#ue5-engine-source
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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
ue5-main has double vectors! FVector has been removed and is now either FVector3f or FVector3d
Is there an FVector2f and FVector2d ? :D
not that i saw
FVector2D is still a 2d float vec
under the hood they converted FVector into TVector<T>
and then implement TVector<float> as FVector3f and TVector<double> as FVector3d
but, it'll be a big change for everyone because FVector is no more
rip
FVector3d?
yeah i know lol
What do you expect from the peeps that call "FindRef" the function that returns a copy and "FindChecked" the function that returns a ref.
(TMap)
lol
So it might be good to use the tvector variant then since it can be easily swapped between float and double
not really? it's a template so TVector<float> cannot be converted to TVector<double>
it's probably best to use the FVector3f FVector3d names
also I doubt templates work with blueprints at all
there are conversion primitives
float can not be converted to double/vice versa?
i thought those two types were handled, else i don't see why they made a TVector..
as that would be non-intuitive
Yeah
The github link on the UE5 tab doesn't seem to work for me
Use the one in #unreal-faq
they can, just not safely implicitly
Hello
Ehhh ok so does FVector not compile then?
The whole point of having a template would be to have it easily swappable otherwise there is no point in having it
on ue5-main @steel harbor. ue5-earlyaccess doesn't have double vecs
Maybe its just me then. Its the same link and its 404 every time
tho you probably just treat it like a TArray where you need to specify the type
the point of the template is to easily compile different variants
I saw you meant main, but this is relevant for my course videos
like TVector<double>
As I use FVector a bunch
not to easily convert them as a user
I can confirm ue5-main compiles without issue after changes in https://github.com/EpicGames/UnrealEngine/pull/8079
Atleast it's easy to understand the change for students
and it has lots of new features in editor ui.
c++ uses monomorphic templates, meaning that templates are completely different when compiled with different types
@ashen kiln not sure why the epic team do not do clean builds to ensure main can compile
yeah, I dunno when they will ship this
it looks to be early
if its in main, it will be 5.0 release
right
Early 2022.
It's mostly fault of their merge bots, and probably they're aware of it. It's just hard to solve this kind of merge issues/conflicts.
Is what they're aiming for.
but like, when it will be "released" in the early access cycle
i bet it wont tbh
Yeah, but would be nice to know whether what we see in main now will be in EA soon or not
i bet that LWC is not going to happen soon
(the feature that splits FVector is called "Large World Coordinates", or LWC)
From what I know, ue5-main have commits from 4.27, while early access branch does not.
Ah gotcha
I know but what I originally meant is if you start with TVector<float> and later at some point you decide you need more precision you can just change it to double
I mean could also just replace it with FVector3d
Or could also be useful for some typedef stuff
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
not sure why they aren't doing that anymore
But still, would see more point in having the template variant if FVector3d and 3f didn't exist
did character/movement components get improved at all performance wise? 🤔
I think it would make more sense for template variant if there were more types to choose from and not just 2
Yeah
Maybe they made it with that in mind lol
It's equivalent to how Chaos does it
I'm like 99% they are going to integrate chaos more tighly with engine to eleminate data marshalling
From my time porting a toon shader to UE5, it looks like I broke something
Anyone successfully compiled the ue5 source code ?
not the ue5-main branch, only early-access one
They are saying above that a recent fix made it compile properly. I'm going to try now
good
I'm trying but I get a lot "unknown headers".
Btw, anyone here using Rider? Did you try it with UE5? Does it have compatibility yet?
is there something to change for pack dedicated server? I select windows (server) target but I got still windows version with all assets :/
but I can compile it, it's strange
Pretty sure the Rider dev said their are trying to get the support update out on Friday because there are some compatibility issues
Those dudes are amazing
yeah^
I was expecting to get a response like "no idea and doesn't seem like it will have any time soon"
tbh I was expecting that as well but they do resolve issues pretty quickly\
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
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...
Does the UE5_Main Compile properly yet?
Ah okay
Im upgrading my project to ue5 and getting compile error with material? What is this material, any tips what should i check?
yeah with this you can compile the main branch of ue5 https://github.com/EpicGames/UnrealEngine/pull/8079.
