#ue5-engine-source

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steep pendant
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maybe I need to rebuild

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no luck

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I'll just do a git reset --hard, I guess ๐Ÿ˜„

primal night
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Might as well delete it and clone again

steep pendant
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I suppose, yeah

primal night
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Nuke the whole folder and clone again. That's how I hard clean ๐Ÿ˜›

steep pendant
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gitdependencies - you mean re-run the setup.bat?

steep pendant
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ok yeah, looks like my SlateColorBrush.h was out of sync somehow. After a reset it looks fine again and compiling away happily... so far

primal night
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Any improvements to Landscape in ue5-main?

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In current launcher build its messed up

fickle zealot
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guys why Am I always get this error whenever I tried to Open any blueprint. I upgraded from UE5EA binary to UE5-main. I deleted and downloaded again still the same. What is that causing it? it work completely fine on previous version. even opening empty actor class blueprint still crashes with the error array out of bound?

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I've stuck here for 2 days ๐Ÿ˜ฆ

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These are the break points trigger when debugging. after hitting f5 like 9 times, it opens and function normally. anyone else facing it? but I have to go through debug and multiple f5's inorder to open blueprint which is so time consuming ๐Ÿ˜ฆ

steep pendant
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Well, my Slate error is gone, but I'm getting compile failures on #include "ShaderCompiler.h" in the UnrealFileServer project... I'm guessing some messed up module dependency or something like that might cause it, maybe?

torpid valve
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I suggest to not compile full engine

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bo do so from base game project

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most of the commits on git works, but they are usually tested against game projects not full engine build(;

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this one will work 100%

steep pendant
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that makes sense then, thanks ๐Ÿ™‚

fickle zealot
torpid valve
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your case is probabaly some asset

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I suggest trying just empt game proejct first

simple dirge
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to create a compatible base game project...one needs the engine compiled first no?

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(unless you try to upgrade an earlier one..)

torpid valve
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just create any code project using any engine version

inland kelp
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Hi All,

I'm curious to know how others are handling working on a project collaboratively when using source versions of the Editor, particularly with Perforce. Typically you'd see a 4.XX version in a .uproject file, but if you're working on a source build, each person's machine will have their own unique hash, forcing collaborators to checkout the .uproject file and rebuild plugins every single time they get latest. (Correct me if I'm wrong, but last I recall, every person who builds from source, even from the same commit revision will end up with a different hash too)

Error/Info Messages:

  1. this project was built with a different version of the editor
  2. or if not checked out, when setting the association: "Couldn't set association for project. Check the file is writeable"

Until recently, we had been using github, and we could simply ignore changes to the .uproject file (aka not add them/ or discard them) or files that hadn't been modified directly by us. The only path we are considering is for every new project, after we do an initial commit, we ignore the plugins and uproject file. This feels like an ugly workaround.

Additionally, as an aside, is it common practice to use Swarm for reviews? I've found it very finnicky so far, and lacking documentation.

steep pendant
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all programmers can still use the source version of the engine and compile locally, but all non-programmers can use this same binary engine version

fickle zealot
steep pendant
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also, worth setting up your p4 typemap to not treat .uproject files as exclusive checkout, so that multiple people can check them out at the same time

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same for binaries, to make sure that programmers can compile locally without having to check out the binary folder

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combine that with a CI system to deploy new project binaries to the non-programmers and you should have a smooth experience

inland kelp
steep pendant
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Haha, yeah... It's a bit of a mess to sort through, and not well documented last I checked. Hmm... Might be worth a tutorial...

inland kelp
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That shouldn't happen unless you're cleaning the Engine's folders. Did incremental builds all the time without an issue.

lunar violet
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Perhaps there are so many changed files that an incremental build looks like a full build?

simple dirge
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are you using ue5-main or ue5-early-access branch ?

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that branch is changing everyday so those cpp files (and especially h files) might actually be quite important ๐Ÿ˜„

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when i managed to compile the ue5-early-access branch - I had around 4700 actions (not including UBT, UHT etc.)

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which IDE are you using ? There was an issue with Rider until the latest release where it was building the full engine all the time even though the project didn't need to...

arctic comet
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anyone run into Assertion failed: Shader.IsValid() [File:C:\UnrealEngine\Engine\Source\Runtime\RenderCore\Public\GlobalShader.h] [Line: 175]
Failed to find shader type FOcclusionMainRG in Platform SF_VULKAN_SM5 yet?

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I made what seems to be a mistake updating yesterdays source to current source

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never mind, I found the culprit

slender scarab
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Anyone try using Verse yet?

arctic comet
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did it release?

slender scarab
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I can't say for sure, there is a setting in the source code to enable it and I don't see why they would not be including it in the ue5 repo.

torpid valve
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it didn't

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but you can find references to verse modules in engine

arctic comet
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ah, but no complete runtime then?

zealous yarrow
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๐Ÿค”

torpid valve
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yes

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it's ongoing intiative

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to move gameplay into separate thread

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and leave game thread as sync point

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the reason is, it is impossible to decouiple game thread update rate from rendering

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and the gameplay is supposed to work at fixed rate

zealous yarrow
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oh that's really interesting

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didn't know they are going for that

torpid valve
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I exchanged few emails with dave ratti about it

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was curious my self, since Network Prediction to work requires fixed tick

zealous yarrow
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Wonder what the implications for existing projects would be of having parallel gameplay logic
I like the direction this is heading

torpid valve
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probabaly none

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that's the reason why only new stuff is on separate thread

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maybe with the expection of Ability System it is also supposed to move towards network prediction

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and frame sync

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so there won't be prediction keys anymore

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when you use ability in overwatch you record frame and send it to server, and you can easily reason if you can or cannot do it, since server and client update at exactly the same rate

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it's really mainly done to make writing multiplayer games easier, the bane of existance is that server and clients work at different update rates

zealous yarrow
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yeah, physics stuff especially is impossible to do without fixed updates
We've moved to fixed timestep ages ago for our net code but it's still major pain because of how nondeterministic physx is

Gameplay side of things is still doable (multiplayer wise) without fixed updates but it's gonna be a whole lot easier with it

But a separate gameplay thread should also bring some potential performance improvements
The actual logic won't run any quicker but gameplay and game thread could do their stuff in parallel

torpid valve
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yeah the chaos fixed tick is mainly done for multiplayer support

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I've been playing with chaos on our game (moved to UE5)

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all issues aside

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it work's really well over network with fixed update rate

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and network prediction plugin enabled

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it's going to be polished, but most work is done at Fortnite branch

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mainly on physics stuff, I guess we can expect some epic winter season for Fortnite if the manage to move it to UE5 by then (;

zealous yarrow
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Haven't played Fortnite in ages, miss the good old days when it just came out lol
Yeah I'm really looking forward to all the new stuff they are working on
Only thing I did notice is that Chaos is relatively slow compared to PhysX but I hope that's something they are still working on

hallow forge
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Anyone know what the equivalent to -ue4exe=UE4Editor-Cmd.exe for compiling ue5 from the command line passed to RunUAT.bat?

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is it -ue4exe=UnrealEditor.exe?

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-ue5exe=UnrealEditorexe?

spring rock
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did visual studio 16.10.2 fix the msbuild ue5 issue? or is everyone still sticking to 16.9.x

grizzled birch
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Anyone knows what UI framework UE5 used?

lavish grove
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Anyone tried the version of DLSS here? https://developer.nvidia.com/dlss/unreal-engine-plugin
It causes decals to flicker for me unless I limit FPS (I'm on main branch). I've reverted back to the older version on NvRTX branch (2.1.5 I think) which works fine.

static copper
grizzled birch
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Ahhh.... Thanks

static copper
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Throwing 5495e6b4b2a723bfc03d44c30131be74a9c740bb into the "this commit works" pile

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if people are still having issues

cyan imp
hallow forge
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They have not changed from Slate, they build Slate, so it's their own "language". I say that meaning that it's C++ but it's like a new language with some heavy preprocessor backend.

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so it almost is like UI scripting in C++

hallow forge
static copper
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SM6? I can try

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ยฏ_(ใƒ„)_/ยฏ unsure if this is what you mean

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everything seems fine so far

cyan imp
hallow forge
arctic comet
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It sounds reasonable enough, why don't you test it yourself?

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the naming pattern UE4Editor-* has indeed become UnrealEditor-* in most places

cyan imp
arctic comet
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That's a good tip Darkness

hallow forge
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Yeah, I should probably just do that. Thanks for the tip.

cyan imp
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๐Ÿ‘

lofty idol
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@lavish grovehey

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you have nvrtx branch ? can you uplaod it for me i mean the full build

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can you please repack it for me and upload it ๐Ÿ™‚

lofty idol
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will ue5 have adaptive trigger support?
or does it

regal shore
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What is an adaptive trigger ?

blazing finch
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I think he means the ps5 controller thing. Force feedback for triggers basically if I understand things correctly

mint goblet
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I think it's called haptic feedback

slim spear
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Weird I got a failed to import in vs2019.. I tried to import directly from github..

slim spear
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Yes when click on clone repository, it first imports the source, then opens it

slender scarab
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Anyone know what's up with 32bit support? I'm trying to compile for a 32bit platform, but this assert is getting in the way.
static_assert(!PLATFORM_32BITS, "32bit Platforms are not supported");
Are they really removing 32bit support?

primal night
slender scarab
slender scarab
arctic comet
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anyone compiling with vs22? did you encounter any problems?

primal night
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Anyone?

arctic comet
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other than through VS ? @primal night

arctic comet
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were they vs22 specific issues, @lofty idol?

