#ue5-engine-source
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30 mins on a 5950X
Hi! Using UE5 EA with Rider today. Also, (not a good practice, I know), I get a bunch of these messages when live coding session starts. Everything still works, but it's kind of eerie to see these warnings there. Any pointers?
anyone getting anything like this?
on a 1080Ti. Runs all right, just get this weird artifact when looking toward the horizon with a lot of bounce lighting
well Titan Xp rather
I'm trying (and failing) to find a list of components one needs to install in Visual Studio 2019 in order to successfully build UE5. Anyone has a link?
Well, my problem is this
It says it can't resolve references to .NET libs.
did you install the net lib required by UE5?
UE5 require net core
this is my VS2019
This is what I am asking about - where to get the list of things that UE5 actually requires.
And I ask myself what's the point bundling dotnet sdk in UE5 if it doesn't work...
net is used for create the project and manage links between modules, don't know why they switched to net core, but it's ok ๐
you need to add net core to your VS, I'm using it also for other projects so I have a lot of stuff installed that aren't related to UE
anyway I can compile without problem the ue5-early-access, ue5-main require fix and so on so I give up for it ๐
@light cove yea, had it pop up after enabling rtx & gpu lightmass once. Goes away after enabling realtime tho (ctrl+r).
Hmm... I've installed ".NET Core 3.1 Runtime (LTS)", but getting exactly the same error...
Okay, it's because https://github.com/EpicGames/UnrealEngine/blob/ue5-main/Engine/Build/BatchFiles/GetDotnetPath.bat will always use bundled .NET Core (and bundled .NET Core doesn't behave properly for some reason). It does not what it says.
is this ue5-main or early access?
Interesting. This was on Valley of the Ancients project, with UE5 Early Access launched from Epic Games Launcher
This is 5.0.0-early-access-1. GetDotnetPath.bat is identical there.
Interestingly, Engine/Build/BatchFiles/GetDotnetPath.bat is not present in UE5 distributed via launcher, that's why everyone needs to install .NET Core SDK.
I was quoting a screenshot above :/
Whoops, sorry ๐
For the record, this is the answer: https://github.com/adamrehn/ue4-docker/issues/171#issuecomment-852377721 (well, I didn't fully test it yet, but 99% sure that I am correct)
Net Core is cross platform like the way java is cross platform for 20 years. Before .Net Core mono and wine was possible but not intentional by Microsoft. .net Core is their write once run anywhere push. Cloud services like AWS support .net Core as a cloud function, but can't do .net full as a cloud function, that would be too hard.
Are there any papers on Lumen or Nanite out yet?
Just to verify if UnrealFileServer is broken in UE5 EA, does the build fail for anyone else if you try to compile it?
This thing
Yep, is broken.
Yeah very borked.
That's an issue from updating visual studio to 16.10. You will need to install an earlier version or wait for the patch.
Thanks!!
@civic egret read here: #ue5-engine-source message
Cool, thanks! Sounds like a slightly different issue than the one I have but must be related for sure
Yea I had the same warnings as you, which are gone now after downgrading ๐
ok, good to know
thanks
If you're expecting Microsoft to release that hotfix asap, I think you're wrong. Last time they introduced a similar bug within vs2019, they pushed the fix like 2 weeks later, lol
Anyone have a fix for this yet? https://issues.unrealengine.com/issue/UE-116769
the uncanny valley I just got in
World Pratition does not work with multiplayer : D
fortunetly there is easy workaround
increase world cell size to load everything
-;
So will we be able to let build farm compile our local shaders and DDC stuff? https://github.com/EpicGames/UnrealEngine/commit/bfbf378e8d658280fc656a690b78f8c949f34a35#diff-838b6c3b299aac3b480d4bbcf923214db68011f7cdf099379f2de7cee2881376
Is not S3 just storage but you still compile them locally?
This looks more like implementation where EC2 can build it for you
There is also BazelExecutor (https://bazel.build/) which implements IRemoteExecutor
I can confirm we also had same issue on 4.27. It's good to know it was an engine specific issue, I hope they fix it soon.
Seems like only workaround is disabling motion blur until it's fixed.
does it just need to do that in order to tick on the async thread?
@ashen kiln Disabling motion blur doesn't even fix the issue, it just makes it much less noticeable
or is it actually multithreaded
no idea, it's seems barebones I just found it by accident ๐
Great, now our character can also get "great benefits" of Chaos ๐
Yeah, I'm still able to see very small amount of ghosting.
but better than nothing ๐
quick question, what is the difference between ue5-main and ue5-early-access branches on github?
zis
aha okay thanks
Yeah, the impl contains a lot of ToDos. Let's see if this is the work for a "new" CMC which will be compatible with GAS plugin. (?)
gods i hope not
new cmc supposed to be based on NetworkPrediction
with frame based sync
-;-
CharacterMotionSimulation.h and CharacterMovementComponentAsync.h need to duel it out
there can only be one
@shadow fox
which branch are you guys using ue5-main or ue5-early-access
?
this is a sample of the errors after using make after running Setup.sh and GenerateProjectFiles.sh with the ue5-main branch
i will try that after this ue5-early-access branch finishes
with the Setup.sh tasks
thanks for the tip @static copper
What is difference between UE5 main and UE5 early access
I deftly scroll up twice
Great
makes me wonder if they'll update the EA branch sometime
@static copper where did you find that screenshot?
is there more info about the repo on this page?
gracias
anyone encounter this before?i wanna refresh my project and i kept getting this
i even delete and redownload ue5 again but still got this
in dotnet folder,UBT have its own dedicated folder but this path doesnt refer to it
anyone knows why
check pinned messages in #ue5-general
you need to run a console command that calls the unrealbuildtool directly
(I think)
is the pathing like this right?
"C:\UnrealEngine-5.0.0\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe" -projectfiles -project="E:\UnderWorld" -game -engine -progress
the project should be direct to the .uproject
E:\UnderWorld\UnderWorld.uproject I guess
ahh okay
thanks it worked now
man 3 days figuring this out
why i didnt check here first
sadge
should platform target be set to x64 when building
nevermind got it lol
sigh. when compiling its keeps telling me No platforms specified for target...ive never had problems compiling ue4 :\
sigh. Gunna fail again. This is annoying because it takes hours on my computer
I'm on VS2019 v16.10 and was able to successfully build UE5 after excluding UnrealFileServer and also using pr/8079, but when launching the EXE, it got to 83% "Waiting for textures 28/110", then it just stalled and never launched fully.
2hrs on i7 7700
Mine is
I haven't tried to build from source myself. The issue I was talking about is related to VS 16.10, it even occurs in 4.26.
One of the major challenges of working over VPN is having to rebuild derived data after syncing new content (compiling shaders, compressing textures, and so on). When working on-site, we encourage the use of a shared derived-data cache for storing this content - a network share that the editor can read from and write to in order to cache convert...
does someone know where the version check values for assets are defined?
i want to patch my 5.0-EA build to be able to open 4.27 assets
currently it fails with Package /Game/Levels/LevelMainMenu/Level_MainMenu was saved with a newer custom version than the current. Tag 601D1886AC644F84AA16D3DE0DEAC7D6 Name 'FortniteMain' PackageVersion 47 MaxExpected 44
thank you lorash, shame on me for not doing that myself xD
I can not get ue5 to build :))))))))))))))))))))))))
i did a grep on the whole source for =44 xD
ok, looks like it's working (after also patching the PackageReader of the AssetRegistry)
..oof
use the stickied PR
Whats the difference between UE5 EA and Main
ue5-main has more fresh stuff but doesn't compile
main is the bleeding edge with new commits every day, EA is the released version in the launcher
actually ea is a little bit fresher that the launcher, there are few fixes in ea that are not in launcher yet. like root motion bug fix
i suppose they have some burocratic process, the programmers commit stuff to main then the boss approves it for ea, or something similar
early access will work like preview
idk, if it will be called early access
but somewhat buildable code will be taged as preview/milestone
are you on early access or main? try to build only UE5
Trying to build main
you should download the pinned edits for it, because it has some little problems
it's better early access ๐
it should work without them now
last commit fixed things or what?
it would be good to collect commit states that compile
Anyone having issues connecting to perforce in UE5
Getting no workspaces found... usually host name and pass fixed it in UE4 but they removed that from the connection dialog
check the log
I was able to build ue5 on first try on vs 2019
Interesting
I barely got ue4 to build
How specifically? Did you use the pinned PR 8079? If so, what did you do about the conflicts? Also, are you building UnrealFileServer, or not?
