#ue5-engine-source

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strong hull
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pbo is ryzens like built in soft overclock system to boost your speeds if you have headroom

cedar tree
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30 mins on a 5950X

civic egret
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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?

light cove
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anyone getting anything like this?

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on a 1080Ti. Runs all right, just get this weird artifact when looking toward the horizon with a lot of bounce lighting

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well Titan Xp rather

stiff heath
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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?

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Well, my problem is this

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It says it can't resolve references to .NET libs.

covert moon
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UE5 require net core

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this is my VS2019

stiff heath
# covert moon UE5 require net core

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...

covert moon
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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 ๐Ÿ™‚
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

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anyway I can compile without problem the ue5-early-access, ue5-main require fix and so on so I give up for it ๐Ÿ˜„

silent oyster
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@light cove yea, had it pop up after enabling rtx & gpu lightmass once. Goes away after enabling realtime tho (ctrl+r).

stiff heath
stiff heath
ashen kiln
light cove
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Interesting. This was on Valley of the Ancients project, with UE5 Early Access launched from Epic Games Launcher

stiff heath
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Interestingly, Engine/Build/BatchFiles/GetDotnetPath.bat is not present in UE5 distributed via launcher, that's why everyone needs to install .NET Core SDK.

ashen kiln
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I was quoting a screenshot above :/

stiff heath
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Whoops, sorry ๐Ÿ˜„

stiff heath
lofty idol
sand knot
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Are there any papers on Lumen or Nanite out yet?

zealous yarrow
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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

surreal hull
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Yeah very borked.

silver ocean
silver ocean
civic egret
silver ocean
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Yea I had the same warnings as you, which are gone now after downgrading ๐Ÿ™‚

zealous yarrow
ashen kiln
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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

obsidian hazel
torpid valve
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the uncanny valley I just got in

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World Pratition does not work with multiplayer : D

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fortunetly there is easy workaround

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increase world cell size to load everything

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-;

solid cypress
solid cypress
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Is not S3 just storage but you still compile them locally?

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This looks more like implementation where EC2 can build it for you

ashen kiln
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Seems like only workaround is disabling motion blur until it's fixed.

torpid valve
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Engine\Public\CharacterMovementComponentAsync.h

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uh uh

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based on Chaos

static copper
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does it just need to do that in order to tick on the async thread?

obsidian hazel
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@ashen kiln Disabling motion blur doesn't even fix the issue, it just makes it much less noticeable

static copper
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or is it actually multithreaded

torpid valve
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no idea, it's seems barebones I just found it by accident ๐Ÿ˜„

ashen kiln
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Great, now our character can also get "great benefits" of Chaos ๐Ÿ˜„

ashen kiln
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but better than nothing ๐Ÿ˜„

turbid token
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quick question, what is the difference between ue5-main and ue5-early-access branches on github?

uneven swan
turbid token
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aha okay thanks

proud burrow
torpid valve
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gods i hope not

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new cmc supposed to be based on NetworkPrediction

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with frame based sync

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-;-

static copper
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CharacterMotionSimulation.h and CharacterMovementComponentAsync.h need to duel it out

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there can only be one

balmy tulip
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@shadow fox

shadow fox
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which branch are you guys using ue5-main or ue5-early-access

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?

static copper
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I'm using the pinned PR if that helps

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(of ue5-main)

shadow fox
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i will try that after this ue5-early-access branch finishes

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thanks for the tip @static copper

tranquil zenith
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What is difference between UE5 main and UE5 early access

static copper
tranquil zenith
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lmao

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I was just looking

static copper
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I deftly scroll up twice

tranquil zenith
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Great

static copper
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makes me wonder if they'll update the EA branch sometime

shadow fox
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@static copper where did you find that screenshot?

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is there more info about the repo on this page?

static copper
shadow fox
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gracias

shy willow
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anyone encounter this before?i wanna refresh my project and i kept getting this

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i even delete and redownload ue5 again but still got this

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in dotnet folder,UBT have its own dedicated folder but this path doesnt refer to it

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anyone knows why

static copper
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you need to run a console command that calls the unrealbuildtool directly

shy willow
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ouh okay

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wait let me check it

static copper
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(I think)

shy willow
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is the pathing like this right?