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or is that issue you've been complaining about that is just something in the runtime code going wrong?

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yep perfect, my question implied vs22 specific issues, but it does not explicitly state it

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alright, guess I'll give it a shot then soon. shame it throws away the entire vs19 build and pretends it's not there

torpid valve
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idk works for me ;

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but still

arctic comet
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what are you talking about Lorash?

torpid valve
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been using VS2022 at least it does not run out of memeory every 5 minutes

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but compared to Rider it's ancient

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only saving grace is debugger

arctic comet
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Oh did you try the most recent commit?

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I had that same issue before too but not anymore

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I think I solved it by running setup.bat again though

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I think it may be one of the templates

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there was an incompatibility between some template/starter content and the runtime

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at least, that is what it seemed to me, I never really found out how gitdependencies.exe determines what to get where and when

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yes, but that file does not exist when you check out

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I think

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oh that one right that one does

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but still

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that refers to what?

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let me properly rephrase myself: those files/hashes have no history attached to them. They are mostly untracked as far as changes go

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yep

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I disagree

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there's a huge tree of folders and files that you can't track individually

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there's some changes somewhere in either the Templates or the StarterContent that introduced either the same or a similar issue you are having but it's not possible to deduce what changed when from that xml only

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not without doing a lot of extra work retrieving and diffing the actual files

arctic comet
# torpid valve but compared to Rider it's ancient

what makes you say that? I've always been a big fan of the jetbrains offerings for web dev but it seemed that for windows development VS was the golden standard. I'd love to be convinced otherwise though

torpid valve
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you cant describe it with words

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VS is so slow

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with the project of UE size

arctic comet
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so functionality wise they're similar at this point but in speed Rider wins?

torpid valve
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Rider have far better code generation

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refactoring

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it's all over better editor in every aspect you can imagine

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it's only downside is debugger

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That's because Rider indexes everything upfront

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I'd love to have this option in VS

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instead of intellisense deciding to index file on Go To or opening it -;-

static copper
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oh sorry Lorash, I should have mentioned I was on the 2019 compiler yesterday

primal night
torpid valve
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the shit I get sometimes in C++

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like now, something is reallocating array, and this invalidates cached pointers to elements in array

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yeah I know stupid idea

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so I figured out i override copy operators and manually recache pointers from new place in memory

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nope

arctic comet
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did you solve this issue? I thought of a maybe thing to try

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if setup.bat didn't fix it

arctic comet
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What I realized is that 2 things has happened that have since resolved that issue for me. 1 was the setup.bat but the other was that all my shaders have been recompiled from my switching between DX11/12/vulkan manually. That is all ~18000

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Perhaps there's an issue with the ID for a set of shaders that needs recompiling but is still the same ID

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So I would remove all Intermediate and DDC folders from project + engine and rebuild fresh

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I am on bc4d2ea3803c0059ed8e540fb17d622e68eb2a03

arctic comet
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today?

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because I had the same issue until last friday, then it magically went away

regal shore
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Oops .. sorry .. thougth i was in ue4 channel

primal night
static copper
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I've shown this to at least 5 different people asking about how to distribute binary builds. Thanks for the awesome tool!

cyan imp
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Using VS2022?

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did you changed the project settings C++ standard?

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I'm using 17 too for UE5, I only saw this Cpp20 error playing with project settings and changing to "Preview - Features from the Latest C++ Working Draft (/std:c++latest)" .

slender scarab
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Anybody run into this issue when launching a game made with UE5? /Script/AssetRegistry/Default__AssetRegistryImpl (1) was not complete (0) after registration was complete.

eager hedge
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Anyone seen this fatal error? Started happening as of EA1 and looks like it hasn't been fixed in EA2, haven't tried ue5-main.

Fatal error: [File:Engine\Source\Runtime\TypedElementFramework\Public\Elements/Framework/TypedElementData.h] [Line: 266] 
Element is still externally referenced when being destroyed! Ref-count: 2; see above for reference information (if available).

Callstack is uninteresting, and is deep into engine code. Reference information when enabled isn't particularly interesting either. Happens semi-consistently by having a blueprint editor open, starting PIE, and then from within PIE loading new levels or reloading the current one (non-seamless travel). Going to debug what I can but wanted to see if anyone has seen this before first.

eager hedge
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Well, can't figure out what's actually causing it but I did figure out it has something to do with sublevels... and got a minimal repro working. Bug report time ๐Ÿ™‚

tranquil zenith
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Has the compiling problems for the UE5 update been fixed for source lol

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Im not waiting 4 hours for a bunch of Fcolor errors and random crap

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?

hot raven
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any ideas

primal night
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Oh man nooooooooooo. Took 9 hours and 52 minutes to compile ue5-main only to fail with this line:

E:\UnrealEngine\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\Properties\Resources.resx(123,5): error MSB3103: Invalid Resx file. Could not find a part of the path 'E:\UnrealEngine\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\Resources\GreyCheck.png'. Line 123, position 5. [E:\UnrealEngine\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj]
sick nimbus
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Is 'FGlobalTabmanager' not the proper way to extend the editor toolbar in ue5? I migrated a 4.26 project, surprisingly compiled without a hitch, but while running the project it does not add a tab to the new toolbar as it does in pre ue5.

Also, when trying to understand what changes have been made to the toolbar and the way it should be extended, I got the idea to just generate a a plugin using the 'standalone window' template, and then taking a peek at the generated code and see how it differs from pre ue5.
But for me atleast, the editor fails to generate the plugin using the plugin templates, so that idea was a dead end as-well.

Anyone that could hint me in the right direction, like names of relevant classes I can use when searching the source

spare plank
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whoa progress report that works

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no more 75% from UE4 that i don't know what's happening behind

primal night
torpid valve
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I compiled few before it today and it worked

primal night
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I think I'll just go ahead and compile. Last one took around 10 hours and failed because of a GreyCheck.png related to IOS (#ue5-engine-source message)

primal night
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Yes iPhone packager

arctic comet
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That's just rough

ashen kiln
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is ue5-main still dead? kekw

eager hedge
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Is water wet?

hot raven
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Unreal Engine 5 Early Access ( 2 ) Git Build

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Unreal Engine 5 Early Access ( 1 ) Git Build

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any ideas ?

cyan imp
primal night
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That precision...

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And Unreal is like

primal night
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Damn it. I faked GreenCheck.png, GreyCheck,png and YellowCheck.png files and Unreal failed at the last moment again saying it can't find those files. The thing was Unreal deleted it sometime while compiling ยฏ_(ใƒ„)_/ยฏ

surreal hull
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unreal engine Early Access 2 has new engine build system?

torpid valve
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the Early Access 2 only fixes some bugs

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but it doesn't add any particular new features

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to keep it binary compatibile

primal night
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Oh man not again. Wasted another hour and now it failed because of this error.

ERROR: Source file 'E:\UnrealEngine\Engine\Binaries\ThirdParty\ARM\Win32\astcenc.exe' does not exist
       while executing task <Copy Files="#Copy for Installed Win64" From="E:\UnrealEngine" To="E:\UnrealEngine/LocalBuilds/Engine/Windows" Overwrite="True" Tag="#Installed Build Win64 Files" ErrorIfNotFound="False" />
torpid valve
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are you trying

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to build engine without game project ?

primal night
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I'm trying to make installed build of the Engine from source.

torpid valve
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so yeah, engine without game project (;

primal night
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Yes

torpid valve
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I wouldn't bother really

primal night
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Why?

torpid valve
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because EA/Main/Master

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is usually tested in CIS only against build with game proejct

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just as programmers who push commits also test only against game project

primal night
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Ah ok

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So maybe thats why all this is happening

torpid valve
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the full engine build is just ridiculously time consuming

primal night
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The iPhonePackager was the most irritating

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I just removed this line from InstalledBuild.xml for now

<CsCompile Project="$(CsToolsDir)/Engine/Source/Programs/IOS/iPhonePackager/iPhonePackager.csproj" Configuration="Development" Platform="AnyCPU" Arguments="/verbosity:minimal /target:Rebuild" Tag="#Build Tools CS Binaries;#Sign Binaries" TagReferences="#Build Tools CS Binaries"/>
compact swift
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Hello community i have created a Character.h and Character.cpp class but the first line, #include "CoreMinimal.h" says that couldnt be found, also the "Character.h" could not be found, How could i fix this errors?

vale hill
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@compact swift Use the "File...New C++ Class..." in the editor to create new classes.

jolly wyvern
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For upgrading engine versions do I need to rebuild everything?

mental karma
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I dont think it is necessary.

primal night
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FINALLY! I compiled.