I directly went and downloaded the source from the pinned message
I did the regular setup, generate and build
And it worked
I didn't do anything special
So you are using the PR 8079, not ue5-main
ue5-main is at 8072, but Epgenix is at 8079
There are conflicts with the 8079 request which are being reviewed as well right now. When I try to build with 8079, the editor stalls when trying to launch and it fails to ever launch.
How long did yours take to "prepare textures"?
it works since this commit:
aa952f57584a029de3e6fd4f8b48ab696ff0a77b
just reset all changes to the branch
Do we still not build UnrealFileServer?
don't know never build it [;
We couldnโt find any commits matching 'aa952f57584a029de3e6fd4f8b48ab696ff0a77b' in EpicGames/UnrealEngine
Do you have a commit #?
I wonder why it couldn't find it when I searched.
gitextensions found it ๐
That's good to know, thank you both for the help. Now to decide what to do.
That one is different. It is just cloud hosted shared ddc, not cloud powered ddc building.
If you read very carefully you will read how they also build the DDC through CI
does ue5-main compile today?
!8ball
Ask the Magic 8-Ball a yes/no question.
!8ball does ue5-main compile today?
@static copper, :8ball: Ask again later.
Fair enough!
@turbid token, :8ball: Better not tell you now.
!8ball does ue5-main compile today?
iniside claims commit aa952f57584a029de3e6fd4f8b48ab696ff0a77b works. Why not try that?
4>Parsing headers for UnrealEditor
4> Running UnrealHeaderTool UnrealEditor "C:\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealEditor\Development\UnrealEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\UnrealEngine\Engine\Programs\UnrealBuildTool\Log_UHT.txt"
4>UnrealBuildTool : error : UnrealHeaderTool failed with exit code 0xC0000020 - check that UE4 prerequisites are installed.
I suddenly am getting this error
Obviously I have the prerequisites installed (I checked)
Nevermind, I think I found it. I have some weird file permission issue I think is causing this after reinstalling Windows
Manny can now tell the future, AI super intelligence achieved. Singularity here we come!
4> [5046/5046] UnrealEditor.target
4>Total time in Parallel executor: 8039.14 seconds
4>Total execution time: 8212.59 seconds
========== Build: 4 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
it compiled for me.
But that is because I'm using Epgenix
that's ue5-main?
sorry, what's "Epgenix"?
pr-8079
sorry again, what's that? if I just pull the ue5-main branch, is that enough or i need to do something else?
pull request 8079
has anyone got PhsyX working for destructible meshes on UE5? I've enabled it in engine build but it still doesn't work and also invalid depth https://i.gyazo.com/36a4576769e5644426ce32375f8abf8e.png
thsnk you
yw
PhysX is not in UE5. They removed it in favor of Chaos physics
He's got a source engine build with it enabled, he's asking why nevertheless it won't work for destructibles
don't need that anymore
ue5-main builds?
cool
@turbid token ^ see above
I seem to have been outdated
Glad I find it out just when my build completes
thank you, i'll try tonight. hoping it's not broken again :)))
hehe, good luck. Maybe @trim hornet also wants to know
hey guys, anybody knows what happens with large worlds stuff now? I remember something about 64bits, but it doesn't seem to be the case
anyway, I've just tried to go 100km from origin in AncientValley level (with world partition) and I see artifacts
they said that precision is still an issue
Double precision is in ue5-main afaik
aha! another reason to try it now!
ue5-ea (launcher build) definitely doesn't have double precision coords
It's got the library, but it's not used anywhere
interesting goosey, anything that needs to be done to enable it other than using main?
No idea, just going off second-hand knowledge
I've used UE5 for probably an hour myself
Nope
LargeWorldCoordinates.h
UE_LARGE_WORLD_COORDINATES_DISABLED change that to 0
chances are it won't compile
since Rotator does not support doubles
nor quaternions
and SIMD lib still being rewritten
yeah but that seems like really old commit (;
wait
well
thinking about
yeah
it's just 360 degrees ๐
i might actually try to compile the LWC it should not take more than 10 minutes
Please someone pin this:
https://github.com/EpicGames/UnrealEngine/commit/c850a02c6976e48388a621140809690e8f68b47d
This last buildable main commit I tested
don't bother with LWC (;
does not compile right now
It's the pr/8079 commit, it compiles but the launcher fails to load. It never actually runs so it's still not working. It will build but it won't launch UE5. The process will stall and exit before it ever finishes loading the splashscreen. I have left it sit for hours and nothing. I have asked Epgenix for support but they were not very helpful. All they said was to wait, but the process is exiting so waiting is not a viable solution.
VS2019 output log shows: The thread 0x4f48 has exited with code 0 (0x0).
That's on your end Redline, both 8079 has been working and ue5-main works as well
I've gotten it to 83% before, this time not even that far.
If it were on my end, I think there would be some way to resolve it.
I have 64GB DDR4 and it says the process has terminated because it could not allocate additional memory.
That would mean it's on me, but why is it unable to use more of the available sys RAM, I have to figure that out.
I have plenty of RAM
Just going through the possibilities, Windows is set to manage my pagefile, so it should not be that.
Well you have a direction for your debugging.
platform shows x64 or win64 in configuration manager
Yeah, I got a direction for sure LOL
Just don't use ue5-main for now, problem solved.
The launcher build ought to work fine
You can also try that one
If you haven't already
Oh that's not why I'm here. I mean to simply install the launcher build and use that.
I'm here to build from source.
The launcher build is installed and does work as expected. I'm not interested in that though, I'm interested in building from source. Suggesting to essentially give up, isn't really a solution.
Especially if it's something I can resolve like memory management and others say it works for them.
You're misunderstanding what I am saying. It is information for your debugging
That's very possible I'm misunderstanding
Are you sure your codebase is right?
I clone 8079 fresh last night before trying to build
Do you have a clean git checkout?
Yea it was fresh from GitHub last night, brand new local repo
what does git status say?
I created a sep local dir for it and everything
Let me check
On branch ue5-main
Your branch is up to date with 'origin/ue5-main'.
nothing to commit, working tree clean
so you are on latest ue5-main now. I can't guarantee that one works as iniside says c850a02c6976e48388a621140809690e8f68b47d is the last he tested and I am trying out stuff with the large coords
so what I personally would do is go to 8079 given that that one should build 100%
This is cloned from epgenix though
then what you might also do is clear everything out from your root folder except the .git folder and run git reset
to put everything back clean
then run the 2 bat files to set up everything fresh
and build ue5 from that
I know you did but you also did other things between then and now to debug, no?
No
I haven't done anything other than review my system RAM mgmt config
Checked my page file settings basically is all
an I verified the build configuration setting
but you are not on the pull request
But no changes have been made
I don't know what epgenix ue5-main is, that's not what we have been building
My local repo is cloned from epgenix Github ue5-main
Epgenix is the creator of 8079 commit
He actually replied to his GitHub where I posted comments and said he might be able to help more on Discord and that I Should look him up on this server. I'll try that too.
His repo is what I cloned
are they equal? I don't know if they are
So his 8079 commits come from his repo as far as I can tell
well assuming those are equal, what is eating up the RAM?
how are you running UE5 editor?