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"C:\UnrealEngine-5.0.0\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe" -projectfiles -project="E:\UnderWorld" -game -engine -progress

static copper
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the project should be direct to the .uproject

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E:\UnderWorld\UnderWorld.uproject I guess

shy willow
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ahh okay

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thanks it worked now

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man 3 days figuring this out

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why i didnt check here first

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sadge

tranquil zenith
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should platform target be set to x64 when building

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nevermind got it lol

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sigh. when compiling its keeps telling me No platforms specified for target...ive never had problems compiling ue4 :\

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sigh. Gunna fail again. This is annoying because it takes hours on my computer

trim hornet
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2hrs on i7 7700

silver ocean
arctic comet
# solid cypress So will we be able to let build farm compile our local shaders and DDC stuff? ht...
trim locust
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does someone know where the version check values for assets are defined?

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i want to patch my 5.0-EA build to be able to open 4.27 assets

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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

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thank you lorash, shame on me for not doing that myself xD

tranquil zenith
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I can not get ue5 to build :))))))))))))))))))))))))

trim locust
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i did a grep on the whole source for =44 xD

trim locust
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ok, looks like it's working (after also patching the PackageReader of the AssetRegistry)

tranquil zenith
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Another failed build omfg

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I give up

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always this D:

half nebula
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having the same errors

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getting ue5-main to work is a mess

tranquil zenith
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..oof

static copper
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use the stickied PR

cyan laurel
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Whats the difference between UE5 EA and Main

turbid token
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ue5-main has more fresh stuff but doesn't compile

static copper
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main is the bleeding edge with new commits every day, EA is the released version in the launcher

turbid token
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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

static copper
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oh, cool

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I assumed they just kinda left it as is ๐Ÿ˜›

turbid token
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i suppose they have some burocratic process, the programmers commit stuff to main then the boss approves it for ea, or something similar

torpid valve
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early access will work like preview

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idk, if it will be called early access

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but somewhat buildable code will be taged as preview/milestone

tranquil zenith
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I cant get this to build

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another failed attempt

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idk what else to try

covert moon
torpid valve
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it's like main branch is fixed

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and now compiles without patch

tranquil zenith
covert moon
torpid valve
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it should work without them now

half nebula
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last commit fixed things or what?

trim locust
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it would be good to collect commit states that compile

ornate halo
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Anyone having issues connecting to perforce in UE5

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Getting no workspaces found... usually host name and pass fixed it in UE4 but they removed that from the connection dialog

tender anvil
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I was able to build ue5 on first try on vs 2019

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Interesting

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I barely got ue4 to build

trim hornet
tender anvil
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I directly went and downloaded the source from the pinned message

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I did the regular setup, generate and build

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And it worked

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I didn't do anything special

trim hornet
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So you are using the PR 8079, not ue5-main

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ue5-main is at 8072, but Epgenix is at 8079

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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.

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How long did yours take to "prepare textures"?

torpid valve
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just reset all changes to the branch

trim hornet
torpid valve
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don't know never build it [;

trim hornet
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We couldnโ€™t find any commits matching 'aa952f57584a029de3e6fd4f8b48ab696ff0a77b' in EpicGames/UnrealEngine

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Do you have a commit #?

trim hornet
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I wonder why it couldn't find it when I searched.

static copper
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gitextensions found it ๐Ÿ˜›

trim hornet
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That's good to know, thank you both for the help. Now to decide what to do.

solid cypress
arctic comet
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If you read very carefully you will read how they also build the DDC through CI

turbid token
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does ue5-main compile today?

static copper
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!8ball

dim yewBOT
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Ask the Magic 8-Ball a yes/no question.

static copper
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!8ball does ue5-main compile today?

dim yewBOT
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@static copper, :8ball: Ask again later.

static copper
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Fair enough!

dim yewBOT
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@turbid token, :8ball: Better not tell you now.

turbid token
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!8ball does ue5-main compile today?

static copper
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iniside claims commit aa952f57584a029de3e6fd4f8b48ab696ff0a77b works. Why not try that?

arctic comet
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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.

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I suddenly am getting this error

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Obviously I have the prerequisites installed (I checked)

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Nevermind, I think I found it. I have some weird file permission issue I think is causing this after reinstalling Windows

elder jasper
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Manny can now tell the future, AI super intelligence achieved. Singularity here we come!

trim hornet
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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 ==========

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it compiled for me.