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And now there is 234 new commits ๐Ÿ˜

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So basically the 2 errors I had was iPhonePackager and the lack of astcenc.exe.

primal night
primal night
primal night
uneven orbit
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Someone an Idea?

hot raven
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im trying to setup a git repo on a ZAS but i cant push to it dos anyone know why

arctic comet
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forward shading?

arctic comet
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Aye, issue confirmed

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No clue how to fix it though but it is indeed the forward shading being on

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Does that at least get you going now?

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And did you submit an issue report yet @lofty idol ?

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Well disabling it fixes it for my project, and what difference does it make that it's 5main? Do they not want any issue reports on it?

digital stone
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Ummmm "Generate Visual Studio Code Project" doesnt work xD, doesnt genearate the workspace and vscode

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wtf....it creates visual studio files

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lel

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I've set that i want to use Visual Studio Code, restarted Editor, and Generate button generates visual studio files instead of visual studio code ;))))

static copper
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or just double clicking the sln

digital stone
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Cant open VS Code through editor, because editor do nto create required files

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instead of VS Code files it creats sln and .vs

static copper
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I'll give it a shot

static copper
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it seems a little incomplete?

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unsure how to use workspaces, oh well

digital stone
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Well

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for me it doesnt create the files

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So had to fallback to Visual Studio ๐Ÿ™‚

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Eagerly waiting for Rider for UE

static copper
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Rider for UE works with UE5 main right now

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(the preview, I mean)

fast sluice
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Trying to compile UE5 from sources..
I do have Net and SDKs. I build 4.26 with no issues.

Maybe I need something extra or other version?

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I use Rider, btw

digital stone
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install .net and windows 10 sdk ๐Ÿ˜‰

fast sluice
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@digital stone I do have it installed. Maybe there is specified version I need to install for UE5?

digital stone
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Maybe u need to explicitly specify sdk in rider project settings

fast sluice
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@lofty idol Nope, still get this error

waxen lantern
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Anyone else have an issue where a migrated project from 4.26.2 to 5.0 cant see any of the source files int he public/private folder structure?

waxen lantern
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oof, had to manually put in all the includes and alter them for ue5 directory lol

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that didnt fully fix it either... gah

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oooo super fun, everytime you generate project studio files it erases all the includes

primal night
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Try deleting intermediate folder and regenerate solution file

waxen lantern
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i did 3 times

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Rebuilt the engine as well

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Engine in the game solution builds fine. The game portion wont with all these errors

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all of the errors are in engine files too, none in my project source

echo bough
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@brisk trench Is there any guide or something? Made by anyone anywhere? I cloned the ue5-early-access branch, followed the readme steps (Setup/GenerateProjectFiles), then compiled it and I still get the UE 4.26 splash screen for some reason. I triple checked I'm on ue5-early-access branch

brisk trench
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what are you opening?

echo bough
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Opening? I'm trying to run the editor from Visual Studio

brisk trench
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you need to create a UE5 project for that

echo bough
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When I try to open an UE5 project directly (I right-click .uproject and switch engine version to the one built from source):

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and UE4.26 fires up

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The project was made with the Launcher version of UE5 early access

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git status
On branch ue5-early-access
nothing to commit, working tree clean
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I compiled the engine as "Development Editor"

brisk trench
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what does the log say when it swaps?

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it's a C++ project yes?

echo bough
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This one was BP project I think, the third person template

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gonna try a C++ project

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Hm a C++ project says just "Failed to launch editor"

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I've only just compiled the UE source

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Are there any additional steps I need to do to open a project besides swapping the engine version?

brisk trench
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what configuration did you build the engine in?

echo bough
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"Development Editor"

brisk trench
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that's super strange

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I'm on the exact same commit as you

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and it works fine for me

echo bough
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Okay, what steps did you take to get it running please?

ember finch
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which exe is started (check in the task manager)

echo bough
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UE4Editor.exe

brisk trench
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1. Clone from github
2. Setup.bat
3. GenerateProjectFiles.bat
4. Open up my IDE
5. Build```
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it sounds like UE5 isn't actually opening for you

ember finch
echo bough
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so the exec has already been renamed to UE5Edior.exe yeah?

ember finch
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it's UnrealEditor.exe now

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can you upload your .uproject here

echo bough
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I don't think the problem is in the uproject, I'll try to clone the source over

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the project starts fine with UE5 Early Access from the Launcher

ember finch
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doesn't hurt to upload it ๐Ÿ˜ฌ

echo bough
#
{
    "FileVersion": 3,
    "EngineAssociation": "{7ADED4F0-4AE0-EA30-95D0-13A84D4D509C}",
    "Category": "",
    "Description": "",
    "Plugins": [
        {
            "Name": "ApexDestruction",
            "Enabled": true
        },
        {
            "Name": "GPULightmass",
            "Enabled": true
        },
        {
            "Name": "Landmass",
            "Enabled": true
        },
        {
            "Name": "Water",
            "Enabled": true
        },
        {
            "Name": "HairStrands",
            "Enabled": true
        },
        {
            "Name": "AlembicHairImporter",
            "Enabled": true
        },
        {
            "Name": "ControlRig",
            "Enabled": true
        },
        {
            "Name": "LiveLink",
            "Enabled": true
        },
        {
            "Name": "LiveLinkControlRig",
            "Enabled": true
        },
        {
            "Name": "LiveLinkCurveDebugUI",
            "Enabled": true
        },
        {
            "Name": "RigLogic",
            "Enabled": true
        },
        {
            "Name": "Text3D",
            "Enabled": true
        },
        {
            "Name": "VirtualHeightfieldMesh",
            "Enabled": true
        },
        {
            "Name": "FullBodyIK",
            "Enabled": true
        },
        {
            "Name": "Volumetrics",
            "Enabled": true
        },
        {
            "Name": "Bridge",
            "Enabled": false,
            "SupportedTargetPlatforms": [
                "Win64",
                "Mac",
                "Linux"
            ]
        }
    ]
}
ember finch
#

Is this double clicking the uproject or starting from VS

echo bough
#

@ember finch So when you compile the editor, there will be a Editor/Binaries/Win64/UnrealEditor.exe correct?

ember finch
#

yes

echo bough
#

which I don't have

#

so somehow I still have 4.26 source code for real

#

gonna try it all over

ember finch
#

do you have a UE4Editor.exe instead?

#

๐Ÿ˜„

echo bough
#

yep

ember finch
#

haha

brisk trench
#

whelp

#

what did you clone it with?

ember finch
#

hf recompiling I guess ๐Ÿ˜„

brisk trench
#

command line?

echo bough
#

when I run git status it says ue5-early-access though

brisk trench
#

github desktop?

echo bough
#

with a command

ember finch
#

how did you compile?

#

From the main UE5.sln?

echo bough
#

I'm cloning it over

ember finch
#

Or from your project sln

echo bough
#

git clone --single-branch --branch ue5-early-access https://github.com/EpicGames/UnrealEngine.git UE5 --depth 1

#

this way I should only have the UE5 branch

ember finch
#

yeah clone looks good

brisk trench
#

what's the name of your .sln

#

in your engine folder

#

should be

echo bough
#

@ember finch @brisk trench Stop it guys, I'm cloning it over because obviously I still had the UE4 source code. I'll try to compile it again after it clones, setup downloads. Then I will see if there is an UnrealEditor.exe, which is a way for me to tell UE compiled. Thanks for your help so far ๐Ÿ™‚

ember finch
#

๐Ÿ˜„

brisk trench
#

๐Ÿ˜…

echo bough
#

much appreciated ๐Ÿ™‚

spring rock
#

what is the latest official compiling commit on main?

echo bough
#

@lofty idol @ember finch @brisk trench I've got the UE5 editor running now, thank you for your help ๐Ÿ™‚

#

downloaded the source over and all went smoothly

distant bronze
#

Does ue5-main build for other folks?
I get a bunch of

Severity    Code    Description    Project    File    Line    Suppression State
Error    C4458    declaration of 'Widget' hides class member    HeadlessChaos    E:\Engines\Unreal\UE5\Engine\Source\Runtime\SlateCore\Public\Layout\WidgetSlotWithAttributeSupport.h    59    

When compiling Development Editor Win64

brisk trench
#

The main branch isn't guaranteed to build @distant bronze

distant bronze
#

Right, I guess I'm just kinda shocked at the amount of compilation issues

#

Is the flow at Epic to just check in code and hope it compiles

distant bronze
#

That's insane

#

Sure, but this is Epic Games we're talking about, not some indie company with three employees

#

Like, hire a couple dev ops engineers to throw together a jenkins pipeline that runs on a couple branches of the engine