It seems like ShaderCompileWorker fails to allocate RAM, because I have plenty of RAM for it to take up. It's not running out of RAM, it's failing to allocate it.
I'm debugging it right now and it's at 83% now
It is on "waiting for textures to be ready 13/110"
yeah that does not say anything. what is actually happening? ram used? by which processes?
and how are you running UE5 editor? Are you running it from VS? Debugging on? Opening a project?
[2021.06.04-15.00.08:951][ 0]LogTexture: Display: Waiting for textures to be ready 13/110 (/Engine/EditorMaterials/MatineeGroups/MAT_ColorTrack) ...
The thread 0x508c has exited with code 0 (0x0).
The thread 0x2fe0 has exited with code 0 (0x0).
The thread 0xf44 has exited with code 0 (0x0).
The thread 0x56fc has exited with code 0 (0x0).
I'm running from VS, right click UE5 and click Debug
try running Debug -> Without debugging
Might have to make UE5 the startup project in the right click menu that you get when you click UE5
right above debug
I know its a standart thing, but have you installed latest windows updates? @trim hornet
Yep I'm familiar with how to do that. Not sure why making it the start up project would change anything though.
Yes, even the latest NVIDIA driver too from the last day or two.
It doesn't, but otherwise it'll start something else if you start without debugging from the menu
I'll double check again Windows updates.
But do run it without debugging, from what I can see it only needs to just do it's work
There are no errors or problems that I can see so far
he has 64
ok
but based on those 4 shaders just a slow cpu
64GB total DDR4
Yes i7 7700 = slow CPU no doubt
It's quite long in the tooth nowadays I think.
slow-ish indeed
But the error is failed to allocate RAM
where did you see that error?
At least that's the only issue I've seen so far
because I have not seen it
and also are you running it now again without debugging?
That was seen when the processes exit and debugging stops in VS
send a screenshot of the error next time if it pop up again if you will
Not yet, it appears like it is still going, but let me stop it and try again without debugging. I tried this before and it did the same thing.
okay
Sure and I realize it's annoying to do things over again but this time you're doing them so I can try to understand what is happening
I may see some context somewhere that you may have missed
what GPU are you running btw?
EVGA 3080
storage = NVME
Just launching the EXE without debugging has the same effect, stalls at 83% preparing textures. This time it says 33/106 instead of 110 total.
yeah it's doing work
this takes 15 minutes here easily
and I have a 3600
give it another 15 mins
does that 33/106 not go up at some point?
Nope. However previously when this happens I have seen 20-something/110
I also do see the texture it stalls on is not always the same
can you show us your process monitor again?
Yep
I notice only 1 ShaderCompileWorker where usually there is 4
and now there is none...
can you copy over the past say 50 lines from the output window in VS?
Yes, let me close this and launch if from inside VS again. This time I just launched from the directory
launching from VS2019, start without debugging and it's now stuck at "83% preparing textures 33/101"
so the total textures is changing.
That's new to me.
It is easy to see it's already exited as well.. no ShaderCompileWorker processes at all
can you start it again?
Build started...
1>------ Build started: Project: EpicGames.Core, Configuration: Development Any CPU ------
1>EpicGames.Core -> F:\GitHub\ue5-main-epgenix\Engine\Source\Programs\Shared\EpicGames.Core\bin\Development\netcoreapp3.1\EpicGames.Core.dll
2>------ Build started: Project: BuildUtilities, Configuration: Development Any CPU ------
2>BuildUtilities -> F:\GitHub\ue5-main-epgenix\Engine\Source\Programs\DotNETCommon\BuildUtilities\bin\Development\netcoreapp3.1\BuildUtilities.dll
3>------ Build started: Project: UnrealBuildTool, Configuration: Development Any CPU ------
3>UnrealBuildTool -> F:\GitHub\ue5-main-epgenix\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll
4>------ Build started: Project: UE5, Configuration: Development_Editor x64 ------
4>Using bundled DotNet SDK
4>Win64 using Manual SDK 10.0.19041.0
4>Win64 using Manual SDK 10.0.19041.0
4>Using 'git status' to determine working set for adaptive non-unity build (F:\GitHub\ue5-main-epgenix).
4>Creating makefile for UnrealEditor (UnrealBuildTool.exe is newer)
4>Creating makefile for ShaderCompileWorker (UnrealBuildTool.exe is newer)
4>Targets are up to date
4>Total execution time: 8.32 seconds
========== Build: 4 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
see if it'll again get stuck on that same texture
Sure thing, debugging or no?
hmm let's run with
k
[2021.06.04-15.48.51:774][ 0]LogTexture: Display: Building textures: S_FTest (OODLE_AutoDXT, 256X256 X1X1) (Required Memory Estimate: 1.250 MB)
[2021.06.04-15.48.51:774][ 0]LogTexture: Display: Waiting for textures to be ready 33/101 (/Engine/EditorResources/S_FTest) ...
The thread 0x4ac4 has exited with code 0 (0x0).
[2021.06.04-15.49.04:551][ 0]LogTurnkeySupport: Completed SDK detection: ExitCode = 0
keeps failing on S_FTest texture prep
#128
perhaps try commenting that out
but honestly I am guessing at this point
You could try building epic ue5-main
see if that has the same behavior on your system
I agree with you
Thanks I like it when that happens
(just kidding ofcourse)
alternatively you could try running with debug and pausing the execution when it stalls
but I don't know how comfortable you're debugging multithreaded stuff and how easily this process will give up it's goods
I've tried that before you started helping
That's what I was doing previously.
I was about to start doing that now.
But it might be worth it to just scrap this repo and try again with ue5-main from epic
I'll give it one more shot stepping through it
you can do both at the same time
Epgenix just told me to buy a new CPU. . .
Hi guys! what's your average engine build size?
84.2GB is the size of my directory
i did multiple builds after I modified stuff and I think I'm now at 156gb send help ๐ข
Yea I deleted a repo directory last night and started fresh, that directory was 140GB-ish
I bought a 4TB SSD and 2TB NVME just before hardware prices went nuts. They don't seem very large anymore.
My laptops with 512GB SSD are a meme now.
my ue5-early-access folder is 156GB after build
oh great that means I didn't do anything wrong necessarily.
ok i'm trying to build ue5-main, wish me luck ๐
does it even compile?
people above says that it does compile, not sure if it runs
rip ๐ good luck!
The pinned pr/8079 will compile for sure, I've done it several times.
no i'm trying the original
Yeah, for sure good luck
thanks
I'm going to do that next myself. But since you are already starting, let me know how it goes.
You might save me some time ๐
ok
My builds take 2hrs on my i7 7700 so it's painful.
