a windows SDK kit?

#

in the vs installer

twilit pike
#

yeah

arctic comet
#

If the Windows SDK is already installed, open Settings, navigate to Apps & features, select Windows Software Development Kit, and then select Modify to change the installation to add Debugging Tools for Windows.

twilit pike
#

but now it needs the latest one

arctic comet
#

did you not install the latest SDK?

twilit pike
#

I did

arctic comet
#

19041.0

twilit pike
#

but then someone said I needed to install the one before it

past flame
#

I don't think it needs the latest one, but that it uses the latest one found installed (you can have multiple)

twilit pike
#

yeah I have them boith

#

but I saw UE take the older one when they are both there

#

so OK going back to 19041

arctic comet
#

perhaps that one is not installed with that component

#

somehow

twilit pike
#

yeah it appears not to for wahtever reason

past flame
#

consider rebooting after changing the install options of vs btw

arctic comet
#

yep that also might be it

twilit pike
#

I want to live in a world where I don't believe that's possible

past flame
#

path changes might not be picked up correctly by tools already launched

arctic comet
#

PATH yup

past flame
#

a reboot tends to clear that kind of issues 🙂

twilit pike
#

lol

#

fuck

arctic comet
#

hahaha

twilit pike
#

it could have been that from a while ago

arctic comet
#

it's the downside of working remote

twilit pike
#

now that you mention it

#

let me see if I can enable that flag in settings tho

arctic comet
#

you'll have those stupid issues

#

yes that + reboot ought to fix it

past flame
#

the technical explanation here is that enviroment variables (including PATH) is memorised per process so an already launched process won't pick new values updated in the system by some installer until you restart the process tree for it starting from explorer.exe (which seems to be one of the rare cases that updates itself when global env vars are changed)

arctic comet
#

I think that's windows apps and featuers

#

just control panel

twilit pike
#

oh

arctic comet
#

interesting

#

I don't have it either

twilit pike
#

OK confirmed the debug tools werent installed w/ the SDK for some reason

#

yeah that's what I had to turn on

#

OK and now it has to re re build again because SDK change

#

at least its fast 🙂

#

although gotta bbl, pitch meeting while this builds.

arctic comet
#

hf/gl

twilit pike
#

thx

twilit pike
#

OK symbols stripped, so that's what I needed to install!

#

moving forward now

deft minnow
#

Hi all I just use UE5 yesterday and I try to find how I can blend two quixel Material like in uE4 for Vertex Painting but I don't find how to do ?

ashen kiln
#

Debugging tools normaly doesn't get installed automatically. It's needed to install it like that every time you update the SDK version.

covert moon
#

@twilit pike did you fix?

twilit pike
#

yeah it worked!

#

lets see if the UnrealEditor.exe boots

#

with installed builds I just need to zip up the LocalBuilds/ folder right?

arctic comet
#

yes

twilit pike
#

great

#

RDP'd up a network share, time to copy it over

#

it booted technically on the Azure VM but died w/ no GFX that is DX11 friendly of course

#

I think even with all the cores (excluding the debugging) it took about 2 hours

#

maybe a little less

arctic comet
#

hmmm

twilit pike
#

fully saturated 60 cores the whole time

arctic comet
#

that things has crazy RAM right?

twilit pike
#

yeah

#

and I attached a 2TB SSD w/ premium IOPS BUT that's still technically network I/O

#

so that could be a bottleneck

arctic comet
#

yeah that was what I was thinking

#

RAMdisk

#

but if the cpu is saturated idunno

twilit pike
arctic comet
#

well, network traffic == cpu

twilit pike
#

yeah it was pretty well load balanced across all the cores the entire time

#

impressively

#

I could have gome up to 20k IOPS I guess

#

but not sure it'd help:

#

never really touched the ceiling

#

actually not even close

#

btw, never restarted 😛

#

5 hours of uptime accrued total

#

$10 bucks in VM, + whatever in disk + network (will total up later)

#

could been probably half the cost if I hadn't had to debug shit

static copper
#

alright, now everybody pool our cash together to make our own build cloud

arctic comet
#

I'd be up for building it if there are some guaranteed customers that will buy it

twilit pike
#

the lack of good build infra I hear about makes me think there's def a market for this.