Cool. I was looking at it earlier and wasn't sure but ... hey! I'm running out of options here 🙂
Unfortunetly you no longer can : D
there is bunch of other slate related issues now
ok i will fix that
I can only wish you good luck, I've been trying to ninja fix it for past hour
but im currently on the newest pull, i pulled 20 minutes ago and i had no errors
once some error is fixed there are 3 more : D
can u send me?
FontCache.cpp(1187): [C2039] 'ReleaseRenderingResources': is not a member of 'ISlateFontTexture'
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.
anyone getting this when trying to package ?
i also installed dotnet
are they going to push an update for the incorrect ubt path issue? aware of the temp fix
Decided I'd try porting this toon shading model (instead of Doomfest's shading model) to UE5, and this is the result 😂
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.
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)
Or purple checkerboard pattern like Source.
I get these errors when I try to build the latest ue5-main version, anyone has a idea how to fix?
You're compiling UE4 <---
lol
@high rampart Thanks for your fixes. Everything compiled.
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
As a .bat right?
I sometimes see the batch files including echo off at the top, what is that for?
Finally, they added the shaders compilation progress on the splash. That's one less "Unreal is stuck at 72%" question on AnswerHub.
has anyone else noticed shaders seem to compile much slower than in ue4?
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.
I doubt its compiling slower, it probably has more to compile.
normally 6k shaders would take me 2-3 minutes on a certain map
it seems like its 4-5x the time now
i have to do a more scientific test but figured i ask before i start jumping through hoops
@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.
Look up this forum where you will find Epgenix posted a pull request to fix various issues. They worked for me. https://github.com/EpicGames/UnrealEngine/pull/8079
Here's hoping that the fix still works because Epic still added more stuff to the ue5-main branch since then.
Hoping so, though I see no changes to UnrealFileServer which seems to be what's broken on my box
whats the difference between the early access and main branch?
didnt even notice there were two different branches
"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."
That's from https://docs.unrealengine.com/5.0/en-US/Welcome/
Would the ue5-main branch eventually be deprecated and joined with the master branch on github when ue5 officially release?
it might just become "main" ¯_(ツ)_/¯
hardly matters what the branch is called on release
the real question I have it how often they'll update the EA versions this year
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.
Speaking of which, check out the walkthrough from 8 years ago and check the comments. Pretty funny. https://www.youtube.com/watch?v=MOvfn1p92_8
Get your first look at a real time in-engine tech demo of Unreal 4 in this GT.TV walkthrough with Epic's Sr. Technical Artist Alan Willard!
Catch all of the latest news and videos from E3 2012 on GameTrailers:
http://www.gametrailers.com/e3
" I would LOVE to see an Elder Scrolls game look like this. Can't wait for next gen to kick in fully "
Ooooooff
little did he know
lmao, finally
is anyone else experiencing a super slow compile time? It's taken like 6 hours for me and still like halfway there
I do have a very slow hardrive and only 6 cores, so could be that I guess
I compile the EA branch in 30min I think
Yeah HDD is kind of a no go with compilation 🙂
a 7700k with 16gb ram takes me hours to compile the entire engine
It's brutal if I accidentally delete a line in an engine class
@scenic orbit what does your cpu usage look like in task manager.
variable, it has a pattern of like 30% for 20 seconds and then a 5 second interval of like 100%
I'm pretty sure it's just the hardrive at this point tho
Did you happen to install incredibuild when installing VS?
Yeah might just be the HDD then if you didn't
I just have unity + c++ game dev pack
also werid how the title still says UE4, guess that's just something they still need to change
What is your cpu?
A 6/12 shouldnt take more than 2 hours even with a slow drive. You should see like 12 compilers running in task manager.
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
oooh
wait
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
can someone pin this
me too
@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)
Maybe VS too new, I'm on 16.10 too😆
I'm running into trouble compiling UnrealFileServer, too. For me, it's missing a few include directories, and then after patching that to see where it goes next, running into these other errors. VS 16.9.4
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 😦
in InstancedStaticMesh.cpp file whats with GPUCULL_TODO section..anyone facing c++ project crash while trying to play in editor?