#

I work at a mid-size mobile game company and we have jenkins pipelines for every game and even some of the less used branches of games have a CI build

#

including build pipelines for our in-house engine

#

I've even considered putting together a CI system for the side project I'm working on with a couple friends, though I need to pick up a proper server first, my digital ocean thing won't cut it anymore

#

Anyway, is the UnrealFileServer vs project necessary? Everything else was able to compile successfully with a few modifications, but that one seems broken

#

Seems to work ๐Ÿคท

brisk trench
#

idk about that. Pretty much every studio i've looked into has a CI pipeline

#

it could honestly just be part of their, push what you have at the end of the day, policy

#

it could also just be a tool that snapshots their current work since their github is a copy of their internal perforce

eager hedge
#

I'm sure epic has CI. Gated checkins are a different story.

static copper
#

yeah, we aren't really getting the full picture

echo bough
#

Morning guys

#

I get Assertion failed: LODInfo.PaintedVertices.Num() > 0 [File:X:/UE5/Engine/Source/Runtime/Engine/Private/Components/StaticMeshComponent.cpp] [Line: 1366] when trying to build for shipping with UE5, any ideas?

distant bronze
#

ue5 ea?

arctic comet
distant bronze
#

Yeah... I fixed it yesterday, see my later comments

ashen kiln
#

Wake me up when ue5-main compiles without errors

torpid valve
#

4 days ago [;

torpid valve
scenic needle
#

should i just remove the checkcode and ensure?

torpid valve
#

this assertion is there for some reason

#

I would start from checking why you hit in first place

scenic needle
#

but it keeps triggering temporary

#

and then go away

torpid valve
#

chance are it will simply crash if you comment it out

scenic needle
#

Well, there isn't any crash

#

only temporary trigger

#

which can be solved by either wait a while or attach debugger process and click "continue" once

#

you recommend comment it out since it is a chance?

hallow forge
#

Anyone know a way to just compile changed shaders on the command line?

#

I am trying to create a build job that just compiles the changed shaders to update a remote data cache for remote users to access as the DDC.

#

I know that I can UnrealEditor.exe <project_path> -run=DerivedDataCache -fill -unattended to prime a shared DDC with the shaders, but I am wanting to just compile the changed shaders so a log can be generated of just the changed shaders

quartz garnet
#

Does anyone have issues with Convolution Bloom? For the past week or so (building from ue5-main), if I open a project that had Convolution Bloom enabled in a PP volume, the lighting disappears and the scene looks black. This gets fixed right away if I set Bloom to standard, or if I save it with standard bloom set and then switch it to convolution after opening.

#

This is still present in a build from today

unkempt sleet
#

?

hollow sail
#

Large World Coordinates?

torpid valve
#

LWC is hit or miss

#

some things work

#

some don't

#

some outright will crash editor

#

I can say that rendering is not yet made fully relative to camera

hollow sail
#

I don't know if I hugely need LWC tbh

torpid valve
#

I don't think it will be option when finished anyway [;

hollow sail
#

heh heh

primal night
#

Hello everyone,

Do you want to compile ue5-main but afraid it might compile or not? Fear not young warrior for I come to rescue. Well, I'm not gonna give you access to super computer but I decided to compile ue5-main branch (almost) everyday (if new changes are available) and post the results to my new Unreal Binary Builder channel I just created. There you will be able to see what commit I'm compiling and if it is successful or not. What's more interesting is I post the errors also if there are any. Feel free to join ๐Ÿ™‚

Above screenshot is the latest (at the time of compiling) commit I tried to build.

#

Discord link from here: #released message
I hope this will help the community to decide which build they want to choose without fear of failing build.

distant bronze
tranquil crane
#

i fricking cloned the wrong branch

tranquil crane
#

i keep running into erros

#

errors

#

ive cloned the -b ue5-early-access branch

ember finch
#

manually increase your page file size

#

I have mine set at 128GB

tranquil crane
#

what should i change mine too

#

without causing to much wear to drive

#

also the build is on my E: drive. do increase paging on C: or add one to the E:

#

Changed my C: to 20384 mb. That should be good right?

#

Increase of 4 gigs

ember finch
#

128GB don't worry about drive wear

#

I have 16 cores, 64GB of ram

tranquil crane
#

ik my rams lacking

ember finch
#

also don't ping

tranquil crane
#

oh my b

#

sorry

tranquil crane
ember finch
#

for 16 use 32 or 64

#

though

#

12 cores

#

use 64GB of page file

#

dw about drive wear

#

not really an issue here

tranquil crane
#

ight thanks ill put it at 64

tranquil crane
#

it worked

#

thx

dim yewBOT
#

:triangular_flag_on_post: ryanjon2040#5319 received strike 1. As a result, they were muted for 10 minutes.

cedar tree
#

OS managed should be used always, don't really understand why people would want to change it ๐Ÿค”

#

just let the OS manage it, it knows best ๐Ÿ˜›

#

I mean, from an application standpoint memory is a limitless resource most of the time

#

be that virtual or actual ram

#

sure, limiting specific drives makes sense

gusty tartan
#

Hey everyone, I've built UE5 from source for the first time

#

and I'm trying to compile my project ,but it looks like I'm compiling the entire engine as well when I do so is this normal?

#

So if I understand correctly, if I'm using a version of the engine thats built from source, in order to compile a regular unreal engine project I have to also compile the whole engine itself every time?

zealous yarrow
#

Also avoid the rebuild button at all cost ๐Ÿ˜‰

gusty tartan
#

Nice thank you for replying @lofty idol @zealous yarrow very helpful!

round ruin
#

Any place where to see what changed with respect to 4.26 without having to dig in the source itself?

#

Nvm, it seems I needed to load the module

round ruin
zealous yarrow
#

On my i9 9900k, 64GB RAM it takes around 40 - 45 minutes to build UE5, about as twice as long as UE4 which takes me around 25 minutes

round ruin
#

Lack of optimization I guess?

zealous yarrow
#

๐Ÿคทโ€โ™‚๏ธ

static copper
#

ue5 is like 5000 actions to build, right?

#

still surprising how much longer it is

ember finch
#

Vectors and transforms are templates now

#

no wonder it takes forever to compile ๐Ÿ˜„

static copper
#

if you disable type promotion in BPs I wonder if it still does them ๐Ÿค”

#

probably

eager hedge
#

type promotion has nothing to do with templates, so yes

#

It isn't even remotely based around templates - each variant of the various operators still exist on their own in C++. Type promotion just auto selects the appropriate function based on the incoming types instead of making you manually select it.

#

I looked this up because I had hoped type promotion was some sort of preliminary template support but alas... It's just a fancy K2Node that selects the appropriate function at edit-time.

static copper
#

oh, I guess the real reason behind the templates is probably LWC support

eager hedge
#

Yeah, it just means they can have a single vector implementation for float/double/whatever

ember finch
#

See main

#

Not ea

stiff heath
#

woooah

past flame
#

probably to handle FVector of double for the 64bit mode

zealous yarrow
#

yep

blazing finch
#

@primal night Latest release of your binary compiler gets deleted by windows 11 for "virus", probably a false positive but perhaps good to know

primal night
static copper
#

I had a blueprint only project trigger antivirus once

static copper
#

siren ๐Ÿ‘€ ๐Ÿ‘€ siren

#

Verse is maybe happening in Main?

#

never gonna compile again... we are finally free

#

(sometime in the next year I guess)

cedar tree
#

I really, really hope it has a sensible syntax

#

deforming meshes with chaos?

cedar tree
#

yeah

solid cypress
spare orchid
#

i want to know if it uses the blueprint VM or not

#

if it does, its dead on arrival

#

if it doesnt, it has promise

#

for the syntax i kinda dont give a fuck. i use so many langs its not even an issue. But i want to know the features and runtime

gusty tartan
#

Hello everyone! Has anyone else had the issue where their motion warp notify states turn into regular notify states after they save and close?

fickle zealot
#

Anyone know why UE5EA has very poor performance. When my scene was in 4.26 the frame rate was 120fps locked. but after converted to UE5EA source, I only get 10fps. any one know what causes it? I am running Ryzen 9 5900HX RTX3070 laptop.

gusty tartan
#

Whats happening is I save a montage with functioning motion warp notify states like so:

#

but when I re open the project all the motion warps that I did give this warning

#

and look like this as if they were regular animnoties

solid cypress
strong agate
#

Yeah on the Skookum forums a developer said that there will be a update for UE5 and maybe a future update to convert code to verse

fickle zealot
#

Lumen is also turned off. Yeah I guess I have to profile it. Thanks

sweet vault
#

What is the equivalent of get player auth token in blueprints for UE5? Can't find it

torpid valve
#

if look at engine build settings to include verse, it specifically references separate set of modules

#
"Solaris",
"VerseCore",
#

I bet one of them is new VM

#

which honestly still sucks

#

one would think that if there is new scripting languague it will be build upon LLVM

#

either way I still think starting with new languague

#

sucks balls, yeah we have now languague servers but still tooling is king

#

If the verse API cover is as vast as as rest of unreal engine, without properl intelli sense it's DOA for me

zealous yarrow
#

Many people are excited for it but I still don't see the point of another language, it's probably gonna be one of those things I'll look at once and never again if I don't have to

eager hedge
#

Because blueprint spaghetti isn't great for all situations, but you don't want designers having to write C++ either.