#

I think you do this, offer p4 hosting too

static copper
#

already exists for lighting building

twilit pike
#

all integrated, that's interesting.

#

throw that in too, acquire them

#

easy.

static copper
#

this is probably too much data to move up and down constantly, right?

twilit pike
#

@static copper that's why you host p4 too

#

then its all local

#

offsite p4

arctic comet
#

I think there's 2 stages to this, one is from CI using Git/p4 taking diffs and building those. Then second is speeding up local builds (including shaders) using fastbuild/incredibuild or the sony offering

#

and you have separate engine builds and game builds which both have some difficulties of their own

ashen kiln
#

AMD processors are doing fine on multithreaded builds. From my personal experience, 5950x is able to get an editor build with default plugins under 10 minutes. Probably epyc processors will do better.

arctic comet
#

Yeah that's the question, how many studios have setups that can be sped up somehow to the point it's cost effective over just buying a top line CPU per workstation

#

either by combining all processing power locally or with a cloud service like this

twilit pike
#

yeah at some point, the TCO of the machine is like...what 10K + rack hosting if ur really taking it seriously (for internet speed)

#

plus a VPN

twilit pike
#

it lives! successfully transferred to local workstation, time to compile shaders!

cedar tree
#

I guess UE 5 update for rider wasn't released on friday?

torpid valve
#

seems not ;

#

hm

#

there is

#

Element Framework in Engine

#

whatever it is

#

it looks suspicious

#

it's barerly implemented

serene lake
#

anyone running into ActorComponent.h(375): [C3668] 'UActorComponent::GetWorld': method with override specifier 'override' did not override any base class methods when building from source (-b ue5-early-access)

quaint vortex
#

guys I've got my "1660 Ti" and "Intel i9 9900K" but I'm still having 80 FPS, is that normal?

covert moon
solid cypress
#

Maybe UE5 deserves ue5-automation channel? There is now full blown CI/CD Horde specifically just for unreal. It seems they also finally developed their own shared C# P4 API, so they won't need to code it again for every single project, lol

#

same for EpicGames.Core shared C# utilities package. Automation mess is finally getting some love

ashen kiln
#

Isn't this channel already suitable for that topic?

solid cypress
#

I don't know, UE4 has whole DEVOPS category with multiple channels. Eventually it should be there but it would be mess with UE4

barren silo
#

Nevermind, the errors are coming up now.

cursive veldt
#

Looks like that only affects UnrealFileServer, everything else seems okay. UnrealEditor.exe still runs fine, and the ValleyOfTheAncients demo works perfectly in it still. I believe UnrealFileServer might be used for Multi-user editing, so safe to ignore for the majority

surreal hull
#

if i compile the engine second time after deleting the system paging file should it compile from 0?

barren silo
#

Use the Rebuild option or Clean then Build

#

Deleting your system page file sounds like a bad idea

surreal hull
#

Oops

torpid valve
#

if someone have issues with crashing niagara systems this might help:

odd ivy
#

Is ue5-main broken?
Have lots slate errors during compilation

StarshipStyle.cpp(770): error C2440: '<function-style-cast>': cannot convert from 'const FSlateColor' to 'FSlateColorBrush'

for example

young swift
#

I tried building ue5-main a couple of days ago and also got a lot of Slate errors.

stone crown
#

theres a pinned patch i think

arctic comet
#

which I can confirm can be merged up to main to produce a working up to date build

jolly peak
#

When I create a new C ++ project or migrate my ue4 project to ue5, my build.cs is red. However, I can still compile and everything is working fine.
I don't know if it's related to the Unreal engine or the Rider.
Anyone have any information on this?