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But that is because I'm using Epgenix

turbid token
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sorry, what's "Epgenix"?

arctic comet
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pr-8079

turbid token
# arctic comet 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?

arctic comet
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pull request 8079

blissful flax
arctic comet
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@turbid token ^

turbid token
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thsnk you

arctic comet
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yw

thorny badger
ripe oxide
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He's got a source engine build with it enabled, he's asking why nevertheless it won't work for destructibles

thorny badger
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Ah ok

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My bad

torpid valve
arctic comet
torpid valve
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yes

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and all the ui is working correctly

arctic comet
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cool

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@turbid token ^ see above

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I seem to have been outdated

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Glad I find it out just when my build completes

turbid token
arctic comet
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hehe, good luck. Maybe @trim hornet also wants to know

turbid token
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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

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anyway, I've just tried to go 100km from origin in AncientValley level (with world partition) and I see artifacts

arctic comet
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they said that precision is still an issue

ripe oxide
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Double precision is in ue5-main afaik

arctic comet
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a little while ago

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when AV released

turbid token
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aha! another reason to try it now!

ripe oxide
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ue5-ea (launcher build) definitely doesn't have double precision coords

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It's got the library, but it's not used anywhere

arctic comet
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interesting goosey, anything that needs to be done to enable it other than using main?

ripe oxide
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No idea, just going off second-hand knowledge

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I've used UE5 for probably an hour myself

arctic comet
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And no clue where in code it can be found then either I assume?

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or a commit

ripe oxide
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Nope

torpid valve
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UE_LARGE_WORLD_COORDINATES_DISABLED change that to 0

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chances are it won't compile

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since Rotator does not support doubles

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nor quaternions

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and SIMD lib still being rewritten

arctic comet
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this seems an interesting merge too

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oh thank you iniside

torpid valve
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yeah but that seems like really old commit (;

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wait

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well

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thinking about

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yeah

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it's just 360 degrees ๐Ÿ˜„

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i might actually try to compile the LWC it should not take more than 10 minutes

arctic comet
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lucky you

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my 3600 hates me

torpid valve
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don't bother with LWC (;

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does not compile right now

trim hornet
# turbid token that's ue5-main?

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.

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VS2019 output log shows: The thread 0x4f48 has exited with code 0 (0x0).

arctic comet
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That's on your end Redline, both 8079 has been working and ue5-main works as well

trim hornet
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I've gotten it to 83% before, this time not even that far.

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If it were on my end, I think there would be some way to resolve it.

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I have 64GB DDR4 and it says the process has terminated because it could not allocate additional memory.

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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.

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I have plenty of RAM

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Just going through the possibilities, Windows is set to manage my pagefile, so it should not be that.

arctic comet
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Well you have a direction for your debugging.

trim hornet
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platform shows x64 or win64 in configuration manager

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Yeah, I got a direction for sure LOL

ashen kiln
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Just don't use ue5-main for now, problem solved.

arctic comet
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The launcher build ought to work fine

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You can also try that one

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If you haven't already

trim hornet
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Oh that's not why I'm here. I mean to simply install the launcher build and use that.

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I'm here to build from source.

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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.

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Especially if it's something I can resolve like memory management and others say it works for them.

arctic comet
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You're misunderstanding what I am saying. It is information for your debugging

trim hornet
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That's very possible I'm misunderstanding

arctic comet
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Are you sure your codebase is right?

trim hornet
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I clone 8079 fresh last night before trying to build

arctic comet
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Do you have a clean git checkout?

trim hornet
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Yea it was fresh from GitHub last night, brand new local repo

arctic comet
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what does git status say?

trim hornet
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I created a sep local dir for it and everything

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Let me check

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On branch ue5-main
Your branch is up to date with 'origin/ue5-main'.

nothing to commit, working tree clean

arctic comet
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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

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so what I personally would do is go to 8079 given that that one should build 100%

trim hornet
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This is cloned from epgenix though

arctic comet
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then what you might also do is clear everything out from your root folder except the .git folder and run git reset

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to put everything back clean

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then run the 2 bat files to set up everything fresh

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and build ue5 from that

trim hornet
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I did that last night after cloning his repo

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that's how I get it to build

arctic comet
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I know you did but you also did other things between then and now to debug, no?

trim hornet
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No

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I haven't done anything other than review my system RAM mgmt config

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Checked my page file settings basically is all

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an I verified the build configuration setting

arctic comet
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but you are not on the pull request

trim hornet
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But no changes have been made

arctic comet
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you are on ue5-main

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that's not pr-8079

trim hornet
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But it's not upstream/ue5-main

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It's epgenix ue5-main

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Am I confused?

arctic comet
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I don't know what epgenix ue5-main is, that's not what we have been building

trim hornet
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My local repo is cloned from epgenix Github ue5-main

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Epgenix is the creator of 8079 commit

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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.

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His repo is what I cloned

arctic comet
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are they equal? I don't know if they are

trim hornet
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So his 8079 commits come from his repo as far as I can tell

arctic comet
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well assuming those are equal, what is eating up the RAM?

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how are you running UE5 editor?

trim hornet
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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.