#

I don't understand why you'd want to build a scripting language on top of LLVM though. If the target isn't native code generation what's the point? It's much more complex to maintain than a simple VM. If they do, great, but it's hardly something to expect.

zealous yarrow
eager hedge
#

Seeing as lua is incredibly common... plenty

strong agate
#

I think the main reason for the need of a high level language, is that most of time as a designer you don't need the control and robustness that cpp gives you, but you still need something faster than blueprints

eager hedge
#

faster in terms of writing it, I doubt it'll be much faster in terms of execution speed if it's built on a similar VM.

strong agate
#

Unity folks has C# and they are doing fine with dots and stuff

#

Well Skookum is a lot faster than Blueprints

eager hedge
#

Skookum doesn't have full interop with blueprint/C++ and can't be used in the same way though.

strong agate
#

If it's the same speed of blueprints then what's the point? The comfort of writing in text? There's a plugin for writing BP code in text, lol

eager hedge
#

If the complaint was just speed then they'd rewrite the blueprint VM

#

not write a whole new language

strong agate
#

I speculate that they're doing a new unified VM, because of the removal of Nativization

eager hedge
#

I'd agree with that speculation, I don't see why they'd want to maintain two separate VMs.

strong agate
#

And one of the Skookum developers said that Skookum DNA will still be there in Verse

#

So I doubt that it will be slow

zealous yarrow
#

Very curious what the feedback is gonna be like when people start using it... If it's something that was needed or not, time will tell

spare orchid
#

@zealous yarrow blueprint has a lot of really huge issues due to its node based nature

#

for example, you cant source-control it

eager hedge
#

My biggest issue is just information density

spare orchid
#

but then if you want text code, you need to go to cpp, which has its own huge can of worms

#

the fun thing with the script language is that its better than blueprints in features, while still being sourcecontrol-able

#

and would mean that people need far less cpp

#

plus that script lang specifically is basically skokum 2. (it looks like it). Making it pretty damn great for mission scripts and AI/weapon logic

zealous yarrow
#

I probably don't see the point of it because 90% of my work is C++ related and I very rarely write BP logic except in some rare cases when I'm doing UI.

eager hedge
#

Fair enough, if you don't use blueprint much you probably wouldn't use verse much.

spare orchid
#

then you are best use case for the script lang

#

most of the times using cpp for pure game logic is kinda pointless

#

its super annoying dev-wise to restart the engine constantly for it

#

and compile times

#

stuff like Verse has been demonstrated to have full reload control (which blueprints dont have)

#

so you can keep your game running and keep writing and tweaking the script

#

in cpp you have livepp for that, but cant add new members to classes, its functions only

strong agate
#

And they deploying it to Fortnite is a sign that it will be accessible

spare orchid
#

in ue4, the speed of cpp gets near completely wasted anyway

#

its not that cpp is fast is just that BP is hella slow

#

and ue4 cpp still gets heavily bottlenecked by the incredibly slow game framework

#

the actual places where cpp for game code would win vs a script lang that wasnt terrible wouldnt be that much

#

mostly stuff like complex AI systems and calculations that iterate the map or edit 50 objects at a time (where you wouldnt be using Actors to begin with)

#

for 99% of typical UE4 game code it could be done in a script lang with zero perf hit

eager hedge
#

*in a scripting language that isn't BP

#

๐Ÿ˜›

spare orchid
#

people tend to forget that on ue3 era most games were done near-entirely on unrealscript which is same speed as BP (super slow) and stuff still was mostly fine

#

unreal script was kinda fixable. its main issue is having to re-open the engine to compile it (WHYYYYYYYYYYYYY!!!!!! ITS A SCRIPT LANG) and its slowness which is just due to bad VM

zealous yarrow
strong agate
#

That's why I get mad people saying that BP is just for prototyping code and you should write everything in C++

blazing finch
#

I'm moving as much as I can just to data assets/tables/tags, that are then run through c++. Even rule engines, No more recompilation of stuff and much easier to manage than imperative scripting/programming

spare orchid
#

its because BP has some absolutely huge issues due to its nature

#

when you link a bp from another BP it creates a hard reference, causing direct reference explosion

#

and the cause why shitty games load the entire game from the main menu

#

plus BP isnt sourcecontrolable

#

making it an INMENSE mess in a team environment

#

in a way, BP is directly worse than unrealscript ever was

#

due to this

blazing finch
#

the chasm between refactoring c++ and bp is what really sets you up for failure, even if you can stumble around with redirects and stuff. Structs simply arent feasible IMO

strong agate
#

Yeah that's a problem, but the way they're heading with ModularGameplay and DataRegistries seems to tackle this

spare orchid
#

they are highly buggy anyway one should never ever do blueprint interfaces and structs

blazing finch
#

They're taking steps towards more data-oriented design, they'll get there eventually ๐Ÿ™‚

strong agate
#

yeah, dataregistries are such a godsend, it solved a lot of problems in my project already

blazing finch
#

and gameplay tags are the greatest thing since polygons. So many nice orthogonal features

strong agate
#

Now we just need a magic optimize button, that takes your hugely unoptimized code and refactor it in the most performant way

#

Nanite for programmers ๐Ÿ˜›

zealous yarrow
#

Cursed words have been spoken

spare orchid
#

removed in ue5

#

makes me think they are either kinda shelving bp, or moving it to a upgraded runtime

#

a lot lot of games rely on nativization to run acceptably

strong agate
#

That's the reason why I speculate they're doing a new VM, maybe it's that Solaris module

eager hedge
#

I don't think it means they're shelving BP (new runtime would be nice though). Nativization was probably just horrible to maintain and with a new scripting language on the horizon it was about to be even worse.

strong agate
#

Didn't Epic bought the guys that did the hot reload? What happened to them?

eager hedge
#

hot reload was always in-house

#

are you thinking of live++?

#

which I don't think was bought by epic, no

strong agate
#

I'm not sure, I just remember that they bought a plugin from marketplace and implemented it officially

#

Probably was live++

eager hedge
#

It may have been a plugin or something, but they didn't buy the company making it. They bought licenses to allow everyone to use it and implement it in the engine itself.

strong agate
#

Yeah, they apparently just licensed

#

I wonder if they licensed a specific version and didn't update anymore, because it's broken as hell

eager hedge
#

it's not, though?

#

There's one specific issue with the newest version of MSVC (which has been fixed on github... not sure which branches), everything else works fine.

strong agate
#

Hmm that's probably the problem that I was facing when I tested it

#

I will give a look, thanks

torpid valve
#

at least on mian

strong agate
sweet vault
#

So I have a question, should I mostly stick to C++ going forward in UE5 or is it possible to still use Blueprints for stuff like UI, calling animations, etc?

static copper
#

calling BP for one off gameplay code isn't a big deal

sweet vault
#

alright, thanks

rose gyro
#

hey everyone! im in need of some advice and maybe a bit of a trouble shooting session re: source building for UE5. I'm trying to follow a ue4 tutorial to get open cv installed as a Third Party plugin in ue5 and am getting two unhandled exceptions, one for delayhlp.cpp saying KernelBase.dll 'Module not found', and the other is an 'Access violation executing location' when initializing an object (ACameraReader::ACameraReader(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) {). Anyone got a sec to take a look and maybe give some pointers? thanks!

References below:

gusty tartan
#

Can anyone point me in the direction of the repository with the UE5 source build that is currently working the best?

static copper
#

you are probably thinking of a particular commit rather than the repo, right?

#

there are only two repositories: UE5-main (latest stuff) and ue5-early-access (same stuff in the launcher binary download)

static copper
#

but ue5-early-access might be more stable overall, haven't built it yet

simple dirge
#

ue5-early-acess branch can be built - it's the one I have used

#

haven't done too much with it though...yet.
No crashes yet ๐Ÿ™‚

gusty tartan
#

Thank you guys I've built the ue5-early-access branch ,but I'm still getting a bunch of error I guess I just need to figure it out I'm not entirely sure what I'm doing wrong

gilded pecan
#

Isn't the EA branch the same thing as the binary in the Launcher?

simple dirge
#

yes it is ๐Ÿ™‚

hot raven
#

Does anyone know how to start debugging this crash?