#

even with the auto generated build.cs

static copper
#

Ide related it would seem

upbeat sigil
#

🤮

celest dust
#

Sorry if it was already asked, but do you use the ue5-main or ue5-early-access branch?

#

Thanks!

#

I'm playing with the early access for now! Good to know

jolly peak
#

0 build errors but in Rider and Visual Studio I can't use the class UDataLayerEditorSubsystem because of this

#

Which plugins ? never heard about them

trim locust
wanton sandal
#

are there any currently known issues for upgrading a game project from source UE 4.26 to source UE5?

granite flume
#

Anyone know why these are having so much trouble? I'm using rider so maybe it's just an IDE thing but it's weird they don't find these.

quiet kraken
granite flume
#

Niiiiiiiiiice

granite flume
quiet kraken
covert cove
#

have people been able to get rider working with early access ue5?

covert cove
#

Early access Engine compilation ends up with compilation errors for me. Anyone else getting that?

rich night
#

What's the performance like for UE5? Does Nanite run on a toaster or require a 3090?

rich night
#

Thanks.

covert moon
covert cove
#

I even tried the zipped file with the early access -1 tag

covert moon
#

have you install the net requirement? they added some new requirements

covert cove
#

not sure , but its on CPP side from the error report

#

Engine\Source\Runtime\Engine\Classes\Components/ActorComponent.h(375): error C3668: 'UActorComponent::GetWorld': method with override specifier 'override' did not override any base class methods

covert moon
#

have you download from github (with git/git client)?

covert cove
#

yeah , tried that in addition to using the "Access source code" button in epic launcher under UE5 tab

covert moon
#

I'm compiling ue5-main right now, at release it was full of errors

covert cove
#

btw I'm technically just compiling the exact code they have released for early access without any alterations from me.

#

Is that code supposed to be read only?

upbeat sigil
#

no.

covert moon
#

yeh but they continue to update it, so maybe they added some sort of error

covert moon
#

this was the one I compiled few days ago and it worked without any issue

#

another question, are you using VS 2019?

covert cove
#

YES!

covert moon
#

windows SDK version?

covert cove
#

Windows 10.0.18362.0 SDK , according to what the UE5 build process reports

#

also strangely enough the engine did startup from exe despite the compilation resulting in a failure in VS

#

hot reload works with a fresh project too

#

could it be a false positive?

upbeat sigil
covert cove
#

well yeah , I'm just stating its functional despite reporting an error

covert moon
#

this is mine VS, I'm using it also for other things, so maybe there are few things useless for UE5 but 😄

covert cove
#

If I build the whole solution I get
========== Build: 48 succeeded, 1 failed, 7 up-to-date, 22 skipped ==========

If I build UE5 only I get
========== Build: 1 succeeded, 0 failed, 3 up-to-date, 0 skipped ==========

#

strange 😄

covert moon
#

🤔

#

what do you select as "solution configurations"?

covert cove
#

Development editor win64 Benchmark tool

covert moon
#

I'm using development editor or something like that and then I select UE5 as starting project

half nebula
#

Can you use Rider too for building Unreal Engine5-main?

covert moon
#

I have development editor - win64 - UE5

covert cove
#

my only options are there

covert moon
#

in ue5-main there are a lot of errors 😦

#

I try the ue5-early access

covert cove
covert moon
#

right click on UE5 project and select "set as startup"

covert moon
covert cove
#

ok now I got UE5 up there, lets see how it ends

#

still a load of errors 😓 , I guess something is wrong with my VS setup

covert moon
#

will see, I just started ue5-early

#

last update #8077

covert moon
#

@covert cove I just finished and got 49 errors other than yours 😄

covert cove
#

exactly

covert moon
#

so should be the code itself

covert cove
#

but if you start the engine it'll function normally

covert moon
#

yeh, can be some submodule that fail

#

and until you will not load it the engine works

covert moon
celest dust
#

I all, do any of you have issues with the birdge integration when building from source?