From what I see, ue5-main have some issues with shader compiling. It mostly gets stuck while "Preparing Textures", and starts showing checkerboards everywhere.
Which is expected ofc, since it's bleeding edge branch.
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.
I have a question about pulls on unreal engine's github.
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
Anyone that has a clue, I'd appreciate you letting me in on it
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
How do I find approval status of a pull request? For example, https://api.github.com/repos/celo-org/celo-monorepo/pulls/828 is an approved PR but I don’t see any field in GitHub API indicating that.
Since Epic doesn't actually use GitHub, it won't be shown as approved. It will just be closed and you'll find the changes in the master branch.
They just mirror their own Perforce VC to GitHub
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?
@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.
Similar to unity's github.
Do you mean link it in the pull request? or in the history of commits?
ye in the PR conversation
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
you can try
but if you do
you need to edit target files in Engine/Source
otherwise you can't use shared build
Sorry, I meant I modified the Target files for the Engine, not the Build.cs files.
I had to update the build tool as the error stated to have the correct flag sent to MSVC as well.
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'
ah good to know. thanks
Does ue5-main not always compile?
I thought that main dev branch commits usually have to compile before their team approves them?
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.
I saw someone asking yesterday, but I think it was just a screenshot, so searching for the post doesn't work 😦
I think it was me. Sorry for asking again.
Nah, sometimes you just gotta keep asking.
Is that *.uasset in the source itself? Have you tried just downloading it from GitHub directly and replacing the copy that you have?
It's a new Third-Person template created from the games menu.
🤔 I can't even get Unreal to build so I don't know 😢
Have you patched it with the Pull-request that's on the sticky to this forum ?
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
I think that ue5-main includes those patches
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.
Bleeding-edge fun
Is there any reason to believe that switching from the binary build of Unreal 5 to a build from ue5-main would be problematic?
Is the ue5-main compilable now?
Yeah, the pinned message shows the commit that fixed the compilation error
Not that I've gotten that far in building mine yet.
Yes, totally. The problem I stated on the screenshot is one on them. I can't get ue5-main to create a TPP with Starter Content. In another instance, I tried to upgrade my TPP created from the binary with the ue5-main and it fried it.
Can anyone confirm ue5-early-access is based on 4.26, while ue5-main is branched from 4.27/master?
Because there is huge diff between ue5-main and early access, I thought that might be the case.
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?
I tried to use git reset --hard and git clean -fd
(to start, obviously there is more to be done)
but when I run git status, I still see some modified files
Yeah I was looking for how to do that too
Ah thank you. I pretty much only use Azure DevOps
I found the delete option and am now re-forking
Yeah I just want a completely fresh start
Yep
is ue5 an overhaul or done from scratch ?
neither, it's somewhere inbetween
it is like UE4 with extra stuff on top and some stuff changed
some parts of the engine are the same, and some stuff has been largely replaced
I view it as a renderer, physics and sound engine overhaul
i cant even run it lmao i get 5-10 fps in the viewport with third person sample project
The sound engine changed?
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?
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
I'm getting that when I try to checkout ue5-early-access from my forked repo
you are in detached head
you need to track the branch
git checkout --track someremote/myfork
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
ahg
*ah
I will try that
thanks
I should really be asleep, but I'm too excited to try UE5
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?
It doesn't look like it's been merged yet
hmm guess I will be reverting to that point then, too bad
If you're using Github for Windows you can sync to the pull request I believe
booting up a 60 core VM on Azure to compile UE5 🙂
Pricy!
2 bucks an hour
but saves me a lot of time 😛
I tried to compile it locally with 12 cores and it took 4 hours and 300gb (ran out of disk)
That sounds off
Fortunately only takes 1-2 hours from scratch for me on a 5800x + nvme
this is an 8700K + nvme w/ 16 GB of RAM
I am trying to only do win64, client/server, noDDC
(this time)
Ah, I'm only building the base editor
ah yeah
when I say Build win64 w/ BuildGraph I think that does the editor right?