#

I have had this crash over and over and have fixed it by rolling back in my git history till the project will load

#

I need to find a more permanent solution to fixing this issue that does not make me redo everything every couple of days

spring ocean
hot raven
#

if i switch branches from say ue5-early-access to ue5-main

#

after building unreal the first time i launch the project it crashes with the isinrenderingthread error

#

no matter what it crashes on the same line

#

I am currently trying to setup debugging in ue5 and my project to see if i can get a better stack dump

stiff heath
misty onyx
#

Update the ue5

#

are you on ea2 or ea1

hot raven
#

i'm in ue5-main

#

I started by upgrading to ue5-early-access

#

then switched to ue5-main

misty onyx
#

How did you get the ue5 main

hot raven
#

each switch caused the isinrenderthread issue

hot raven
misty onyx
#

i would suggest using the ea2

#

isnt the github source is the most unstable version ?

hot raven
misty onyx
#

Early access 2 came out 2 weeks ago

hot raven
hot raven
misty onyx
#

idk

#

In epic games launcher it says im on early access 2

#

I updated it 2 weeks ago

hot raven
#

thank you

misty onyx
#

yup

stiff heath
vital stag
#

ive been getting weird results with a dedicated server using the advanced steam sessions

#

it seems to want to use port 1985 if its available, if not it just uses seemingly random ports

#

so i was able to get dedicated servers to work with a source build, but only on lan

torpid valve
#

did not have any issues with servers

vital stag
#

Dedicated steam servers?

steep imp
#

How to download source Code ?

torpid valve
#

I don't use steam

steep imp
#

UE5

vital stag
#

If you donโ€™t need dedicated, do listen server. Testing is really easy.

#

Dedicated server testing with PIE is not very representative for whatever reason though.

#

I ran into a lot of timing issues in a full dedicated server build that I never saw in pie testing

sage roost
#

seems like ue5-early access cannot be build

#

i mean he generate like a bunch of errors

#

huh cool thanks

echo bough
#

Hey guys, I get Assertion failed: MappedName.GetType() == NameMapType

#

Which sounds pretty general to me, no idea what to look for

#

If anyone could have a look, much appreciated ๐Ÿ™‚

tranquil zenith
#

does earlyaccess 2.0 have the same compiling problems as early access 1

#

takes hours for me to compile so I dont wanna download source version if its gunna be a beotch

regal swallow
#

Building on PopOS 20.10, had it working before a week or so ago, now getting this two times in a row. Downloaded using Github Desktop, and HTTPS, both failed.

daring kraken
#

@echo bough you provided link is broken

surreal hull
#

Anyone have a good resource or tutorial on how to disable/remove (without breaking) the Android, Iphone and other platforms before compiling the engine?

tranquil zenith
#

Any c++ file I create isnt showing in the c++ classes folder..tf

abstract sun
eager hedge
#

did you create the files through visual studio? Did they end up in the wrong folder? (vs defaults to a folder in Intermediate which is wrong, you need to tell it to put them in Source/YourGameModule)

fickle mortar
#

I'm trying to link my GitHub account to my epic games account so I can view the unreal engine repo on GitHub but there are no options for me in my connection settings.

fickle mortar
#

oh wow, I had to disable ad blocker

#

Unreal website is completely broken on internet explorer btw

eager hedge
#

...why are you using internet explorer

#

most websites won't work correctly on internet explorer these days

#

any modern website working in internet explorer would be a god damn miracle

copper loom
#

How big is the editor install on linux? I downloaded the github source at depth of 1 so it wasnt that big, but when I run setup.sh and it starts downloading dependencies it swells to over 50GB and I ran out of disk space so I deleted it all.

#

Would like to know how big it is after I compile it, so I can make sure I clear the space ahead of time.

static copper
copper loom
#

Is any of that project samples? Could delete those

#

That is a lot bigger than I thought it'd be. I read 10 GB was all ue4 needed

eager hedge
#

Sure, if you're not building it yourself.

copper loom
#

The script downloads dependencies for each system, windows, macos, and Linux. Perhaps I can remove windows and Mac dependencies...

#

I believe for Linux it has to be compiled so I guess I have to

waxen sphinx
#

Can ULandscapeComponent::UpdateCollisionHeightData run at runtime now?

copper loom
#

what is debug info and why is it 30 gb

#

Ive got my 2tb nvme in the mail today, so Im sticking her in and should have room now

tropic plaza
#

How can I hide texture repetition on an object like a floor ?

#

I will just wait ig until it will work or smth cause im pretty new to ue5 and I dont really have any idea about those techniques

waxen sphinx
#

LandscapeEdit.h includes InstancedFoliageActor.h but that doesn't seem to exist.

blazing finch
# tropic plaza How can I hide texture repetition on an object like a floor ?

You can use some UV tricks to randomize repetition, https://www.youtube.com/watch?v=FuPQNIx3dh8, There's also a product on the marketplace, Extile that does that

SOA Academy presents a tutorial on how to create endless textures with Substance Designer.
You can download the file to follow along the tutorial at this link: http://bit.ly/sd_endless_textures

New tutorial on how to make endless textures in Unreal Engine is available here: https://bit.ly/2IaxzNz

Interested in learning how to use Substance De...

โ–ถ Play video
fickle mortar
#

How long did it take for you guys to build the source code?

vale hill
#

(18 for 4.26)

surreal hull
primal night
#

9 hours

fickle mortar
#

damn, that's pretty quick. I got a third of the way through the build until I crashed due to low storage space. Took like an hour and a half. Now I have to try to rebuild on my hard disk drive, which is gonna take an ungodly amount of time. ๐Ÿ˜ฉ

zealous yarrow
bitter token
pliant jolt
#

This might be the wrong channel, but it's not entirely unrelated - Is there an easy way in git to switch between UE4 and UE5? I'm fairly new to USING git, and I kinda thought "checkout" to switch between the two branches would be good enough, but clearly it wasn't.

(for reference, I had UE4 running fine from git, was excited about UE5 so switched to that branch, built, had it running fine, then was curious if I could just run the UE4.sln to be able to run UE4 instead of 5... and it wouldn't build.)

#

or should I just keep two seperate directories for UE4 and UE5, and not over complicate this? XD

primal night
#

9 hours for building ue5 engine. Isn't that what @fickle mortar asked right?

final pendant
#

Has anyone built OnlineSubsystemEOS from newest UE5 build?

vale hill
#

5950x took 25 minutes

torpid valve
#

but mostly work

#

and the few issues are easy enough to fix

final pendant
torpid valve
#

early access is so old

#

it's not worth even considering

lofty idol
#

is epic going to release a new ue5ea with the changes in the main anytime soon?

fickle mortar
#

Has anybody encountered these errors before when trying to build from source:

surreal hull
torpid valve
#

It's truth

static copper
#

Main is pretty far ahead

surreal hull
#

what i cant use vs preview versions?

#

this is bs

torpid valve
#

as I said early access is ancient branch

#

it works on main [;

surreal hull
#

but main is borked

stiff heath
#

What exactly are the benefits of TObjectPtr over a good old raw pointer? I read through its code several times, but didn't see anything useful besides lots of code that helps TObjectPtr behave as if it was just a raw pointer.

I.e. "with TObjectPtr I can do <foo>, but I can't without". Or "usage of TOjectPtr prevents/detects errors of type <bar>, which are impossible to detect with raw pointers".

surreal hull
stiff heath
#

Imagine that answers.unrealengine never existed and just fix it yourself.

tranquil zenith
#

Trying to update the capsule collision size outside of construction script causes a fatal error in UE5

#

tf lol

dim yewBOT
#

:triangular_flag_on_post: Marius Sheppard#2002 received strike 1. As a result, they were muted for 10 minutes.

surreal hull
#

Took you a while......

static copper
#

until 5.1 comes out and we all get 100000 deprecation warnings from uht

zealous yarrow
#

Wouldn't be surprised if it eventually becomes a requirement (for reflection exposed variables at least)

eager hedge
#

The only concrete thing is that it allows for lazy loading of otherwise hard pointers (in the editor only).
Except I have no idea if the editor actually makes use of that, so even that bit of functionality is nebulous...

#

actually I take that back, it's definitely used. I just don't know the exact situations where.

#

so the upside of using it right now is, for example, that when editing an asset that hard-references other assets the editor won't actually load those other assets until absolutely necessary.

#

In theory it could improve load times for levels in the editor if there are a lot of external assets referenced.

#

hmm... I'm seeing some other interesting bits as I dig deeper too - there seems to be some functionality around sorting object references when saving packages (I assume for cooking), so that objects within the same package are loaded together instead of jumping between different packages. I'm not entirely sure if it depends on TObjectPtr though.

stiff heath
torpid valve
#

Documentation is already outdated. There was several commits on p4 which make TObjectPtr mandatory for engine modules/plugins

fickle mortar
#

Are there any files that we can safely delete after we build the engjne? Im trying to fit my uneal projects on to my C drive.

final pendant
#

Trying to update windows SDK on my project
But no matter the privileges on my drive, i cant seem to get it to work

UATHelper: Installing Sdk (Win64): C:\dev\UnrealEngine\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Microsoft.Common.CurrentVersion.targets(4187,5): error MSB3021: Unable to copy file "obj\Development\BuildGraph.Automation.dll" to "..\..\..\..\Binaries\DotNET\AutomationTool\AutomationScripts\BuildGraph\BuildGraph.Automation.dll". Access to the path 'C:\dev\UnrealEngine\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\BuildGraph\BuildGraph.Automation.dll' is denied. [C:\dev\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.Automation.csproj]
UATHelper: Installing Sdk (Win64): RunUAT.bat ERROR: AutomationTool failed to compile.
UATHelper: Installing Sdk (Win64): BUILD FAILED

In my whole dev file, i have removed readme attributes
Allowed 'Everyone', 'Administrators', 'MyUser', 'System' && 'Users' Full control of the folder
And still get build errors...