covert moon
#

when I finished to export the dedicated (if works) I can test to import something

celest dust
#

I'm on mac also it might be related

#

Do you know if the standalone of bridge is already UE5 ready?

quiet creek
#

Ue4 never lagged in my system but ue5 is lagging very little

#

What should I do

waxen lantern
#

am i supposed to clone ue5-early-access or ue5-main? main has newer commits it looks like

lofty idol
#

main may not compile at all depending on the commit, use it at your own risk

waxen lantern
#

ok

covert moon
#

I still cannot export dedicated server, windows and windows(server) are the same, can anyone do it?

twilit pike
#

when building engine from source, is there a way to make it not build/include plugins that I def don't care about (eg: MagicLeap or Android)

#

I told it to build engine for host platform only and turned off a ton of stuff but I still see these plugins in new projects.

#

@covert moon trying to do the dedicated server for you right now

gusty bay
#

kinda sounds like more trouble than its worth

#

depending on the situation offc

#

its pretty modular so if you can add plugins u can remove em

#

didnt check UE5 that much but did try package the vehicle project and it failed

gusty bay
#

so dedi server on UE5EA might be a hassle

twilit pike
#

hmm there seems to be something weird with the way engine association is working

#

also the rebuild project files thing doesn't seem to understand build tool is in a folder now

#

so I had to toss all of that in the root and now it kinda works

#

UnrealBuildTool that is

#

trying to rebuild sln

#

@covert moon did you ever get that part to work once you created the Server build target?

#

I can't get the UnrealBuildTool to cooperate :/

#
ERROR: Unhandled exception: System.IO.DirectoryNotFoundException: Could not find a part of the path 'G:\Engine\Source'.
          at System.Environment.set_CurrentDirectoryCore(String value)
          at System.Environment.set_CurrentDirectory(String value)
          at System.IO.Directory.SetCurrentDirectory(String path)
          at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in F:\UnrealEngine-5.0.0-early-access-1\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 467
#

the G:\ path is wrong

#

that isn't even where it is, it's missing a directory.

#

its weird tho because it works once to create the project :/

#

just gonna have to do this by hand to fix it

covert moon
# twilit pike the G:\ path is wrong

have you changed the UE5 version on the project? and mainly did you regenerate the projects? because you used the azure machine and now your PC, right?

twilit pike
#

I created the project on my local workstation from the engine build I did on azure yeah

#

it boots up fine

#

running the command manually seems to work

#

it sees errors in my server target now

#

ok that worked now

#

checking sln

covert moon
#

I have errors from windows (client) but not with windows and windows (server) the only problem I have is that the two are the same thing 😅

twilit pike
#

building development server now

#

seems to be working

covert moon
#

ok good and up here I can do either, but my problem is packaging

twilit pike
#

what do you mean by packaging?

#

like in editor?

covert moon
#

yes, from the editor

twilit pike
#

wheere do you do this in UE5

#

looks like it moved

#

oh found it

#

looks like its working

#

packaging project for windows is running

#

I dunno why unreal makes setting up dedicated servers so fiddly, this has got to be fairly common.

#

packaging completed

#

seems to run, but I think I messed up the client somehow, it loads but doesn't connect (probably a dumb error on my part)

#

@covert moon yeah OK so this is working, I can get the client to connect to the server even though its not setup right lol

#

getting this error log on the server when my client connects: [2021.05.30-20.47.20:471][783]LogOnlineSession: Warning: OSS: No game present to join for session (GameSession) which means it works I just have the game mode/session shit setup wrong.

covert moon
# twilit pike packaging completed

can you pack it from the editor? I mean [ProjectName]Server.exe
because I got always the full package and not the dedicated one...client is 4gb ish and server is 360mb with UE4 version

twilit pike
#

I built that w/ VS2019

#

and then packaged the client

#

how does one normally target the server from packaging?

#

I don't think I ever did that.