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I'm debugging it right now and it's at 83% now

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It is on "waiting for textures to be ready 13/110"

arctic comet
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yeah that does not say anything. what is actually happening? ram used? by which processes?

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and how are you running UE5 editor? Are you running it from VS? Debugging on? Opening a project?

trim hornet
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[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).

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I'm running from VS, right click UE5 and click Debug

arctic comet
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try running Debug -> Without debugging

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Might have to make UE5 the startup project in the right click menu that you get when you click UE5

trim hornet
arctic comet
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right above debug

half nebula
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I know its a standart thing, but have you installed latest windows updates? @trim hornet

trim hornet
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Yep I'm familiar with how to do that. Not sure why making it the start up project would change anything though.

trim hornet
arctic comet
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It doesn't, but otherwise it'll start something else if you start without debugging from the menu

trim hornet
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I'll double check again Windows updates.

arctic comet
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But do run it without debugging, from what I can see it only needs to just do it's work

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There are no errors or problems that I can see so far

half nebula
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How much GB RAM do you have in total? @trim hornet

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32 or 64?

arctic comet
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he has 64

half nebula
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ok

arctic comet
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but based on those 4 shaders just a slow cpu

trim hornet
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64GB total DDR4

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Yes i7 7700 = slow CPU no doubt

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It's quite long in the tooth nowadays I think.

arctic comet
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slow-ish indeed

trim hornet
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But the error is failed to allocate RAM

arctic comet
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where did you see that error?

trim hornet
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At least that's the only issue I've seen so far

arctic comet
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because I have not seen it

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and also are you running it now again without debugging?

trim hornet
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That was seen when the processes exit and debugging stops in VS

arctic comet
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send a screenshot of the error next time if it pop up again if you will

trim hornet
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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.

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okay

arctic comet
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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

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I may see some context somewhere that you may have missed

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what GPU are you running btw?

trim hornet
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EVGA 3080

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storage = NVME

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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.

arctic comet
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yeah it's doing work

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this takes 15 minutes here easily

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and I have a 3600

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give it another 15 mins

trim hornet
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This is where I have left it for several hours.

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I'll give it another 15 mins though

arctic comet
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does that 33/106 not go up at some point?

trim hornet
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Nope. However previously when this happens I have seen 20-something/110

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I also do see the texture it stalls on is not always the same

arctic comet
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can you show us your process monitor again?

trim hornet
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Yep

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I notice only 1 ShaderCompileWorker where usually there is 4

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and now there is none...

arctic comet
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status on the splash screen of UE?

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What is it now saying it's doing?

trim hornet
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stalled here

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at this point if I let it sit, it will stay like this forever.

arctic comet
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can you copy over the past say 50 lines from the output window in VS?

trim hornet
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Yes, let me close this and launch if from inside VS again. This time I just launched from the directory

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launching from VS2019, start without debugging and it's now stuck at "83% preparing textures 33/101"

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so the total textures is changing.

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That's new to me.

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It is easy to see it's already exited as well.. no ShaderCompileWorker processes at all

arctic comet
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can you start it again?

trim hornet
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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 ==========

arctic comet
#

see if it'll again get stuck on that same texture

trim hornet
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Sure thing, debugging or no?

arctic comet
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hmm let's run with

trim hornet
#

k

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[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

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keeps failing on S_FTest texture prep

arctic comet
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#128

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perhaps try commenting that out

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but honestly I am guessing at this point

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You could try building epic ue5-main

#

see if that has the same behavior on your system

trim hornet
#

I agree with you

arctic comet
#

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

trim hornet
#

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

arctic comet
#

you can do both at the same time

trim hornet
#

Epgenix just told me to buy a new CPU. . .

surreal hull
#

Hi guys! what's your average engine build size?

trim hornet
#

84.2GB is the size of my directory

surreal hull
#

i did multiple builds after I modified stuff and I think I'm now at 156gb send help ๐Ÿ˜ข

trim hornet
#

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.

surreal hull
#

yeah

#

big oof

turbid token
surreal hull
#

oh great that means I didn't do anything wrong necessarily.

turbid token
#

ok i'm trying to build ue5-main, wish me luck ๐Ÿ™‚

surreal hull
turbid token
surreal hull
#

rip ๐Ÿ˜† good luck!

trim hornet
#

The pinned pr/8079 will compile for sure, I've done it several times.

turbid token
#

no i'm trying the original

trim hornet
#

Yeah, for sure good luck

turbid token
#

thanks

trim hornet
#

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 ๐Ÿ™‚

turbid token
#

ok

trim hornet
#

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.