Tried using a registry script to take full ownership of the folder

Anyone know of any work arounds?

final pendant
lofty idol
final pendant
lofty idol
#

but its ea

sleek coral
#

Anyone has any clue why I'm missing 'target selection' in the packaging/platforms menu?

unborn jolt
unborn jolt
#

i got the 2TB I believe its like $10/mo ? cancel ur dumb netflix subscription it sucks

#

if ur making a project thats even relatively large and ur experimenting with it its inevitably going to corrupt / give you problems at SOME point and google drive has saved my ass more than once

#

from my experience though, if there's an issue and you have a decent amount of structures definitely look there first. 90% of the time its a structure issue, ue4 for whatever reason isnt friendly with them

lofty idol
#

onedrive works better in my experience, and it gives you full offline office suit included in its pricing

fickle mortar
fickle mortar
lofty idol
#

Its more than a good deal, onedrive syncing is simply more reliable. Google drive has the tendency to crap itself out on random when dealing with large number of files.

#

The best option is dropbox, which has the best syncing performance of all, but its pricing just isn't as good as onedrive or google drive

#

when I say large number of files, I really mean it. I'm talking about hundreds of thousands of files big and small (3-4tb for everything)

brazen wolf
echo bough
#

Hey guys, I'm failing hard trying to pack a game with UE5, anyone else having issues?

#

Seems like UE5 is unable to pack some assets, which work just fine in the editor but in packed game they throw Seeked past end of file or Serial size mismatch when read

#

Serial size mismatch is what I get when I try to run a packed game, because the uasset file is probably empty (windows explorer says 1kb)
Seeked past end of file is what I get when I try to copy/paste the uasset from the editor Content folder to the packed game, also saying that the file is exactly 1 byte longer than it should be

cedar tree
sick vine
#

im new to world creation, im trynna get a height map to make my life easier however i cannot find one. Can anyone help me out??

echo bough
#

@sick vine In the "MegaAssemblies" stream they presented how they built a "terrain" world completely out of meshes, without landscape. Worth checking out.

sick vine
#

ok perfect thnx

ornate bone
#

Is this normal to have this message with a simple scene ?

spiral plaza
#

if your machines is basic, yes

ornate bone
#

So you can't deploy a game with a "basic" machine ?

ornate bone
#

I mean, i still have this message in the deployed game

primal night
#

Probably because you are still playing it in the "basic" machine ๐Ÿค”

ornate bone
#

I can play a fps game with 400 fps in HQ, i don't understand why i can't play a game with 20 polygons :p

#

Mhh i made a shipping build, i will double check

#

Ok the build configuration was on shipping but not the binary one, i don't have the message anymore indeed

graceful trellis
#

Has anyone had any luck getting an installed build to work correctly? If i make one I'm unable to create a c++ project which throws me this error(I tried debugging the Unreal), oddly enough if i build the DDC alongside it I manage to create a c++ project which does not compile though. Anyone had this happen to them?

haughty sundial
solid cypress
#

Just stumbled on void APlayerController::StartFire( uint8 FireModeNum ) in UE5 source.... what a nostalgia

primal night
static copper
#

looks like they are starting to add some new project templates

#

Templates/TP_OpenWorld/TP_OpenWorld.uproject

stiff heath
scenic mauve
#

I pretty much spent the whole weekend building UE for the first time over and over again with build errors until I just found out that my antivirus software (Avast) was causing interference with permission issues while trying to build. The work around was to add an exception within Avast for the UnrealEditor.exe Win64 binary.

static copper
#

it's not a bad idea to just exclude the entire folder from antivirus scans

summer atlas
#

I'm trying to do an early test conversion of my project in UE5 and I am getting this error on build:
WorldBrushComponent.cpp.obj: Error LNK2019 : unresolved external symbol "__declspec(dllimport) public: static void __cdecl FChaosEngineInterface::SetUserData(class FPhysicsShapeReference_Chaos const &,void *)" (__imp_?SetUserData@FChaosEngineInterface@@SAXAEBVFPhysicsShapeReference_Chaos@@PEAX@Z) referenced in function "protected: void __cdecl UWorldBrushComponent::SetShapeToNewGeom<struct FKBoxElem>(class FPhysicsShapeReference_Chaos const &)" (??$SetShapeToNewGeom@UFKBoxElem@@@UWorldBrushComponent@@IEAAXAEBVFPhysicsShapeReference_Chaos@@@Z)

This builds fine in 4.26 and 4.27. The ShapeComponent that I copied the code from is unchanged. I'm assuming that there might be a dependancy that I need to add into the Build.cs but I haven't figured out which one. Any help is greatly appreciated.

median gulch
#

I'm getting a breakpoint when trying to edit the UV input of a TextureSampleParameter2D node in the material editor. By "edit" I mean either disconnect the existing one, or connecting a new one.

 Leaked 1 refs```

Has anyone experienced this so far, and is there a way to avoid it?
grim crest
#

Hiho! Quick question. How much space does UE5 require to build from source on windows?

zealous yarrow
broken sorrel
#

Hey guys, what branch should we use to build ue5 atm?

static copper
#

If you aren't using cutting edge features stick with the launcher binary

static copper
#

probably missing the EnhancedInput module

hearty knot
#

Which branch is the correct one?

#

i see

#

will go with main then I guess

solid cypress
#

interesting, looks like virtualized content, so that it won't be probably necessary to download the whole content folder. It also introduces additional file type .upayload which will probably go together with uasset.

graceful quest
#

Hello, when im building in vs UE5-Main, then I get these errors:

static copper
#

4e326891c5467df6ce18d9149cbb34966b9f1479 worked for me ยฏ_(ใƒ„)_/ยฏ

#

it's from last week

torpid valve
static copper
#

Private-Frosty has been in the engine branches list last I checked

#

god knows what that is

#

some stuff on cloth sim... no clue

torpid valve
#

i checked past merges from it

#

gods only know, but they are mainly around rendering

static copper
#

probably unrelated

#

which means it can only be the Unreal ECS,the make game button,full Verse scripting support, Tim Sweeney full 4d metaverse, and hopefully some Niagara scratchpad ui updates

#

you pick

static copper
#

I'm still riding that high of seeing "entities" mentioned in a commit from last year ;__;

torpid valve
#

the idea is unfortunetly most likely dead

#

first hand info

#

instead they are moving gameplay to be thread safe

static copper
#

oh?

#

that's something

#

that would arguably make it easier for a 3rd party ecs to make multithreaded actor changes

#

I don't blame them for not wanting to make the jump after seeing how DOTS is turning out

#

just having some easy way to make threaded jobs would neat

#

(and I mean foolproof easy)

#

I imagine that's part of the async network prediction code

#

they are making crazy physics game samples in there

torpid valve
#

yeah Chaos is main driver behind

#

I guess Chapter 3 will be big on physics

strong agate
# torpid valve

the .uplugin of FrostySensorGrid says "Niagara DataInterface for vehicle damage"

torpid valve
#

sounds like something for Fortnite winter season : D

strong agate
#

Probably they're going to add vehicle deformation into Fortnite, and yeah, Frosty seems related to winter, lol

solid cypress
#

I would expect it to be codename for another sample project like Reverb for the desert project they did.

#

they mentioned they are preparing new templates

#

maybe this one will be some chaos vehicle example

unique gyro
#

Does anyone know how to update UE4 Plugins to work with UE5?

storm lichen
#

stick them in your projects plugin folder and try to compile. half of them just work. the other half have not been that hard to fix, at least for me

#

ive moved the Linter plugin, ALS_community, EasyMultiSave, LE stdlib, custom autosettings, and a few others into ue5 alongside a project of mine and minimal work was needed to get it to work

#

just make sure to remove any uses of "win32" from the uplugin files

chilly fjord
#

Anyone worked with Chaos Vehicles yet? I'm getting a weird SkidNormal which isn't actually relative to the ground? If I debug with Contact point and the SkidNormal with Draw Debug Normal, it seems to sit towards the wheel well upright

vale hill
#

How much improved is UE5 main over UE5 EA2 at the moment?

torpid valve
#

night and day

static copper
#

oh, looks like the network prediction example thingies might work

torpid valve
#

50/50

#

work on NP plugin is mainly done on Fortnite branch

static copper
#

let me just figure out the input bindings...