At least I can use my PC for anything I want while it's at 100% CPU util. It doesn't seem to impact multi tasking enough that I can't do other tasks.
well it was quick. it has same "slate ..." errors as before, fortunately it's in very beginning
i'll wait for new early-access i think
this commit works well for me https://github.com/EpicGames/UnrealEngine/commit/c850a02c6976e48388a621140809690e8f68b47d
skylight with lumen seems much better indoors on main branch vs EA
I have just compiled 5b2930a86a5f6bce68595985483aef574b33a115
really? I thought the good stuff is in EA
main is like: if it compiles it compiles
main is newest
why what?
why is main newer than ea
because it's the main branch of development
EA was branched off of it at some point
and fixed to be stable
main isn't stable
i got it understood sideways then RIP
By the way, since when has Alpha/Beta become 'early access'
They were perfectly good indicators of the state of a thing
they're as arbitrary as early access imo
especially with game engines that get new features after releasing
And you are a coder/programmer by trade or? My experience has been that Alpha and Beta have been very well defined indicators of how production ready a thing is
In fact, the whole Early Access term was introduced in order to -not- call a game by the very clear "beta" indicator and rebrand it as something with a more neutral emotion attached
when I saw early access and main I concluded for myself that main should be stable and ea is going to be like a beta.
yeah the main branch is git terminology for the "main" development branch. where all the "feature" branches get "merged up" into.
honestly it doesn't :p I don't think any newcomer can deduce that
but I guess it is what it is
makes sense now, as a newcomer i didn't get it
if i can get to main version without a full rebuild and only a partial one?
you started working on code changes based on -ea and now want to move to -main, without rebuilding everything?
kind of yes
well kind of in software development gets you nowhere, what is it precisely that you want?
exactly that yes
oh okay, did you commit your changes yet?
locally
yes, but they are committed?
yes
how many?
i'm not worried about the commits
i'm worried if the engine will be fully rebuilt or partially
depends on what has changed and where
also if anyone has access to NvRTX/UnrealEngine you can get UE5 compatible version of DLSS from there
cool I wanted to look into that but forgot
thanks for that
and for those wondering, ue5-main e9b284a43caa2468fb8b63c1279a5d040c9a239e is compiling properly I just confirmed
only tried compiling it on EA branch, not main yet but guess it should work though (edit: doesn't seem to compile on main branch)
I am, we don't use such versions
semantic versioning is the most common scheme
Semantic versioning actually describes how and when prerelease version metadata can be included so that is not mutually exclusive nor a good argument
Adding GlobalDefinitions.Add("UE_LARGE_WORLD_COORDINATES_DISABLED=0"); to UnrealEditor.target.cs and YourProjectEditor.target.cs
makes LWC almost compile
i have just compiled and launched ue5-main, seems to work so far.
output log now also opens like new content browser, and it says "preparin shaders" instead of "compiling shaders"
@torpid valve it gave me a whole set of conversion errors where it was attempting to cast to floats when I modifiied the code directly. is it going better with those defs?
well with them you still have errors, just far less
mainly from the new rendering transform
but idk how to fix it
you clearly can't just cast double to float
obviously not
you need to somewhat convert it to local space
where are those files again in VS2019?
It's fixed in 4.27, probably should be fixed in ue5 if you cherry pick this commit
ahh yeah I fixed it here too https://github.com/EpicGames/UnrealEngine/pull/8104
Didn't see that, thanks for sending
I beat them though ๐
Interestingly they already had an internal issue opened on their jira ๐
built the source for the first time (pinned PR), been stuck at Waiting for static meshes to be ready for ~2-3 hours (same static mesh). Do I just give it more time? binary version worked fine btw.
oh, is the main branch working now?
unpinned
ty
the last working commit should be pinned
saves people some time if they don't want to go the trial&error route
It's going to change often though
yea, but i need 4h to compile UE on my machine, even a slightly older reference is better than none
so i can leave the testing to those with a beefy ryzen ๐
Sounds like something that should go on a wiki page and then I can pin that?
I did the same thing and had the same issue so the creator of that PR told me to go buy a new CPU. ๐
Lmao
Large World Coordinates do not work on latest build, niagara is failing hard at it
why theirs no vehicle template or WheeledVehicle class in UE5 source? did epic removed them or will be added in the future. wanna create some vehicle to play around with.
Idunno but I did see it in the EA release
I could package it up for you and send it if that helps @fickle zealot
I also see it in source "TP_VehicleAdvBP.upack" tho
and C:\UnrealEngine\Templates\TP_VehicleAdv and C:\UnrealEngine\Templates\TP_VehicleAdvBP
yeah that would help bro
oh yeah ma bad its their. I tired to create vehicle in C++ and couldn't find WheeledVehicle class and it actually a separate plugins called ChaosVehicle in order to use this vehicle system in your existing UE5 project. Thanks @arctic comet
one of the latest UE5-main , the ContentBrowser root folder changed to All instead of default Content. I don't know if this is a bug or new new feature. ๐
Should I worry about build times with a ryzen 3950x too? ๐ฅฒ didn't expect to read multiple hours of compilation
32 threads? you are going to be fine lol
builded in 1h20m with a Ryzen 5 3600 here, you are going to be more than fine
2hrs on i7 7700
2hrs confirmed for source on i7 7700 here...plus a whole day for shaders :/
My 7700k/ram must be bogus
I swear it takes longer than that
I will join the 3950x gang some day
UE4 takes 45min to an hour
Been planning on a new threadripper pro system anyway...just remember to have good storage too for all the threads to hammer on it ๐
Took around 45 minutes on an i9 9900k, ue4 usually takes around 25
UE5 seems to take around twice as long on average
hopefully the eventual deprecation of some features will pare that down
(or even just moving some of the extraneous stuff to plugins)
that UE4 as a library stuff is crazy
Well, it builds all the plugins aaand the shaders in the plugins as well, seemingly even if they aren't enabled
@static copper "UE4 as a library stuff"...what do you mean?
We're providing an API to enable developers to integrate a UE viewport inside a Windows application. UE gets compiled as a DLL.
Limitations:
-
Windows platform only
-
Single viewport
O.O that IS news to me...thanks for the link
"hey boss, can we use this library in our project"
"sure, how big is it?"
"uh... "
๐ ๐
did anybody got Horde to work ?
how much memory do you have? i have 32 gb and it wasn't enough for the compiler.
yep. there is even a warning in the beginning, something about 1.5gb ram per thread required
well time to buy a new processor and RAM ๐น luckily these are not so rare these days anymore (in comparison to GPU's -.-)
Build Times are absolutely fine with. A 3950x
But ram is a concern. I'm fine with 64gb
That's an 8 core?
Ah, yeah, a bit slower than a 3950x then but by no means will it take hours
Definitely upgrade ram though
it's pretty logical, each compiler process need some memory, so if you can run only 8 of them you need less memory, if you can run 32 you need more. we just bought another 32gb
don't worry, I understand the memory requirements. I'm just surprised that they are so high
Unusual to me
but compiling UE is unusal to me too, one rarely compiles projects this big
it seems threadripper are best for these tasks ๐
according to this in 2018 you could compile ue4 with 32 threads and 32gb, today with ue5 and 32gb the thread ripper becomes swap disk ripper
i9 10980XE = roughly 15 to 20 mins
cannot import Starter content
it show this
Failed to import 'C:/Users/IronVergil/Documents/UE5_EA/FeaturePacks/StarterContent.upack'. Failed to create asset '/Game/StarterContent'. Please see Output Log for details.
ok a Ryzem 5950X should do it then in similar time ๐ค
probably even faster ๐น
5950x builds the editor around 10 mins
is the ue5 source git currently down for anyone else?
whats the difference between building the solution vs right clicking on UE5 and building ?
i think building solution will build all programs in there
mainly if you select UE5 you will build it and dependencies
if you building solution it will build the tree select after the platform (win/arm etc)
for example if you select UE5 as startup project (right click on the project and set as startup) it will be the same than build only UE5 ๐
if not, depends on what they defined, I'm using often UnrealBuildTool
Ok thanks ๐
anyone familiar with fastbuild on ue5? alternatively someone familiar with where the definitions are for GitDependencies.exe. I can't for the life of me figure out where FBuildCoordinator.exe fits in/comes from
i don't have a lot of experience with engine plugins, but for a project plugin you can remove the folder and regenerate project files
Just did a new pull on early access, have to now compile for hours... will this fix the fact i couldnt make a c++ project? A blank object failed compile for wierd reasons before.