(these are installed builds I'm doing)
took 30 mins to compile on my end with my 5950x
im trying to regenerate mu project for ue5 but getting this error. And ofc build tool exists in folder
@minor axle does it exist at that path?
Try opening the editor directly then use it to open the uproject
yes there it is
project is openning i want to regenerate solution because my solution can't see my custom usf files which i added
Why is UE5 taking forever to build?
I have an m.2 SSD that screams
should it really take over an hour (and counting) to build?
It takes about twice as long as ue4 to build, if it's taking much longer, something might be wrong
Ok
Has anyone had any success porting over any of the popular plugins, such as substance, houdini, etc?
I'm guessing not, and that all of that API has been overhauled
hence, requiring the publisher to update their code
how long is "forever"? 😄
over an hour now
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
I have what I would consider a high-end machine. I would think that it would be much faster at compiling ><
took 30 mins on my 5950X
I tried to convert my project from 4.26 to 5.0 and I get this error. Any Idea how to fix this?
Try to open the project directly from the editor, from there you can convert it without problem
seems they changed the folder
current status
first time takes a while
you can too 🙂
ah
yeah I get credits, I don't want to use it on azure though. I want to use it locally.
building it there, then scoopin the binaries out
yeah I ain't gonna run it there, just build it 🙂
but you're going to pay out the nose for bandwidth transfer aren't you?
hmmmm azure
nah bandwidth is cheap
Anyone tried fastbuild on ue5 yet?
unless you are using a fast circuit!
I am too poor for incredibuild
then it's not cheap ^^
I tried building locally and it was like 5 hours and I ran out of disk space.
it got up to 300GB :/
I think, they changed their pricing structure lately but not sure how much it is now
but trying a slightly different build config this time.
yeah that's weird
gonna try this: https://wormhole.app/
I haven't had it reach anywhere that size
you could set up a VPN connection
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
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
oh I am already doing that
might even be easier for azure
yeah I needed to work through all my bad ideas too lol
how fast does it build over there?
so far its incredibly fast.
I'm 10 minutes in
doing win64 only client/server noddc
(and editor of course)
also dedicated server?
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 😦
oh
they changed something in targets
Guide on building Unreal Engine and project in the Dedicated server configuration.
This doesn't work?
I haven't gotten that far, still building 🙂
in UE4 yep, in UE5 I got binaries, but I cannot export
also on windows (server) I got the windows version only (client)
Create server target file and build with development server setting through vs2019
I think I should change something somewhere
yeh, like I said I can compile, but how should I pack it?
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
damn crashed
Can you share logs
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
In vs 2019 individual components look for SDK 10
@twilit pike let me know if you will can export dedicated server 😉
Looks ok
so it should be there :/
maybe this can help https://github.com/adamrehn/ue4-docker/blob/master/ue4docker/dockerfiles/ue4-build-prerequisites/windows/install-prerequisites.bat @twilit pike
maybe it wasn't fully, trying again.
hmm yeah
installing build tools just to be sure
you should update it for vs2019, but there are all the requisites 😉
you must use 2019 with UE5 😉
Are you able to get server package in ue4 if so no issues with vs
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
@covert moon assuming you built it from source and added support and all that?
yep, I built several times the ue5-early-access branch
ok interesting yeah that's what I'm attempting now as well
like I do with ue4
can you make a screen of principal vsinstaller page?
give me 2 min that I check mine
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
yeah its probably not this
checking project size
says 115GB
might slim down after pdbcopy
mine is 147GB 😄
18362 recommend ed
@rugged ether was that written down somewhere?
try to install also 18362
Yes
there it goes
Ue5 docs
I'll try 18362 next
Vs 2019 16.4
I just downloaded VS 2019 so probably fine there
Official docs says so
for UE5 you must use VS2019 they removed the other versions
.Net 4.6.2 targeting pack too
Windows build tooling is so bizarre.
See under new platform section
I think they changed something in targets systems, I'll try like I said with ue5-main
windows is strange, that is the point 😄
yeah, necessary evil here
would be cool if they published docker images
to make this less guesswork
maybe can be a good idea 🤔
finally
lets go!
yeah I don't like the interplay of VS2019 as the driver of essential build tooling...
but I guess I get it
which box type are you on?
yes looks like it
you have to request quota to use it
dont see it here in eu west
F64s_v2
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.