#

they updated mock physics 2 days ago

torpid valve
#

don't expect any merge from it before october

static copper
#

seriously? sheesh

torpid valve
#

yeah the next season is supposed to be on UE5

#

yeah, there are some merges from time to time, mainly fixing compilation ๐Ÿ˜„

#

or some api changes, but the core erm, gameplay support work is not merged yet

final pendant
#

Anyone know an easy way of changing EOS Client ID & Secret in UE5 for a dedicated server?
Seems like it only supports client id/secret for now

torpid valve
#

you need separate config files

#

DedicatedServerEngine.ini

primal night
torpid valve
#

yes

#

you can also have it per platform

primal night
#

Nice. I didn't know that

torpid valve
#

yeah It's not really documented

primal night
torpid valve
#

more

#

like WindowsDedicatedServerEngine

primal night
#

Oh wow

torpid valve
#

though I'm notr 100%

#

sure

#

if that's the name or it expects it in Windows/ folder

primal night
#

Thats a great info. So can you have ini for client as well?

#

Or is it just Default*.ini for Client?

torpid valve
#

yeah

#

nah

#

Default is.. just default

#

it's used if there nothing else

primal night
#

So like ClientEngine.ini?

torpid valve
#

yeah

#

it's going from Base down, merging changes

#

so the msot specialized ini is the most imporant as it it merged as last one

primal night
#

Cool! So that means I can have API keys/secrets etc in DedicatedServerEngine.ini

#

And not share with Client

torpid valve
#

yeah

primal night
torpid valve
#

I think it always worked like that

#

but without going with debugger of and looking for what kind of files it looks

#

it's just impossible to find ๐Ÿ˜„

primal night
#

This is a great info actually. Very nice ๐Ÿ™‚

torpid valve
#

I think the general rule is [PlatformName][TargetName][IniName].ini

primal night
#

Ahh that makes sense

torpid valve
#

probabaly most imporant feature when you doing game with dedicated servers, and some custom backend services ๐Ÿ˜„

primal night
#

Exactly. Putting api secret in ini and not worrying about client is neat.

torpid valve
#

Nanite will use mesh shaders

#

(it should be soon on github)

static copper
#

it already does on ps5 iirc

grim crest
#

Is there any way to know which commit id I should use to build ea2? I tried the ue5-early-access-2 tag, but it has a lot of problems and crashes. The ue5-main branch compiles and runs just fine. I'd like to share my changes with a friend by giving him only the patched dlls to install in his launcher ue5 installation, without having to tell him to build it himself or sending him 20-30 GB of binaries.

grim crest
#

but ea2 from epic games launcher seems to work :/

robust wyvern
#

Anyone using ReSharper C++ ?

robust wyvern
#

never scrolled that far

#

so there is a cpp

#

channel

#

hehe

agile flame
#

hey guys, im trying to compile UE5 Early Acess from source and i get most of them compiled but there are lots of errors related to the UnrealFileServer project

#

is this normal?

zealous yarrow
#

yeah file server is broken, just build the engine and ignore the file server errors

agile flame
#

ah that's good to know ๐Ÿ™‚ thanks

final pendant
#

Has anyone got this error before:
1>CSC : error CS0006: Metadata file 'C:\dev\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Build\bin\Debug\netcoreapp3.1\EpicGames.Build.dll' could not be found

sour rivet
#

Hey everyone, whatโ€™s the difference between early access and UE5 Main?

upbeat sigil
#

Peaked at UE5 source code the other day, anyone know what the Horde modules are about?

#

My first guess was a propagated networked build system

#

just a guess though

sour rivet
#

So bleeding edge untested

eager hedge
solid cypress
ionic nymph
#

On MacOs I'm hitting an error in:
SceneHitProxyRendering.cpp
Due to the VertexFactory being null in the GetHitProxyPassShaders call.
I added if (VertexFactory == NULL) return false; at line 821, stopped the editor from crashing but when using the ActionRPG project switching to the main menu caused a complete system crash, not sure if that is related or not.

lofty idol
#

Hey,Guys.I want to push command line args for Android ,but none of the command line arguments seem to be applied.
Engine:UE5-EA

civic egret
#

Hi!! Anyone tried to compile UE5-Main lately? Does it work properly? Any VS version that you know is incompatible? 16.10.2 was not working a while ago, and now there's 16.10.4

ashen kiln
#

A question, is ue5-main currently compatible with upgrading from 4.27?

ashen kiln
#

I mean, will uassets work without major issues after upgrading to ue5-main? :)

#

Also, is there any known major issue where ue5-main branch can rekt your assets randomly? feelsbadman

pliant jolt
#

not sure, but so far building off the ThirdPersonMP template is working the same as when i had started it in UE4? But i didn't upgrade that project to UE5, I just restarted my project (I wasn't far along)

spring ocean
#

engine issues aside, 4.27 to ue5-main worked shortly after ue5ea started. do it with a copy, versions don't go backwards after

crisp root
ashen kiln
#

We need more logs, that doesn't mean anything

ashen kiln
solid cypress
#

It will build everything and package to it single msi

#

Make sure you are running it in clean project with binaries downloaded

#

Build graph script shows how it should be compiled

ashen kiln
solid cypress
#

RunUAT.BAT BuildGraph and add script and target param

#

Check docs, should be there

pliant jolt
#

Hey guys, is there any known issue with UE5 not launching a dedicated server when you hit "play"? like i am set to client, I expect a dedicated server to show up but it never does

#

i know it never does, because if i manually launch a server i build from a package, the client connects to it and it works correctly

daring kraken
#

what is your network settings in editor ?

whole pulsar
#

Hey y'all, I'm trying to access the source, but not receiving any emails to join the organization after linking my GitHub account. Anyone else had this problem or know how to fix it?

strong agate
#

LWC is now on by default ๐Ÿค”

strong isle
#

Does anyone have any problem with enabling live coding on the current version of ue5-main?

#

as for me it just gets stuck at 83% and doesnt move

#

and also while its stuck for some reason doesnt take any cpu usage

torpid valve
#

and it's coming again (;

scenic mauve
#

For anyone wondering about why git suddenly stop being able to read from the remote, as of Aug 13th they switched over to Personal Access Tokens. https://docs.github.com/en/github/authenticating-to-github/keeping-your-account-and-data-secure/creating-a-personal-access-token

The command to get things flowing again is:

git remote set-url origin https://[ YOUR_PERSONAL_ACCESS_TOKEN ]@github.com/EpicGames/UnrealEngine.git

If you're starting from scratch and are doing a "git clone", you just need to generate a token first, then copy/paste your token instead of a username, and it skips the password automatically.

torpid valve
#

it's back ;d

eager hedge
#

Do we need a "this many days since LWC was toggled" sign

#

Though with how many times it's happened maybe it should be "this many hours"

static copper
#

Is there a templated single float we can use?

#

'float distance;' for example would break with lwc afaik

#

Unless the madmen already redefine float

torpid valve
#

FReal

#

you should just use it

#

unless you are 100% sure you need just float or double

fickle mortar
#

Which version of XCode should we be using to build the source code?!?!?

stiff heath
blissful beacon
#

we just checked the last commit of UE5, the double coordinates are completely canceled?

static copper
#

there are 150+ instances of "LWC_TODO" in the codebase

#

if that's any indication of how far off this being done is

pale tiger
#

When making installed build from source, is EmbedSrcSrvInfo optione useful? I switched it to true but it seems like it's breaking the build

#
ERROR: Build product from a previous step have been modified:
       File size differs from manifest - Engine/Plugins/Enterprise/DatasmithCADImporter/Binaries/Win64/DatasmithCADWorker.pdb is 158896128 bytes, expected 145518592 bytes

this is the error I'm getting

torpid valve
torpid valve
blissful beacon
torpid valve
#

commanded ? (;

blissful beacon
#

Disable*

torpid valve
#

it's enab;ed by default now on main

blissful beacon
#

For Math or coordinate ?

torpid valve
#

for math

#

it's no simple 1:1 conbversion

#

physics used doubles on main

#

but rendering will use floats

#

and be in local space

#

what else do you need ?

#

physics on doubles means most of the things will not break ;

pale tiger
#

won't that hit performance though ?

torpid valve
#

you see

#

you get the terminology wrong

#

coordinates is just overarching umbrella term

#

what you really want is 64 bit physics for ie, traces to work

#

that's what people usually mean by talking about coordinates (;

torpid valve
#

on main every part of core library is now double

#

so yeah

#

FVector is double

blissful beacon
#

...

torpid valve
#

no

#

ue4 is float

blissful beacon
#

Yes

torpid valve
#

float != double

blissful beacon
#

For math, in ue4 you can easy add fvector double, i remerber you have Plugin for this, no ?

torpid valve
#

"easily"

#

and it is only for your plugin

#

it's far for being useable at all engine levels

#

so idk

#

what do you have rpoblem with ? (;

#

ue5-main support doubles for every engine level

#

it's exactly what you want