Ryzen is definitely faster, I timed the 10980XE at about 17 minutes. I do have 2 custom water cooling loops for CPU and Video cards + 128mb of RAM so if I overclock all cores to 5.1 Ghz, I can get just under 10 minutes. That said, you get 10 minutes or less with Ryzen at 50% the cost and can probably get away with an air cooled heat sink for 50 bucks vs 300 to 2000 for a high end custom water loop. The 5950x is the king of multi-core workloads at consumer price points. Even for gaming it's neck and neck with the 10900k as I believe the last benchmarks I saw had the 10900k at +1% to +3%, which is meaningless. However, the 10900k is roughly +20% for games vs the 10980XE while the 5950x is roughly +20% to +30% vs 10980XE for multi-core workloads. The only consumer chip that beats the 5950x is the intel 11700k at +8% and the 11900k at + 11% but I believe these are based on leaked benchmarks. If that's true, they're not reliable. If I was building a new system today I'd definitely go Ryzen 5950, not only because it's a better chip but also because it supports PCIe 4.0, which has a data rate of 16 GT/s vs PCIe 3 at 8 GT/s, assuming you have PCIe compliant SSDs. Given UE5's dependence on virtualization and streaming, you can get closer to PS5 throughput minus the proprietary controller components, like hardware accelerated Kraken compression, etc.
Unfortunately, I need to wait until next year to build a new system because that's about how long it takes for my wife to stop cursing at me for the irresponsible amount of money I spend. Once i'm down to 1 or 2 f-bombs a day, that's the signal to start looking at components. Yesterday I think I counted about 4 - that's a very encouraging number! ๐
Lol sounds horrible @shut hatch
Well I just ordered a 5950X today and additional 32 GiB RAM. Will for now gi with 64 GiB as next year already DDR5 comes out ๐
Windows 10 handles it fine, plus it's nice for running containers without needing another workstation. The extra RAM is nice for running container workloads locally (like CI/CD, etc). Other than that I recognize that 128 is totally overkill. If i were responsible and pragmatic, I'd go 32 or max 64. However, I'm a hardware enthusiast so most of what I have, I don't really "need". It's mostly for show.
Uh, yeah, GB ๐
Yes TT900
I remember the windows 95/98 days - the golden years...
In current situation, intel CPUs can't beat amd on multicore workloads. Not even close. I remember my old dark days with intel i7 cpu, trying to build unreal engine, and it was taking ages compared to 5950x.
I love you
What exactly does InterchangeWorker do?
only started building when I ported a UE4 plugin
I assume it's for migrating assets?
I think someone was asking about C++ 20 modules? It looks like they're considering it ๐
uh ooh
that might make some specific libraries a lot more viable
ENTT for example
Oh neat
nah modules are shit
right now they are ultrabroken, but they are highly overengineered so its almost impossible to use
does anyone where use Rider for Unreal Engine as their IDE? i'm having issues with header files not being found
the most laughable thing is they do not solve the biggest issue of C++
no standarized build system
what's good of modules, if they end up being incompatibile with each other because of no stable ABI ;s
its even better
modules are incompatible right now
gcc and VS interpret modules slightly differently
for example lets say we have modules A B C
A has function void foo()
B has function void foo()
both of them private functions
you import both A and B into C
gcc craps itself, due to duplicate definitions
visual studio says its completely fine couse the definitions are private from different modules
the standard says "undefined"
because OF COURSE
everything around modules is incredibly undefined by the standard
making modules a complete mess
Generally that happens if the solution files are outdated, build once and they should get updated if you already installed the rider link for your game
yeah, needed rider link for game, i just had it for editor
yeah, with ue5 rider link for editor is broken for now
hey guys so I'm having the same problem all over again
I'm watching this beginner tutorial and in order to continue I need to migrate folders
although UE5 says the it was completed successfully I don't have that folder in the other project
I also keep getting these different messages is that ok? coz I've just downloaded it and I'm pretty sure it's up-to-date
i believe this message is harmless, it pops all the time and it does nothing
huh?
so im currently working on that the im currnetly working on that these select boxes working
running fine on febb75cece5f746f3d93f14dd6ed1da1e7e9bf8c
Anyone with problems building ValleyoftheAncient using UE5-main?
Here it worked fine before, but since I've updated two days ago the demo don't build anymore.
Two plugins fail to build: Underscore and InstanceLevelCollision.
When I run the setup.bat file in source to check dependencies I get an error, to long path of filename, message. Ive changed the "longPathsEnabled" to 1, but it did nothing. Any tips on this?
You already replied and helped out. Told me to buy a new CPU. ๐
How's the UE5 early access branch doing ? It getting regular updates?
https://github.com/EpicGames/UnrealEngine/commit/4b964ea1f7e51f73fda0ac8ef8c5804b85fd340c something behind this commit broken blueprints
and they miss native class when loading
Don't do that. Nvidia 466.63 drivers are broken and cause memory allocation errors/crashes/BSODs for lots of people. Revert back to 466.47/466.27.
@lofty idolYeah, thanks, I decided to go that route. I get hung up in how I want my drives to be organized, which in the end caused all the headaches.
anyone having problems compiling ue5-main ?
Yeah, few commits a day
my error has something to do with an .obj file
does going to a new commit usually require a full recompile?
yeah one minute, it's rebuilding a tool
I'm thinking I can fix it if I delete the file
ah great is the resonance audio thing
never liked it
yes deleting the file might help
but it can be downhill battle as other files might be corrupted as well
disable plugin ;
the I posted should
Hello everyone,
I'm trying to build the Procedural Midi plugin for UE5 (following a tutorial) but I get this result. Can anyone help by any chance?
Edit the Build CS to get rid of Win32, UE5 doesnt support Win32 anymore only 64
Also change the version support in the .uplugin to 5 something
is latest commit compiling?
building eba2261 as we speak...cross fingers and get loads of coffe because this will take a while
I'm on an old i7 7700k with 64 GB RAM and a 970 1TB SSD...UE4 needs around 45min to an hour...UE5 needs several hours to compile the code + a full good day to compile all the shaders for engine + valley demo
if you guys figured out a way to speed things up again, I'm all ears ๐ฐ
already saving up for a new system with lots of brute force that will hopefully help ๐
an no no new GPU, I refuse to pay quadruple the normal price ๐
eba2261 source builds at least...
it took almost two hours looking at the timestamp here...
I'm trying to update the Wwise plugin for UE5. Getting this error tho. Dependency modules for that functions added to build.cs and tried deleting intermediate and build folders. What am I missing?
You're missing support from Audiokinetic.
i wish epic just bought REV and implemented it natively dealing with wwise just for a plugin. thanks to siliex from server got rid of the errors tho
nvm I fixed it
@little idol yeah Meta Sounds is a heck of a lot better by itself than Wwise and when paid with quartz is quite a bit more flexible. ^^
I was able to rebuild our entire audio system and fix all the issues we had in UE4 in just a few hours, and exposed quite a few control variables for mixing in multiple sounds.
Anyone know what version of dot net ue5 requires? I am trying to generate project files but getting error about dot net installation. I have 4.6.2 installed for ue4
<my_game_depot_path>\Engine\Build\BatchFiles\GetDotnetPath.bat"' is not recognized as an internal or external command, operable program or batch file.
is the error I am seeing.
Anyone know what version of dot net ue5 requires?
You want to install ".NET SDK" in Visual Studio installer. UE5 uses .NET Core 3.1.
WRT nonexistent GetDotnetPath.bat, ignore that for now.
[2021.06.09-16.03.15:193][ 0]LogUnrealMathTest: FAILED <double>: VectorMaskBits
[2021.06.09-16.03.15:193][ 0]LogUnrealMathTest: Bad(0.00000000): (0.00000000 0.00000000 0.00000000 0.00000000) (0.00000000 0.00000000 0.00000000 0.00000000)
[2021.06.09-16.03.15:193][ 0]LogUnrealMathTest: FAILED <double>: VectorMaskBits
[2021.06.09-16.03.15:194][ 0]LogUnrealMathTest: Bad(0.00000000): (0.00000000 0.00000000 0.00000000 0.00000000) (0.00000000 0.00000000 0.00000000 0.00000000)
on cdd4aa983212404bfe9333119fbfc5e28b0fabcc
is this on my end or on the code end? anyone know?
nevermind I see it is code related
grr ๐ฆ
Thanks! appreciate that!
hmmm
This is what I have installed and I am still seeing the issue. I have verified that I can run the dotnet command within the workspace root dir.
only Early access branch is stable now?
depends
on your project
I migrated mine to main
but I don't have lot of content
just lot of code
any content I have I can and will throw away
so main branch didn't build with ue5 announce
main branch is current branch
it may or may not be stable enough
depends on your project
I would not regard either branch of ue5 stable
early access is more stable than main, but still unstable
In my personal experience if you use various plugins they may be broken in main.