turbid token
#

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

lavish grove
#

skylight with lumen seems much better indoors on main branch vs EA

arctic comet
#

I have just compiled 5b2930a86a5f6bce68595985483aef574b33a115

surreal hull
#

really? I thought the good stuff is in EA

cedar tree
#

main is like: if it compiles it compiles

arctic comet
#

main is newest

surreal hull
#

oof

#

why though ?

arctic comet
#

why what?

surreal hull
#

why is main newer than ea

cedar tree
#

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

surreal hull
#

i got it understood sideways then RIP

arctic comet
#

By the way, since when has Alpha/Beta become 'early access'

#

They were perfectly good indicators of the state of a thing

cedar tree
#

they're as arbitrary as early access imo

#

especially with game engines that get new features after releasing

arctic comet
#

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

surreal hull
#

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.

arctic comet
#

yeah the main branch is git terminology for the "main" development branch. where all the "feature" branches get "merged up" into.

surreal hull
#

yeah makes sense

#

can i like, merge stuff and do a partial rebuild?

arctic comet
#

honestly it doesn't :p I don't think any newcomer can deduce that

#

but I guess it is what it is

surreal hull
arctic comet
#

what is your question?

#

you want to merge what? and do what?

surreal hull
#

if i can get to main version without a full rebuild and only a partial one?

arctic comet
#

you started working on code changes based on -ea and now want to move to -main, without rebuilding everything?

surreal hull
#

kind of yes

arctic comet
#

well kind of in software development gets you nowhere, what is it precisely that you want?

surreal hull
#

exactly that yes

arctic comet
#

oh okay, did you commit your changes yet?

surreal hull
#

locally

arctic comet
#

yes, but they are committed?

surreal hull
#

yes

arctic comet
#

how many?

surreal hull
#

i'm not worried about the commits

#

i'm worried if the engine will be fully rebuilt or partially

arctic comet
#

depends on what has changed and where

lavish grove
#

also if anyone has access to NvRTX/UnrealEngine you can get UE5 compatible version of DLSS from there

arctic comet
#

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

lavish grove
#

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)

cedar tree
#

semantic versioning is the most common scheme

arctic comet
#

Semantic versioning actually describes how and when prerelease version metadata can be included so that is not mutually exclusive nor a good argument

torpid valve
#

Adding GlobalDefinitions.Add("UE_LARGE_WORLD_COORDINATES_DISABLED=0"); to UnrealEditor.target.cs and YourProjectEditor.target.cs

#

makes LWC almost compile

turbid token
#

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"

arctic comet
#

@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?

torpid valve
#

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

arctic comet
#

obviously not

torpid valve
#

you need to somewhat convert it to local space

arctic comet
#

where are those files again in VS2019?

torpid valve
#

guess I will wait till epic resolves it ;

#

UE5/Source/UnrealEditor.Target.cs

arctic comet
#

nvm found it

#

ah, thank you

obsidian hazel
#

Didn't see that, thanks for sending

#

I beat them though ๐Ÿ™‚

ashen kiln
#

Interestingly they already had an internal issue opened on their jira ๐Ÿ˜„

lucid summit
#

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.

torpid valve
#

someone should really unpin it

#

it's no longer needed -;-

lucid summit
obsidian hazel
#

unpinned

lucid summit
trim locust
#

the last working commit should be pinned

#

saves people some time if they don't want to go the trial&error route

obsidian hazel
#

It's going to change often though

trim locust
#

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 ๐Ÿ˜›

obsidian hazel
#

Sounds like something that should go on a wiki page and then I can pin that?

torpid valve
#

what wiki ?

#

gimme link, and I can update

#

I download new builds pretty regurarly

trim hornet
torpid valve
#

Large World Coordinates do not work on latest build, niagara is failing hard at it

fickle zealot
#

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.

arctic comet
#

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

fickle zealot
#

yeah that would help bro

fickle zealot
#

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

cyan imp
#

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. ๐Ÿ˜…

lofty idol
#

Should I worry about build times with a ryzen 3950x too? ๐Ÿฅฒ didn't expect to read multiple hours of compilation

static copper
#

32 threads? you are going to be fine lol

tacit arch
faint bluff
#

2hrs confirmed for source on i7 7700 here...plus a whole day for shaders :/

static copper
#

My 7700k/ram must be bogus

#

I swear it takes longer than that

#

I will join the 3950x gang some day

faint bluff
#

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 ๐Ÿ˜ƒ

zealous yarrow
#

Took around 45 minutes on an i9 9900k, ue4 usually takes around 25
UE5 seems to take around twice as long on average

static copper
#

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

faint bluff
#

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?

static copper
faint bluff
#

O.O that IS news to me...thanks for the link

static copper
#

"hey boss, can we use this library in our project"

#

"sure, how big is it?"