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
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
I was thinking the same thing
OR, just 1 time expenditure to build a beefy build server and rack it in a local colo
I think there might be business in on-demand unreal building
similar machine would cost...6-8K but thats one time cost.
for smaller studios
if they don't I might lol
so much time spent building
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 😛
I did
thx 🙂
yw
we're doing co-op multiplayer stuff w/ UE
and yes security, proper isolation would require some work
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
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
setup.bat ?
I did that too
I did VS2019, C++ gamedev + unreal installer
then setup.batr
I first installed VS2019 with the default components, and under c++ gaming I selected UE + UE android
yeah same
then the 2 bats
did the exact same thing
are you on win10? or win server?
strange, which commit are you on?
yeah, I haven't done that yet.
Ue5-early then
ue5-main yesterday failed
yeah I haven't tried that one out
so that's the newest SDK even
yes that is the one the vs2019 installer had selected by default
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
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
yea hthat's what I'm getting exactly
did you try to install that component manually using the sdk installer?
can't find it
yeah I may
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).
oh OK so that's just not coming in through VS2019 sigh
I don't think it's any of those
I'd suggest
which is also where I got that quote from just now
not part of VS
ARHGHHH
what the hell
this drives me nuts
argghhh now I need to revert the SDK I installed
yeah
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.
but now it needs the latest one
did you not install the latest SDK?
I did
19041.0
but then someone said I needed to install the one before it
I don't think it needs the latest one, but that it uses the latest one found installed (you can have multiple)
yeah I have them boith
but I saw UE take the older one when they are both there
so OK going back to 19041
yeah it appears not to for wahtever reason
consider rebooting after changing the install options of vs btw
yep that also might be it
I want to live in a world where I don't believe that's possible
path changes might not be picked up correctly by tools already launched
PATH yup
a reboot tends to clear that kind of issues 🙂
hahaha
it could have been that from a while ago
it's the downside of working remote
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)
settings in VS2019 you mean?
oh
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.
hf/gl
thx
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 ?
Debugging tools normaly doesn't get installed automatically. It's needed to install it like that every time you update the SDK version.
@twilit pike did you fix?
yeah it worked!
lets see if the UnrealEditor.exe boots
with installed builds I just need to zip up the LocalBuilds/ folder right?
yes
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
hmmm
fully saturated 60 cores the whole time
that things has crazy RAM right?
yeah
and I attached a 2TB SSD w/ premium IOPS BUT that's still technically network I/O
so that could be a bottleneck
well, network traffic == cpu
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
I should really consider automating this using container instances if I am gonna keep doing this: https://docs.microsoft.com/en-us/learn/modules/run-docker-with-azure-container-instances/
alright, now everybody pool our cash together to make our own build cloud
I'd be up for building it if there are some guaranteed customers that will buy it
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
already exists for lighting building
this is probably too much data to move up and down constantly, right?
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
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.
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
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
it lives! successfully transferred to local workstation, time to compile shaders!
I guess UE 5 update for rider wasn't released on friday?
seems not ;
hm
there is
Element Framework in Engine
whatever it is
it looks suspicious
it's barerly implemented
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)
guys I've got my "1660 Ti" and "Intel i9 9900K" but I'm still having 80 FPS, is that normal?
Let me know if you can export the dedicated server package/target
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
Isn't this channel already suitable for that topic?
I don't know, UE4 has whole DEVOPS category with multiple channels. Eventually it should be there but it would be mess with UE4
I get that when trying to build with C++20. Compiling with C++17 now and there doesn't seem to be an issue.
Nevermind, the errors are coming up now.
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
if i compile the engine second time after deleting the system paging file should it compile from 0?
Use the Rebuild option or Clean then Build
Deleting your system page file sounds like a bad idea
Oops
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
I tried building ue5-main a couple of days ago and also got a lot of Slate errors.
theres a pinned patch i think
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
Ide related it would seem
🤮
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
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
i think there was an patch for rider?! (might be on jetbrains git iirc)
https://github.com/JetBrains/UnrealLink/tree/net211-fix-build-ue5
are there any currently known issues for upgrading a game project from source UE 4.26 to source UE5?