Interesting, are they moving UI/widgets to plugin? Engine/Plugins/Experimental/CommonUI/
does it run Crankcase REV plugin?
no idea
no, more like they building an additional UI framework with commonly used ui elements
sounds like a lot of duplicity with things like UButton, UBorder and so on
ubutton, uborder more like primitives. while commonbutton, treeview etc are bigger UI elements.
also most likely that they can not do big changes to base types as it will affect everything that derive from them
having things like ButtonGroup/WidgetGroup without implementing them every time seems nice too
dos anyone know why the ( .SLN ) is not showing up for me ?
a lot is missing
no ( GenerateProjectFiles.bat ) and no ( Setup.bat ) why ?
to test this i re downloaded the build but still nothing
What does git say when you do the pull?
im pulling the Zip this time but it has worked for me in the past
Looks like an incomplete download or something? Does the Zip have all the files?
no
Downloading the ZIP and I'll let you know if it's weird for me.
ok thanks
Extracts fine for me. A few Gigs. Bat files and everything
how big is your folder
first time i downloaded it ( 214mb )
second time i downloaded it ( 153mb )
Anyone seen issues like this when trying to generate solution files for ue5?
I get that the projects are not there, but my question is why are they not?
How do I disable collisions between 2 bodies in chaos on cpp?
Early Access 2 likely on the horizon https://github.com/EpicGames/UnrealEngine/commit/1dfbf255623b55854c15f63fc4029fbc99865740
HARDCORE LOCKDOWN
Thats a fun name lol
Turns out our depot was missing files
Perfect thanks!
Using MSBuild from the command line for the first time to do some automation. I'm able to build from VS just fine, but whenever I try it from command line I get:
The target "Engine/UE5" does not exist in this project
This is my current test:
"C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\MSBuild.exe" "D:\Documents\Unreal Projects\UnrealEngine-1\UE5.sln" "/t:Engine\UE5" /p:Platform="Win64" /p:Configuration="Development Editor" -verbosity:diagnostic
Is it worth compiling UE5 from source and not use the launcher version anymore? I mean, is source more stable than EA?
Use the unreal build scripts
It's definitely not more stable
RunUAT etc
This can also be used for compiling the engine?
yup
used to build/cook/deploy
the VS solution is just for convenience
when you click build it calls the unreal build scripts
I mean the editor source.
yup yup same thing
huh ok. So -project="path/to/ue5" rather than a uproject file? I'll do some searching
call "C:\Program Files\Epic Games\UE_%1\Engine\Build\BatchFiles\Build.bat" UE4Editor Win64 Development -WarningsAsErrors "%cd%\VoxelTestProject_%1.uproject"
this builds the editor in Dev
I used RunUAT for the project itself prior, but decided to get fresh builds of the editor automated too
Cool, thanks a ton.
Anyone knows if TObjectPtr creates a hard reference to an object when not used as a UPROPERTY?
Also when not used as a UPROPERTY does it handle dangling pointers?
Looking at the source doesn't seem like it does any of that but still, curious if anyone knows anything more about it
Seems like it directly replicates the behavior of normal raw pointers
it doesn't seem to do anything special now
but it might a a way to enforce certain behavior in the future
I've seen commit, which prepare to throw errors if pointer is not TObjectPtr
hmm interesting, wonder why they are pushing it that hard
As right now it doesn't seem to be doing anything special
you would think reflection could just uh, do that for us?
like just have UBT paste that on pointers or something?
i'm sure it's not as simple as it seems
iirc TObjectPtr had some role during serialization of data
there is tool to do it automatically
besides it's not that much work
to do manually
1-3 days at most
and it's only needed for properties, not parameters
Is there a trick to getting OpenLevel to work with world partitioned maps? Seems to always crash on the transition, even in a brand new project with blank maps
Looks like if your first level is a partitioned level you can still load and unload it properly. Using this as a workaround for now:
Partitioned Level begin play -> Load non-partitioned menu level -> Load partitioned level again
fyi, just compild ue5-main, had to remove meta-sound plugin but the rest works
also 64gb ram helps
There is a tool to do it,
which is a pain in the butt to use because the documentation for it explains nothing
I converted our project yesterday which is 80% C++ and it took 4 hours to get the project to compile after running the tool
TObjectPtr is not enforced yet thankfully
Btw Phy do you know if Nanite can be async cooked for procedural meshes at runtime?
I've seen your voxel video with Lumen (which looks great) so for Lumen I guess it's possible
I guess lumen requires distance fields, not sure if anything else is needed for it
Lumen requires distance field + cards
Nanite is a lot more hardcoded
needs to be a static mesh
Ah, that sucks
Hoping it's gonna be reworked in the future to allow for that stuff
Ok thank you :thumbsup:
dos anyone know how to fix this
in the Log it says
Log.WriteLinePrivate: AutomationTool exiting with ExitCode=1 (Error_Unknown)
im running a Git Build
TFW when you accidentally clean ShaderCompilerWorker and have to recompile.
no !!!!
is it a old project like 5000 Shaders
or more
Oh the projects shaders are small, but having to recompile the actual module is a bit of a wait. 2800 compile actions.
ok not so bad but still long
@timber osprey so you know how to fix the Plugin glitch
Look like you need to move this plugin to \YourProject\Plugins folder instead of \Engine\Plugins folder
ok i will try that
@cyan imp hay it works for some plugins but not the one im trying
I don't know this Oceanology plugin, but check if you have it at \YourProject\Plugins\Oceanology . Because in your log looks like there is a subfolder \Marketplace\ between the path.
yes it dos let me try that
thanks that worked
Hash(GetTypeHash(InKey)) => Hash(InKey)
that seems(tm) to work
So this might be a bit of a noob question, but how do I set a breakpoint/debug ShaderCompileWorker seeing as the main process kicks it off as a child process that VS doesn't know exist/hooks?
building from source ue5-early-access branch....that one file Engine/Source/ThirdParty/glslang/Build/Linux/Build.bat keeps creeping up with changes. I never touched the darn file...do you guys happen to know how to fix that? (git newline handling: as-is/as-is)
when I tell it to discard whatever it thinks changed, nothing happens - it still sits there with changes ๐ฎ
a long shot, but has anyone built the following for UE5, I've tried various approaches but being an idiot when it comes to this side of Unreal, I failed completely..
https://github.com/microdee/UE4-SpaceMouse
I was using the standard UE5 launcher build, I dont have the data allowance at the moment to grab the source
I've built it in UE5 (launcher build) without issues as a project plugin
would you be kind enough to share the compiled binaries(if thats what they are called, the Spacemouse folder with files you normally drop into the Unreal plugins)?
Sure gimme a second. I'll upload to we transfer.
@sweet anchor Here it is: https://we.tl/t-R159G1vqsS
very much appreciated @primal night cheers!