#

"uh... "

faint bluff
#

๐Ÿ˜‡ ๐Ÿ˜‚

torpid valve
#

did anybody got Horde to work ?

turbid token
lofty idol
#

@turbid token WHUT?

#

32 GiB is not enough??

turbid token
#

yep. there is even a warning in the beginning, something about 1.5gb ram per thread required

lofty idol
#

well time to buy a new processor and RAM ๐Ÿ˜น luckily these are not so rare these days anymore (in comparison to GPU's -.-)

wary sand
#

But ram is a concern. I'm fine with 64gb

lofty idol
#

Yeah got one number wrong, I've got a 3900X ๐Ÿคฆ

#

It was late ๐Ÿ˜น

wary sand
#

That's an 8 core?

lofty idol
#

no

#

12 Core phys

#

just 4 thread less phys

#

so 8 less virt

wary sand
#

Ah, yeah, a bit slower than a 3950x then but by no means will it take hours

#

Definitely upgrade ram though

turbid token
#

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

lofty idol
#

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

lofty idol
#

it seems threadripper are best for these tasks ๐Ÿ˜„

turbid token
lofty idol
#

yeah fun how times change

#

cpp is somehow a pita for compilation resources wise

shut hatch
#

i9 10980XE = roughly 15 to 20 mins

shadow loom
#

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.

lofty idol
#

probably even faster ๐Ÿ˜น

ashen kiln
#

5950x builds the editor around 10 mins

night arch
#

is the ue5 source git currently down for anyone else?

shadow loom
#

whats the difference between building the solution vs right clicking on UE5 and building ?

turbid token
covert moon
#

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 ๐Ÿ˜‰

#

if not, depends on what they defined, I'm using often UnrealBuildTool

shadow loom
#

Ok thanks ๐Ÿ˜‰

surreal hull
#

can i delete the geometry processing plugin?

arctic comet
#

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

turbid token
# surreal hull

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

waxen lantern
#

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.

shut hatch
# lofty idol probably even faster ๐Ÿ˜น

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! ๐Ÿ˜‰

lofty idol
#

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 ๐Ÿ˜…

shut hatch
#

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 ๐Ÿ˜„

#

Yes TT900

#

I remember the windows 95/98 days - the golden years...

ashen kiln
#

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.

static copper
#

What exactly does InterchangeWorker do?

#

only started building when I ported a UE4 plugin

#

I assume it's for migrating assets?

shut hatch
#

I think someone was asking about C++ 20 modules? It looks like they're considering it ๐Ÿ˜„

static copper
#

uh ooh

#

that might make some specific libraries a lot more viable

#

ENTT for example

thorny badger
#

Oh neat

spare orchid
#

nah modules are shit

#

right now they are ultrabroken, but they are highly overengineered so its almost impossible to use

dim mortar
#

does anyone where use Rider for Unreal Engine as their IDE? i'm having issues with header files not being found

torpid valve
#

no standarized build system

#

what's good of modules, if they end up being incompatibile with each other because of no stable ABI ;s

spare orchid
#

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

tacit arch
dim mortar
tacit arch
#

yeah, with ue5 rider link for editor is broken for now

hidden zenith
#

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

turbid token
# hidden zenith

i believe this message is harmless, it pops all the time and it does nothing

high rampart
#

so im currently working on that the im currnetly working on that these select boxes working

static copper
#

running fine on febb75cece5f746f3d93f14dd6ed1da1e7e9bf8c

cyan imp
#

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.

broken mist
#

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?

trim hornet
covert cove
#

How's the UE5 early access branch doing ? It getting regular updates?

torpid valve
#

and they miss native class when loading

stiff heath
broken mist
#

@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.

surreal hull
#

anyone having problems compiling ue5-main ?

torpid valve
#

which commit ?