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.
I assume you are using ue5? The fix is ready and will be available on Monday (fingers crossed).
Niiiiiiiiiice
ty ty
Oh I see you're to do with rider, any idea how long till riderlink plugin for ue5 will be written? I have no concept of the changes required.
RiderLink is already fixed and will be available with the next build of Rider
have people been able to get rider working with early access ue5?
try to add
using EpicGames.Core;
Early access Engine compilation ends up with compilation errors for me. Anyone else getting that?
What's the performance like for UE5? Does Nanite run on a toaster or require a 3090?
Please try #nanite
Thanks.
check the pins for a patch
ue5-main or ue5-early-access?
early access
I even tried the zipped file with the early access -1 tag
have you install the net requirement? they added some new requirements
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
this error is because missing some function, from MSDN: https://docs.microsoft.com/en-us/cpp/error-messages/compiler-errors-2/compiler-error-c3668?view=msvc-160
have you download from github (with git/git client)?
yeah , tried that in addition to using the "Access source code" button in epic launcher under UE5 tab
I'm compiling ue5-main right now, at release it was full of errors
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?
no.
yeh but they continue to update it, so maybe they added some sort of error
this was the one I compiled few days ago and it worked without any issue
another question, are you using VS 2019?
YES!
windows SDK version?
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?
don't hot reload http://hotreloadsucks.com/
well yeah , I'm just stating its functional despite reporting an error
this is mine VS, I'm using it also for other things, so maybe there are few things useless for UE5 but 😄
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 😄
Development editor win64 Benchmark tool
I'm using development editor or something like that and then I select UE5 as starting project
Can you use Rider too for building Unreal Engine5-main?
I have development editor - win64 - UE5
my only options are there
but I'm already 😦 , its the zip from
https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.0-early-access-1
right click on UE5 project and select "set as startup"
I'm switching the branch from github client 😛
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 cove I just finished and got 49 errors other than yours 😄
exactly
so should be the code itself
but if you start the engine it'll function normally
yeh, can be some submodule that fail
and until you will not load it the engine works
yeh I confirm, now I'd like to see if I can export the dedicated server or still not 😅
I all, do any of you have issues with the birdge integration when building from source?
I can open and use it without a problem
when I finished to export the dedicated (if works) I can test to import something
Thanks, I'm not in front of it right now, but I could not connect and thus all categories where empty
I'm on mac also it might be related
Do you know if the standalone of bridge is already UE5 ready?
am i supposed to clone ue5-early-access or ue5-main? main has newer commits it looks like
main may not compile at all depending on the commit, use it at your own risk
ok
I still cannot export dedicated server, windows and windows(server) are the same, can anyone do it?
Early access is more stable
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
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
thanks
so dedi server on UE5EA might be a hassle
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
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?
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
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 😅
ok good and up here I can do either, but my problem is packaging
yes, from the editor
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.
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
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
in UE4 I can select between [ProjectName] [ProjectNameServer] targets and I got the two versions
never used project launcher tbh
OH that
from this guide https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Networking/HowTo/DedicatedServers/
How to set up and package a dedicated server for your project.
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)
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.
did you try the stickied PR ?
@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?
I give up with ue5-main, I'm waiting for ue5-early-access
yeah I think that's the one I'm using
uhm strange, did you configure your project like in UE4? and ofc on that tutorial I linked
Does anybody know if there is an issue with UBoxComponent and its function GetOverlappingActors?
idk I can compile the server and get projectnameserver.exe, but then I need to pack it 🤔
weird
how many targets do you have on that menu?
none somehow
lol
maybe a bug
is there a way to talk with someone close to Epic?
maybe if ur in UDN
nope unfortunately
I think to go back to UE4 for now, then I'll recompile UE5 in the future, when they will release fortnite on UE5
so source builds don't include quixel plugin??
for me there is the plugin, but then idk if it works well because I didn't tested anything regards nanite yet
it is supposed to be there, I think this was a bug from building from source, it didn't get copied over.