#

I used to use the weird launcher thing back in UE4

#

which also works

#

"Project Launcher"

#

that's another way

covert moon
#

in UE4 I can select between [ProjectName] [ProjectNameServer] targets and I got the two versions

#

never used project launcher tbh

twilit pike
#

where are these targets?

#

like next to Shipping/DebugGame?

twilit pike
#

OH that

covert moon
#

in UE5 if I'm not wrong they changed a little bit and now the normal target is windows, then there are windows(client) that always fail and the windows(server)

twilit pike
#

I don't see anywhere in UE5 to even select a build target

#

I do see it in UE4 tho

#

There is this i n the project launcher window:

#

that generates executables, I used to use those even in UE4 just fine.

covert moon
#

I think they moved there the targets thing

mossy kite
#

402 errors while trying to build main branch anything I missed ?

static copper
#

did you try the stickied PR ?

twilit pike
#

@covert moon OK interestingly I had no targets there.

#

wonder why

#

the server target definitely built in VS2019

#

did you do something else to set those up?

covert moon
# mossy kite

I give up with ue5-main, I'm waiting for ue5-early-access

twilit pike
#

yeah I think that's the one I'm using

covert moon
twilit pike
#

yeah just checked

#

strange

spice crane
#

Does anybody know if there is an issue with UBoxComponent and its function GetOverlappingActors?

covert moon
# twilit pike strange

idk I can compile the server and get projectnameserver.exe, but then I need to pack it 🤔

twilit pike
#

weird

covert moon
#

how many targets do you have on that menu?

twilit pike
#

none somehow

covert moon
#

lol

twilit pike
#

maybe a bug

covert moon
#

is there a way to talk with someone close to Epic?

twilit pike
#

maybe if ur in UDN

covert moon
#

nope unfortunately

covert moon
#

I think to go back to UE4 for now, then I'll recompile UE5 in the future, when they will release fortnite on UE5

twilit pike
#

so source builds don't include quixel plugin??

covert moon
twilit pike
#

it is supposed to be there, I think this was a bug from building from source, it didn't get copied over.

covert moon
#

don't know, like I said, I go back to UE4 for now, because I cannot pack even the dedicated, so I cannot test things 🙂

vast breach
#

I can't even get it to clone successfully. Keeps failing at the very end

twilit pike
#

with what?

covert moon
#

🤔 this is strange

twilit pike
#

@vast breach I just downloaded the zip of the tree.

#

should work fine, don't need git.

covert moon
#

I'm using github client for windows and I clone the entire UE code and then I switch to ue5-early-access

covert moon
twilit pike
#

nah, its just the blobs w/o the commit history.

#

its safe.

spring rock
#

looks like epgenix's patch still works with the latest ue5-main

covert moon
#

I got problems from other gits in the past because I was using zipped version, so don't know for UE5

twilit pike
#

dunno how, there's nothing in the commit/git metadata that should be affecting you.

#

unless its something esoteric with submodules but even that is materialized for zips

covert moon
covert moon
twilit pike
#

yeah, this all feels a bit too alpha for my blood, but I'm excited to see where things end up. Lots of promising stuff.

twilit pike
covert moon
spring rock
covert moon
#

but I haven't space to have UE4 and 5 on my ssd, so I must choose between one of them 😢

twilit pike
#

wondering what is going to be incompatible about 4.27

#

that was mentioned somewhere.

covert moon
covert moon
#

if I remember correctly

twilit pike
#

OK I see, so the safe bet is to use 4.27 as the starting point if you want to target UE5 later.

#

honestly, that seems wise.

covert moon
#

yeh they said so in the May 27th stream

#

you can find it on twitch VOD or youtube

twilit pike
#

left a comment in the forums about the missing bridge plugin, I suspect my use of installed build workflow might be the cause.

#

guessing that pathway needs some updating.

covert moon
#

With the release of Unreal Engine 5 Early Access, we’ll be hosting a series of in-depth live presentations on Inside Unreal over the coming weeks, but first, we’d like to introduce you to Unreal Engine 5! We invite you to join us as, together with Epic’s engineering directors, we’ll take a look at what’s new, what’s changed, and what’s to come.
...