So I can build UE5 and even build my project / run it just fine
but when I go to update the csproj file (when adding new cpp files), using the uproject -> Generate Visual Studio Project files, I get errors?
c:\Source\GH_Repos\UE5\Engine\Plugins\Enterprise\DatasmithC4DImporter\Source\DatasmithC4DTranslator\DatasmithC4DTranslator.Build.cs(4,7) : error CS0246: The type or namespace name 'EpicGames' could not be found (are you missing a using directive or an assembly reference?)
c:\Source\GH_Repos\UE5\Engine\Plugins\Lumin\MLSDK\Source\MLSDK\MLSDK.Build.cs(5,7) : error CS0246: The type or namespace name 'EpicGames' could not be found (are you missing a using directive or an assembly reference?)
c:\Source\GH_Repos\UE5\Engine\Plugins\Media\ElectraPlayer\Source\ElectraPlayerPlugin\ElectraPlayerPlugin.Build.cs(2,7) : error CS0246: The type or namespace name 'EpicGames' could not be found (are you missing a using directive or an assembly reference?)
c:\Source\GH_Repos\UE5\Engine\Plugins\Media\ElectraPlayer\Source\ElectraPlayerRuntime\ElectraPlayerRuntime.Build.cs(2,7) : error CS0246: The type or namespace name 'EpicGames' could not be found (are you missing a using directive or an assembly reference?)
c:\Source\GH_Repos\UE5\Engine\Plugins\Media\ElectraUtil\Source\ElectraSamples\ElectraSamples.Build.cs(2,7) : error CS0246: The type or namespace name 'EpicGames' could not be found (are you missing a using directive or an assembly reference?)
c:\Source\GH_Repos\UE5\Engine\Plugins\Media\PixelStreaming\Source\PixelStreaming\PixelStreaming.Build.cs(5,7) : error CS0246: The type or namespace name 'EpicGames' could not be found (are you missing a using directive or an assembly reference?)
But the engine builds just fine...
so EA is based of 4.26, ue5master is 4.27 based, will EA2 be the 4.27 based version?
From what they've said and the way github is going, no. It sounds like the full release of 5.0 is going to be where 4.27 gets merged in (or maybe a late EA release).
It does strike me as a little odd if there won't be an EA release for 4.27 -> 5.0 just for the sake of wider testing, but until they explicitly say otherwise I'd assume it won't happen until 5.0.
hey guys
is this comand line correct ?
Setup.bat
GenerateProjectFiles.bat
Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean -set:WithWin64=true -set:WithLinux=false -set:WithServer=true -set:HostPlatformDDCOnly=false -set:WithWin32=false -set:WithMac=false -set:WithMacOS=false -set:WithMacOSX=false -set:Withosx=false -set:Withosx64=false -set:Withosx32=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinuxAArch64=false -set:WithPS4=false -set:WithXboxOne=false -set:WithSwitch=false -set:WithLumin=false -set:WithLuminMac=false -set:WithHoloLens=false -set:WithDingo=false -set:HTML5=false
should i remove the setup . bat line since i already run that ?
So no one has gotten errors like I posted above?
I deleted the entire plugins folder and copied from a fresh github download and refreshed the project and rebuilt (which was a success)
just can't refresh my actual game project without those errors popping up
So I just created a brand new third person project
C++ based
compiled it just fine
clicked on generate visual studio project files, and I got the same error
so it's not related to my actual game project at all
I just want to refresh my damn project
this is stupid
I guess I will delete the entire engine
and rebuild
so stupid
Hey I'm porting UE4 project where I use PhysX vehicles
Is PhysX disabled by default in UE5? Is it better to switch to PhysX or just port vehicles to Chaos?
I don't really need them to work, just to compile and run the project
@old crater https://docs.unrealengine.com/5.0/en-US/MigrationGuide/ scroll all the way down for physx/chaos info
ah thanks, i missed that page, i was only inside the sub category ๐
"UE5EA users can still compile from source with PhysX enabled if necessary"
yeah but how ๐
WITH_PHYSX is enabled, so either I need to enable PHYSICS_INTERFACE_PHYSX and/or WITH_IMMEDIATE_PHYSX, but should I also disable WITH_CHAOS?
anyone tried opening VR template lately? I am getting an error on D3D12Resources.cpp:550 (RootDevice->CreatePlacedResource()) erroring out on E_INVALIDARG
D3D12_RESOURCE_STATES has bits that mismatch support required from D3D12_RESOURCE_FLAGS
Maybe try with dx11?
Hmmm, I was just going to post what that gave me as an error
ah crap stupid cmd window did not copy the error
it was more detailed though
but still over my head ๐ฆ
[2021.06.13-18.56.34:303][ 1]LogD3D11RHI: Warning: d3debug warnings/errors found:
ID3D11DeviceContext::DrawIndexedInstancedIndirect: Input vertex slot 2 has stride 4 which is less than the minimum stride logically expected from the current Input Layout (8 bytes). This is OK, as hardware is perfectly capable of reading overlapping data. However the developer probably did not intend to make use of this behavior.
ID3D11DeviceContext::DrawIndexed: The Shader Resource View dimension declared in the shader code (TEXTURE2D) does not match the view type bound to slot 0 of the Pixel Shader unit (TEXTURE2DMS). This mismatch is invalid if the shader actually uses the view (e.g. it is no[
eAudio: Display: Resonance Audio Listener is initialized
[2021.06.13-18.56.54:240][ 1]LogRHI: Error: Breadcrumbs 'RenderingThread'
Context 1/2
00 CubeMapCapture
seems to all originate from the UnrealEngine\Samples\StarterContent\Content\StarterContent\Architecture\Floor_400x400.uasset asset and others in that folder
[2021.06.13-19.19.26:708][ 0]LogMaterial: Display: Missing cached shadermap for M_AssetPlatform in PCD3D_SM5, Default, SM5 (DDC key hash: 06AC885813088BCC3D696266E4C207975D315EC6), compiling.
[2021.06.13-19.19.26:832][ 0]LogD3D12RHI: Error: hr failed
at C:/UnrealEngine/Engine/Source/Runtime/D3D12RHI/Private/D3D12Resources.cpp:550
with error E_INVALIDARG
Ok, so I deleted the UE5 repo, started completely fresh. I just finished building all of the UE5 projects that I thought needed built (including the unreal build tool project), and now I'm getting a completely different error when I try to use Generate Visual Studio Projects
I'm now getting this error: Couldn't find UnrealBuildTool at 'C:/src/UE5/Engine/Binaries/DotNET/UnrealBuildTool.exe'
Unreal Build Tool.exe is actually at that path, but under a dedicated sub-directory
so the correct path is C:/src/UE5/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe
not sure why it is looking in the wrong path all of the sudden
So apparently you can't use the uproject file's context menu -> Generate Visual Studio Files option. The only way to refresh the project seems to be from the editor, where you go to Tools -> Refresh Visual Studio Project Files or whatever the title is
that is so frustrating, and wasted about a day and a half of my life that I will never get back
in UE5 do i need to enable a Build Lumen flag like with chaos or is it on by default
nope, both chaos and lumen are on/built by default
Lumen is controlled in the post process settings etc
ok in my project i ported from UE4 to UE5 Lumen is not working in the post process settings the gi is set to Lumen but still nothing
and it is set to Lumen in the project settings
try making sure Generate Mesh Distance Fields is on
i will check that
Hey guys, does the UE5-main branch include the main changes done to the 4.27 Preview or they arent merge yet?
they are merged every week or twoo
hi guys , help me please i cant open the valley of the ancient project it keeps saying that i need instant level collision plugin underscore plugin and allot more and i think its the score get hub think but it doesn't work so please help me share the files of the get hub think maybe help!!!
thank you sooooooooooooooooooooooooooooooooo much its been a day of dawnloading that project today i deleted the project and re downloaded it hope fully that will help thanks Lorash
its still not working on the source button in epic games get source code
dose any one knows how to get them please
my problem is not the source code its ancient game asking for the plugins
dos anyone know how to fix this ?