#

this is the last I checked:

timber osprey
surreal hull
torpid valve
#

might want to try the one i posted

#

it should compile

surreal hull
#

my error has something to do with an .obj file

#

does going to a new commit usually require a full recompile?

torpid valve
#

yes

#

but you might start from posting error (;

surreal hull
#

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

torpid valve
#

yes deleting the file might help

#

but it can be downhill battle as other files might be corrupted as well

surreal hull
#

ugh

#

i tried to delete the files they get built back

torpid valve
#

disable plugin ;

surreal hull
#

good idea

#

enabled by default is already false

torpid valve
#

might try to build engine with some project

#

otherwise it will build everything

surreal hull
#

oh boi

#

does the current commit compile?

torpid valve
#

the I posted should

vivid island
#

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?

timber osprey
#

Edit the Build CS to get rid of Win32, UE5 doesnt support Win32 anymore only 64

static copper
#

Also change the version support in the .uplugin to 5 something

lucid summit
#

is latest commit compiling?

faint bluff
#

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 ๐Ÿฐ

#

already saving up for a new system with lots of brute force that will hopefully help ๐Ÿ˜„

#

an no no new GPU, I refuse to pay quadruple the normal price ๐Ÿ˜ 

faint bluff
#

eba2261 source builds at least...

#

it took almost two hours looking at the timestamp here...

little idol
#

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?

stiff heath
little idol
torpid valve
#

they added meta sounds

#

;p

surreal hull
#

How can I use FORCE correctly?

surreal hull
#

nvm I fixed it

balmy tulip
#

@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.

hallow forge
#

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.

stiff heath
#

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.

arctic comet
#

[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 ๐Ÿ˜ฆ

hallow forge
#

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.

arctic comet
#

not sure how useful that is for you but that is what I have

minor axle
#

only Early access branch is stable now?

torpid valve
#

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

minor axle
#

so main branch didn't build with ue5 announce

torpid valve
#

main branch is current branch

#

it may or may not be stable enough

#

depends on your project

arctic comet
#

I would not regard either branch of ue5 stable

#

early access is more stable than main, but still unstable

surreal hull
#

In my personal experience if you use various plugins they may be broken in main.

solid cypress
#

Interesting, are they moving UI/widgets to plugin? Engine/Plugins/Experimental/CommonUI/

little idol
balmy tulip
#

no idea

idle ember
solid cypress
#

sounds like a lot of duplicity with things like UButton, UBorder and so on

idle ember
hot raven
#

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

timber osprey
#

What does git say when you do the pull?

hot raven
#

im pulling the Zip this time but it has worked for me in the past

timber osprey
#

Looks like an incomplete download or something? Does the Zip have all the files?

timber osprey
# hot raven no

Downloading the ZIP and I'll let you know if it's weird for me.

hot raven
#

ok thanks

timber osprey
#

Extracts fine for me. A few Gigs. Bat files and everything

hot raven
#

how big is your folder

#

first time i downloaded it ( 214mb )

#

second time i downloaded it ( 153mb )

hallow forge
#

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?

little idol
#

How do I disable collisions between 2 bodies in chaos on cpp?

solid cypress
cedar tree
#

HARDCORE LOCKDOWN

abstract sun
#

Thats a fun name lol

hallow forge
steel harbor
#

Perfect thanks!

lapis fractal
#

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

open spear
#

Is it worth compiling UE5 from source and not use the launcher version anymore? I mean, is source more stable than EA?

ember finch
lapis fractal
ember finch
#

yup

#

used to build/cook/deploy

#

the VS solution is just for convenience

#

when you click build it calls the unreal build scripts

lapis fractal
#

I mean the editor source.

ember finch
#

yup yup same thing

lapis fractal
#

huh ok. So -project="path/to/ue5" rather than a uproject file? I'll do some searching

ember finch
#

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

lapis fractal
#

I used RunUAT for the project itself prior, but decided to get fresh builds of the editor automated too

#

Cool, thanks a ton.

zealous yarrow
#

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

torpid valve
#

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

zealous yarrow
#

hmm interesting, wonder why they are pushing it that hard

As right now it doesn't seem to be doing anything special

static copper
#

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

cedar tree
#

iirc TObjectPtr had some role during serialization of data

torpid valve
#

there is tool to do it automatically

#

besides it's not that much work

#

to do manually

#

1-3 days at most

cedar tree
#

and it's only needed for properties, not parameters

wary shadow
#

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

wary shadow
#

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

turbid token
#

fyi, just compild ue5-main, had to remove meta-sound plugin but the rest works

#

also 64gb ram helps

zealous yarrow
#

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

ember finch
#

TObjectPtr is not enforced yet thankfully

zealous yarrow
#

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

ember finch
#

Lumen requires distance field + cards

#

Nanite is a lot more hardcoded

#

needs to be a static mesh

zealous yarrow
#

Ah, that sucks
Hoping it's gonna be reworked in the future to allow for that stuff

Ok thank you :thumbsup:

hot raven
#

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

timber osprey
#

TFW when you accidentally clean ShaderCompilerWorker and have to recompile.

hot raven
#

is it a old project like 5000 Shaders

#

or more

timber osprey
#

Oh the projects shaders are small, but having to recompile the actual module is a bit of a wait. 2800 compile actions.