▶ Play video
stiff glen
#

Anyone able to get the ue5-main branch to compile? I get tons of errors, most around starshipstyle

twilit pike
#

Check the PR in the pinned msgs here

waxen lantern
#

Anyone know why even a new default c++ project wouldnt compile? Its giving off Severity Code Description Project File Line Suppression State Error CS0246 The type or namespace name 'Ionic' could not be found (are you missing a using directive or an assembly reference?) UnrealBuildTool C:\UE5_EA_Source\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Platform\Android\AndroidAARHandler.cs 13 Active for a decent few files

spring rock
#

you can compile ue5-main by pulling Epgenix's changes (https://github.com/EpicGames/UnrealEngine/pull/8079) into your ue5-main branch

you can clone mine if you want, it's 192 official commits ahead of Epgenix branch and will successfully compile with Epgenix's fixes, I've even done it fresh with rider

https://github.com/404NOTFOUND/UnrealEngine-1/tree/ue5-main

do NOT upgrade to the latest visual studio, MSBuild 16.10 will not compile ue5-main, stay with 16.9
If you need to downgrade, even though community is not listed, you can select Professional and it will install visual studio community

https://github.com/JetBrains/UnrealLink/issues/105

"This is a bug in MSBuild bundled with the latest version of Visual Studio 2019, more specifically version 16.10 from 25th of May.
https://developercommunity.visualstudio.com/t/MSBuild-fails-to-build-single-project-fr/1434817?space=8&q=MSBuild+16.10
You can either downgrade your Visual Studio to version 16.9 from here: https://docs.microsoft.com/en-us/visualstudio/releases/2019/history#installing-an-earlier-release
or wait for the patch from Microsoft mentioned here: https://github.com/dotnet/msbuild/issues/6499#issuecomment-850551187 "

covert moon
#

I'll wait for the 16.10.1 😄

#

@twilit pike I got an idea about your missing targets, did you check the platform settings into project settings? because I selected back windows because with conversion UE5 removed all platform from my project 🤔

cedar tree
fickle zealot
#

Guys, why building unreal engine 5 from source at ue5-main branch causes this error? anyone facing the same thing as me and solved it? thanks

high rampart
fickle zealot
#

Yeah I pulled it from yours and it worked. Thanks mate. may i know what causes the problem? I looked around they are actually some variable declaration missing.

#

Thanks alot

covert moon
high rampart
#

yes

covert moon
#

because in UE4 I can export dedicated server correctly, with UE5 I cannot anymore

#

I have 3 targets: windows, windows(client) that always fail and windows(server)
windows and windows(server) are the same thing with different name

#

I can compile [ProjectName]Server.exe from VS, but then UE5 always pack [ProjectName].exe and never the dedicated server package

#

should I edit something @high rampart ?

high rampart
#

can u send me the package log?

covert moon
#

yes, no problem, if you want I can export windows, windows(client) and then windows(server) so you can see everything

high rampart
#

ok

torpid valve
#

yes

#

nothing changed yet

static copper
#

Always feels like they are holding back a robomerge

arctic comet
twilit pike
covert moon
#

I'll let you know when I done

twilit pike
#

can u paste it somewhere when ur done, curious to spot differences.

covert moon
#

it's only a string

twilit pike
#

I assume the Build.Target.cs files control that drop down in theory?

covert moon
#

will see, I'm just converted again the UE4 project

twilit pike
#

sgtm

high rampart
#

EPIC FIX THE FU***NG RHI

covert moon
#

😅

ashen kiln
#

If I know Epic, ue5-main will stay like that for weeks until next huge feature branch merge.

#

Also, Rider just got updated with proper UE5 support.

high rampart
#

can anyone who has a crash on the "ue5-main" branch when doing graphical things with Direct X 12 react to this message with an emoji

high rampart
#

Some general principles:

You should be able to upgrade projects made with UE 4.26 or earlier releases to UE5 Early Access. Your existing content should work relatively smoothly, apart from the upgrade requirements and deprecations listed in the Migration Guide.