my World loaded fine but after i updated today it just crashes
Just in case someone might know how to fix this: I built UE5 from source (GitHub ue5-main) and created an Installed Build using BuildGraph, as it used to be done with UE4. It worked and produced a functional build but the only problem, so far, is that the Bridge plugin is not copied into LocalBuilds and I have to copy it manually.
ah! found the reason, I wonder why they decided to exclude Bridge from Installed Builds: https://github.com/EpicGames/UnrealEngine/commit/3e8d867af01e74a330a62182913dae6e720c08d8#diff-d54a3c50da03f926c9e6b8a9669195e4985e95f8c69e36c8dfc542b91e80885d
hey, question about building: when you refresh your local copy of ue5-main, do you need to re-run "generate project files" bat?
i mean when you fetch origin
You don't need to re-run that once you've got your code compiling
It's just there to generate the files your IDE needs to see the thing as a solution
sorry, i meant this exactly, when you pull changes.
every time i pull them, it will rebuild everything, is there a way to build the changes only?
so i thought it's something related to project files, but it doesn't seems to be the case
well, i mean when i changes something in my project it will only build changes
thank you for explaining
hi ๐
I am tagging my UE5
UE5-main commit 260d3cd7: UE5-compiles-code UE5-compiles-shaders UE5-runs
This version seems to have fixed the excessive noise with Lumen in my scene,
BUT: that commit also seems to mixup the static mesh material IDs...they are all different LOL
compiling next commit... (takes a while -.-)
^^"UE5-runs" means it doesn't immediately crash when it loads a project ๐
Hi! Quick question: is current ue5-main up to date with 4.2x additions, like the .27 preview and stuff like that? Are they doing that in parallel?
4.27 is behind main
some fixes done in main might be backported to 27
Nice, thanks for the heads up!! Good to know.
Yeah EA is nasty right now but honestly I kind of didn't want to deal with the unstability of the first weeks of main
Main's where the fun is!
Have all those compile fixes been merged already?
dunno lol
Disconnected from the party for a while and I don't know the state of main right now lol
I'm manually fixing errors when I pull every so often ๐
Should ask Egpenix I guess
yup
latest main builds work
Nice! Thanks. Any clue if it's failing with VS 16.10.0 or 16.10.2?
Dammit
it's broken [;
Thanks
I have an issue with UnrealEditor-CinematicCamera.dll that doesn't let me open a project under source. Anyone know what this might be or familiar with similar issues?
hello, anyone knows how to bypass these google stuff errors, i try to make own build of ue5 that is lighter than launcher release but build fails with messages:
is there any documentation of all commands what setup.bat can accept?
This is my current try to investigate ways to exclude unneeded things and i plan to expand this if i get first successful build. My internet is slow and i only want things i can generate locally(ddc) or do not need for barebone editor.
So, I tried porting a plugin to UE5 and got... this on compilation
I knew C++ has garbage error messages, but holy shit
You get used to it, though. Your brain does the translating. I don't even see the code. All I see is blonde, brunette, redhead.
Any idea what those errors are about?
Rider does show me some lines in red, but all of them are... in the engine source code
All of those errors seem to have to do with .cs files and various RegistryWhatever classes
Ah, no
Those errors don't show up as errors, the lines are just underlined
The errors that do show on build were in the plugin code that had no errors according to Rider
you have code that uses functions that UBT can't find as you either don't include them AND/OR add them to the Build.cs dependency paths ๐
the referenced code might have been moved to a different module
I'm guessing you're referring to the first issue, not the one with Registry?
In that case, UE5 probably moved some stuff around. Wish there was some upgrade tool or guide at least
yeah the first one ๐
Setup.bat just call GitDependencies.exe, you can see the source code and command arguments at Engine\Programs\GitDependencies\GitDependencies.cs (line 190)
In your Setup_ue5-slim.bat some arguments are "-exclude" instead of the correct "--exclude" and are being ignored.
About the errors, Setup.bat just download (or not) the files, but you still need to go in the source code and manually exclude a lot of things to slim down. You can remove those extra platforms in the UnrealBuild source (instead of the entire engine) since both drive what is build.
Someone posted this commit 2 days ago: https://github.com/EpicGames/UnrealEngine/tree/93da02c1666af80773fe49a5d3635a706b1e6cdc
@hazy moat
i gave up building ue4 source code, tried it twwice wasted my time and almost riuned my pc.
if you insist on building it i recomend you dont exclude anything, in bot setpup.bat and platform exclusion.
Indeed. 1st build the engine the way it's supposed to be done, then go excluding small pieces and testing.
I try long and much as it takes, i try and try, and i try, There might be mistakes as i edit those constantly but i have not given up yet. Maybe one day my wish comes true when i can make my own barebone builds that have only wanted plugins and modules. I limited to 10 cores so my 32gb memory could handle compilation without filling up, 3700x. With 16 threads memory filled up easily. Everything is just out of deep interest to get build barebone as possible and without waiting dependencies to download days on slow internet.
everything is with trial and error and information i find on internet, but there are not much info about things like these i try to mess.
funny thing is that temperature is almost 30c Celsius outside when day and when i compile ue5 test, i direct cellar coolness to pc with ventilator from thin metal pipe ๐ or night like now is cooler and all windows are open.
If you find a way to make barebone builds, I'm interested.
I went with a different route, got full source with 100% features, build, run, tested. Then I deleted plugins and mentions to platforms that I don't care in the source code, rebuild, now my UE Editor don't have any idea what Lumin or Apple is.
I think it can take so many time especially for non-programmer like me to get to final goal, but i try. Only thing that prevents iterations is my CPU that builds one iteration over hour because if i do not limit threads then i get typical "heap out of space" errors. 32gb ram needs parallelexecutor limits 10 is for me is fine and heap errors go away.
you can also enable Large World Coordinates and it will compile and run
but there is no fully implemented local space rendering yet and support in every corner of editor
Anyone else having this issue when trying to build ue5-early-access branch?
Running AutomationTool...
Using bundled DotNet SDK
Building UnrealBuildTool...
Building AutomationTool...
Building AutomationTool Plugins...
E:\UnrealEngine\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Microsoft.Common.CurrentVersion.targets(2084,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "MobileDeviceInterface". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors. [E:\UnrealEngine\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj]
E:\UnrealEngine\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Microsoft.Common.CurrentVersion.targets(3036,5): error MSB3554: Cannot write to the output file "E:\UnrealEngine\Engine\Source\Programs\AutomationTool\IOS\obj\Development\IOS.Automation.Properties.Resources.resources". Could not find a part of the path 'E:\UnrealEngine\Engine\Source\Programs\AutomationTool\IOS\Resources\GreenCheck.png'. [E:\UnrealEngine\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj]
RunUAT.bat ERROR: AutomationTool failed to compile.
I'm getting tons of errors in Slate when I try to build ue5-main...
How can you build AutomationTool in UE5? In UE4 I could run RunUAT.bat -compileonly to build just AutomationTool but that's not the case with UE5
If I run just RunUAT.bat I get this error:
Failed to find scripts to execute in the command line params.
any suggestions on what to do with them? Getting errors from lots of projects on this line, all like
Runtime\SlateCore\Public\Brushes/SlateColorBrush.h(56): error C2535: 'FSlateColorBrush::FSlateColorBrush(const FSlateColor &)': member function already defined or declared
I get spammed with these right from the start
something seems bugged
looks like the marked overload is conflicting with this one here:
* Creates and initializes a new instance with the specified slate color.
*
* @param InColor The slate color to use
*/
FORCENOINLINE FSlateColorBrush( const FSlateColor& InColor )
: FSlateBrush(ESlateBrushDrawType::Box, NAME_None, FMargin(0.0f), ESlateBrushTileType::NoTile, ESlateBrushImageType::NoImage, FVector2D::ZeroVector, InColor)
{ }```
same params, only difference is that it calls FSlateBrush with ESlateBrushDrawType::Box
that doesn't seem legal? ๐
weird