hot raven
#

@timber osprey so you know how to fix the Plugin glitch

cyan imp
hot raven
#

ok i will try that

hot raven
#

@cyan imp hay it works for some plugins but not the one im trying

cyan imp
arctic comet
#

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?

faint bluff
#

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 ๐Ÿ˜ฎ

sweet anchor
#

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

GitHub

Control Viewport cameras with 3DConnexion SpaceMice, using HID directly. - microdee/UE4-SpaceMouse

#

I was using the standard UE5 launcher build, I dont have the data allowance at the moment to grab the source

primal night
sweet anchor
#

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)?

primal night
sweet anchor
#

very much appreciated @primal night cheers!

slim violet
#

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...

spring rock
#

so EA is based of 4.26, ue5master is 4.27 based, will EA2 be the 4.27 based version?

eager hedge
#

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.

lofty idol
#

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 ?

slim violet
#

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

old crater
#

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

wary shadow
old crater
#

ah thanks, i missed that page, i was only inside the sub category ๐Ÿ˜

#

"UE5EA users can still compile from source with PhysX enabled if necessary"
yeah but how ๐Ÿ˜„

#

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?

arctic comet
#

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

distant bronze
#

Maybe try with dx11?

arctic comet
#

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 ๐Ÿ˜ฆ

#

[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

arctic comet
#

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

slim violet
#

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

slim violet
#

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

hot raven
#

in UE5 do i need to enable a Build Lumen flag like with chaos or is it on by default

static copper
#

Lumen is controlled in the post process settings etc

hot raven
#

and it is set to Lumen in the project settings

static copper
hot raven
cursive finch
#

Hey guys, does the UE5-main branch include the main changes done to the 4.27 Preview or they arent merge yet?

torpid valve
#

they are merged every week or twoo

faint gulch
#

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

faint gulch
#

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

torpid valve
#

if someone is interested

#

this build works

hot raven
#

dos anyone know how to fix this ?

#

my World loaded fine but after i updated today it just crashes

hot raven
quartz garnet
#

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.

quartz garnet
turbid token
#

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

ripe oxide
#

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

torpid valve
#

if you fetch

#

you also need to merge

#

if you don't want to bother you use pull

turbid token
#

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

torpid valve
#

it's a way of C++

#

learn to live with it

turbid token
#

well, i mean when i changes something in my project it will only build changes

torpid valve
#

and when you pull engine

#

it will rebuild engine

#

[;

turbid token
#

thank you for explaining

faint bluff
#

hi ๐Ÿ™‚

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 ๐Ÿ˜‰

civic egret
#

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?

ember finch
#

some fixes done in main might be backported to 27

civic egret
#

Nice, thanks for the heads up!! Good to know.

ember finch
#

but all of 27 should be in main now

#

unlike EA ๐Ÿ˜„

civic egret
#

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

ember finch
#

Main's where the fun is!

civic egret
#

Have all those compile fixes been merged already?

ember finch
#

dunno lol

civic egret
#

Disconnected from the party for a while and I don't know the state of main right now lol

ember finch
#

I'm manually fixing errors when I pull every so often ๐Ÿ˜…

civic egret
#

Should ask Egpenix I guess

ember finch
#

yup

torpid valve
#

latest main builds work

civic egret
torpid valve
#

yes

#

because it is 16.10

civic egret
#

Dammit

torpid valve
#

it's broken [;

civic egret
#

Thanks

broken mist
#

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?

hazy moat
#

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.

stoic ice
#

So, I tried porting a plugin to UE5 and got... this on compilation

#

I knew C++ has garbage error messages, but holy shit

cedar tree
#

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.

stoic ice
#

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

simple dirge
#

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 ๐Ÿ™‚

#

the referenced code might have been moved to a different module

stoic ice
#

In that case, UE5 probably moved some stuff around. Wish there was some upgrade tool or guide at least

simple dirge
#

yeah the first one ๐Ÿ™‚

cyan imp
# hazy moat hello, anyone knows how to bypass these google stuff errors, i try to make own b...

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.

lofty idol
#

@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.

cyan imp
hazy moat
# cyan imp Indeed. 1st build the engine the way it's supposed to be done, then go excluding...

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 ๐Ÿ˜‚ or night like now is cooler and all windows are open.

cyan imp
hazy moat
torpid valve
#

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

primal night
#

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.
steep pendant
#

I'm getting tons of errors in Slate when I try to build ue5-main...

primal night
#

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.
steep pendant
#

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? ๐Ÿ˜„

#

weird