When UE 4.27 is released, do not expect projects or content that you create in 4.27, or that you upgrade to 4.27, to work in UE5 Early Access.

The eventual production release of UE 5.0 will be compatible with content from both UE 4.27 and UE5 Early Access.

Do not expect to be able to downgrade UE5 projects or content into any version of UE4.

ashen kiln
#

Yes, because ue5-main is branched from 4.27/master, while early access is branched from 4.26

high rampart
#

i know

ashen kiln
#

4.27 have lots of new stuff we can see in ue5-main, it's pretty interesting tho.

#

DDC indicator was also added in 4.27 for example.

high rampart
#

yeah i love this new feature

#

but its sad to see that the main ue5 branch is normally corrupted

ashen kiln
#

By the way, was ue5-main stable for you? How's your project doing with it?

#

Our project got rekt on shader compile, editor kept getting stuck while compiling shaders.

high rampart
#

my shader compiler is not stuck

#

take a look at my newest changes on my pull request

ashen kiln
#

Good to hear, except that issue, it seemed more stable than early access.

high rampart
ashen kiln
#

Our project had directx12 as default RHI in settings, I didn't get any crash.

high rampart
#

ok then its a error on my side

ashen kiln
#

Try removing DefaultEditor.ini and launching the editor

#

DefaultEngine.ini, sorry.

#

Probably a config entry causing the crash.

high rampart
#

im getting this error ```
Assertion failed: VertexDeclarationRHI [File:F:\ue5_main\Engine\Source\Runtime\RHI\Public\RHIResources.h] [Line: 2080]

ashen kiln
#

During editor launch?

high rampart
#

im only getting this crash on my skysphere

#

yeah in the viewport of my skysphere

ashen kiln
#

You can give my recommendation a try, but not sure if it'll work.

high rampart
#

im currently rebuilding the engine

high rampart
ashen kiln
#

Well, we've decided to stay in 4.27 for now, I'm not working with ue5 source code anymore, so I've no idea :/

high rampart
#

ok

timber osprey
#

@high rampart Do you recommend ue5-main or the early access?

high rampart
#

engine version do you use at the moment?

timber osprey
#

4.26.2

high rampart
#

I personally use the main branch because I was forced to do so as you can see in "#ue5-engine-source message", I personally have no objection to this branch because it gets several changes every day Got some bug fixes, like for example as I have observed there is a shader compiler bug in the main branch but the biggest problem is that the engine is not compilable but I have published a fix for it as you may have already noticed. since the main branch is also a bit more stable than early access (because it gets several bug fixes per day) i recommend the main branch

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vast breach
#

How long does a source build usually take to compile?
Never did one b4 and at this rate I shoulda waited and let it run overnight

timber osprey
#

Couple hours on decent hardware

static copper
#

with 8 it takes me like 3 hours

vast breach
#

Think 6, but not 100% sure.. it's been running bout half an hour and I'm almost 15% done

timber osprey
#

4-6 hours probably on first build then.

#

If you're using VisualAssistX and it's first time parsing the project it'll slow it down too

vast breach
#

Damn.. I might have to back out and do it overnight then. Didn't expect it to take the whole day

static copper
#

also you need like 1.5gb of ram per thread

spring ocean
#

linking goes by faster than the compiling usually, it usually took 2 hours on my 3600x before

static copper
#

iirc

timber osprey
#

SSD is gonna help too

vast breach
#

Ssd i have

timber osprey
#

On my 12 core it takes a while, hour and a half maybe? It's a beast. IIRC you can increase speed with unity build? Someone can correct me on that

ashen kiln
#

Ryzen 5950x builds the editor in like 10 mins

#

With PBO enabled.

static copper
#

Jesus...

vast breach
#

It ended up only taking an hour and a half. Was just going super slow in the beginning