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 🙂
I can't even get it to clone successfully. Keeps failing at the very end
with what?
🤔 this is strange
@vast breach I just downloaded the zip of the tree.
should work fine, don't need git.
I'm using github client for windows and I clone the entire UE code and then I switch to ue5-early-access
mhm maybe it's better to clone instead of download the zipped version
looks like epgenix's patch still works with the latest ue5-main
I got problems from other gits in the past because I was using zipped version, so don't know for UE5
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
I cannot even compile ue5-main 😄
UE should not use submodules because it uses Setup.bat
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.
Right, so I don't think there's any worry here.
yeh I agree with you, but like they said it's too early switch now 🙂
check the pinned message, have your own unreal branch, then merge epgenix's 3 commits to your latest ue5 branch, and it will build
but I haven't space to have UE4 and 5 on my ssd, so I must choose between one of them 😢
I still have problem to export dedicated from UE5, so I must go back to UE4
uhm they showed a slide about versions
4.26 will be compatible with early access only, but then 4.27 to UE5 release in 2022
if I remember correctly
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.
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.
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.
...
Anyone able to get the ue5-main branch to compile? I get tons of errors, most around starshipstyle
Check the PR in the pinned msgs here
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
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 "
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 🤔
what's the other workflow mentioned here? Metalness and something 🤔 https://github.com/EpicGames/UnrealEngine/commit/b88d7376b8c5c0effb70c1225a3a8f90dcf74aaa
googling "f90 f0 brdf" leads me to this 😄 https://en.wikipedia.org/wiki/Schlick's_approximation
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
i updated my pull request and fixed some issues with the RHI (https://github.com/EpicGames/UnrealEngine/pull/8079)
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
do you know something about how they manage targets, mainly dedicated server?
yes
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 ?
can u send me the package log?
yes, no problem, if you want I can export windows, windows(client) and then windows(server) so you can see everything
ok
Always feels like they are holding back a robomerge
https://github.com/EpicGames/UnrealEngine/pull/8079 is the best for now
it was a brand new project, interesting. Maybe targets are gone in new projects?
yeh, I'm redone everything because @high rampart sent me an update server target file 😉
I'll let you know when I done
can u paste it somewhere when ur done, curious to spot differences.
it's only a string
I assume the Build.Target.cs files control that drop down in theory?
will see, I'm just converted again the UE4 project
sgtm
EPIC FIX THE FU***NG RHI
😅
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.
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
I know but I am forced to use ue5 main branch because I was on ue4.27 before, and if I would use early access then my assets would not be loaded
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.
Yes, because ue5-main is branched from 4.27/master, while early access is branched from 4.26
i know
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.
yeah i love this new feature
but its sad to see that the main ue5 branch is normally corrupted
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.
my shader compiler is not stuck
take a look at my newest changes on my pull request
Good to hear, except that issue, it seemed more stable than early access.
#ue5-engine-source message and also please take a look at this
Our project had directx12 as default RHI in settings, I didn't get any crash.
ok then its a error on my side
Try removing DefaultEditor.ini and launching the editor
DefaultEngine.ini, sorry.
Probably a config entry causing the crash.
im getting this error ```
Assertion failed: VertexDeclarationRHI [File:F:\ue5_main\Engine\Source\Runtime\RHI\Public\RHIResources.h] [Line: 2080]
During editor launch?
You can give my recommendation a try, but not sure if it'll work.
do you know if there is other fatal errors that causes engine crash in the main branch, maybe im be able to fix that
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 :/
ok
@high rampart Do you recommend ue5-main or the early access?
engine version do you use at the moment?
4.26.2
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
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
Couple hours on decent hardware
how many threads are you building with?
with 8 it takes me like 3 hours
Think 6, but not 100% sure.. it's been running bout half an hour and I'm almost 15% done
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
Damn.. I might have to back out and do it overnight then. Didn't expect it to take the whole day
also you need like 1.5gb of ram per thread
linking goes by faster than the compiling usually, it usually took 2 hours on my 3600x before
iirc
SSD is gonna help too
Ssd i have
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
Jesus...
It ended up only taking an hour and a half. Was just going super slow in the beginning