#ue5-engine-source
1 messages ยท Page 3 of 1
Might as well delete it and clone again
I suppose, yeah
Nuke the whole folder and clone again. That's how I hard clean ๐
gitdependencies - you mean re-run the setup.bat?
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
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?
I've stuck here for 2 days ๐ฆ
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 ๐ฆ
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?
I suggest to not compile full engine
bo do so from base game project
most of the commits on git works, but they are usually tested against game projects not full engine build(;
this one will work 100%
that makes sense then, thanks ๐
will it works for me too?
to create a compatible base game project...one needs the engine compiled first no?
(unless you try to upgrade an earlier one..)
just create any code project using any engine version
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:
- this project was built with a different version of the editor
- 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.
the simplest way to handle that is to create an installed engine build using UAT or @primal night's binary builder and distribute that alongside your project, and then use a relative file path for the engine association in your uproject file
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
even creating empty actor blueprint still causes crashes with those error. Can you point to me the most stable version of ue5-main branch? or use the one you mentioned
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
same for binaries, to make sure that programmers can compile locally without having to check out the binary folder
combine that with a CI system to deploy new project binaries to the non-programmers and you should have a smooth experience
I mean commit to revert to
Thank You Jan! Time to do some research into "installed engine build using UAT" and p4 typemaps :). I tell ya, the learning curve for switching source control systems...
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...
That shouldn't happen unless you're cleaning the Engine's folders. Did incremental builds all the time without an issue.
Perhaps there are so many changed files that an incremental build looks like a full build?
are you using ue5-main or ue5-early-access branch ?
that branch is changing everyday so those cpp files (and especially h files) might actually be quite important ๐
when i managed to compile the ue5-early-access branch - I had around 4700 actions (not including UBT, UHT etc.)
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...
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?
I made what seems to be a mistake updating yesterdays source to current source
never mind, I found the culprit
Anyone try using Verse yet?
did it release?
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.
ah, but no complete runtime then?
๐ค
yes
it's ongoing intiative
to move gameplay into separate thread
and leave game thread as sync point
the reason is, it is impossible to decouiple game thread update rate from rendering
and the gameplay is supposed to work at fixed rate
I exchanged few emails with dave ratti about it
was curious my self, since Network Prediction to work requires fixed tick
Wonder what the implications for existing projects would be of having parallel gameplay logic
I like the direction this is heading
probabaly none
that's the reason why only new stuff is on separate thread
maybe with the expection of Ability System it is also supposed to move towards network prediction
and frame sync
so there won't be prediction keys anymore
something like this:
https://www.youtube.com/watch?v=W3aieHjyNvw
In this 2017 GDC session, Blizzard's Timothy Ford explains how Overwatch uses the Entity Component System (ECS) architecture to create a rich variety of layered gameplay.
Register for GDC: https://ubm.io/2yWXW38
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: https://twitter.com/Official_GDC
GDC talks cover...
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
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
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
yeah the chaos fixed tick is mainly done for multiplayer support
I've been playing with chaos on our game (moved to UE5)
all issues aside
it work's really well over network with fixed update rate
and network prediction plugin enabled
it's going to be polished, but most work is done at Fortnite branch
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 (;
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
Anyone know what the equivalent to -ue4exe=UE4Editor-Cmd.exe for compiling ue5 from the command line passed to RunUAT.bat?
is it -ue4exe=UnrealEditor.exe?
-ue5exe=UnrealEditorexe?
did visual studio 16.10.2 fix the msbuild ue5 issue? or is everyone still sticking to 16.9.x
Anyone knows what UI framework UE5 used?
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.
NVIDIA DLSS Plugin for Unreal Engine 5 and 4.26 NVIDIA set out to redefine real-time rendering through AI-based super resolution - rendering fewer pixels and then using AI to construct sharp, higher resolution images. Powered by dedicated AI processors on NVIDIA RTX GPUs called Tensor Cores, DLSS is a deep learning neural network that boosts fra...
their in house UI thingy Slate just like UE4
Ahhh.... Thanks
Throwing 5495e6b4b2a723bfc03d44c30131be74a9c740bb into the "this commit works" pile
if people are still having issues
Still -ue4exe=UnrealEditor.exe . ( \Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs , line 1367 )
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.
so it almost is like UI scripting in C++
I found a UnrealEditor-CMd.exe would it be that?
SM6? I can try
ยฏ_(ใ)_/ยฏ unsure if this is what you mean
everything seems fine so far
Sorry, are you asking how to build the editor from command line or what command arguments to use in UAT? (I answer the command but maybe isn't helpful.)
We are using RunUAT.bat from the command line to BuildCookRun our packages, I was asking what --ue4exe= should be set for to run the same operation through UAT from the command line. Sorry for the confusion.
It sounds reasonable enough, why don't you test it yourself?
the naming pattern UE4Editor-* has indeed become UnrealEditor-* in most places
No problem. I normally run BuildCookRun once in editor and then I copy the RunUAT line from Output log.
That's a good tip Darkness
Yeah, I should probably just do that. Thanks for the tip.
๐
@lavish grovehey
you have nvrtx branch ? can you uplaod it for me i mean the full build
can you please repack it for me and upload it ๐
will ue5 have adaptive trigger support?
or does it
What is an adaptive trigger ?
I think he means the ps5 controller thing. Force feedback for triggers basically if I understand things correctly
I think it's called haptic feedback
Weird I got a failed to import in vs2019.. I tried to import directly from github..
Yes when click on clone repository, it first imports the source, then opens it
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?
UE5 officially removed all support for 32-bit.
Thanks, do you have a reference for this? Not that I don't believe you, but I've been doing some googling and I'm not seeing an actual official response anywhere. I assume it was in a video stream or something?
nvm found it!
https://docs.unrealengine.com/5.0/en-US/MigrationGuide/
Migrate your Unreal Engine 4 projects to Unreal Engine 5 Early Access quickly and smoothly.
anyone compiling with vs22? did you encounter any problems?
Anyone?
other than through VS ? @primal night
worked
were they vs22 specific issues, @lofty idol?
or is that issue you've been complaining about that is just something in the runtime code going wrong?
yep perfect, my question implied vs22 specific issues, but it does not explicitly state it
alright, guess I'll give it a shot then soon. shame it throws away the entire vs19 build and pretends it's not there
what are you talking about Lorash?
been using VS2022 at least it does not run out of memeory every 5 minutes
but compared to Rider it's ancient
only saving grace is debugger
Oh did you try the most recent commit?
I had that same issue before too but not anymore
I think I solved it by running setup.bat again though
I think it may be one of the templates
there was an incompatibility between some template/starter content and the runtime
at least, that is what it seemed to me, I never really found out how gitdependencies.exe determines what to get where and when
yes, but that file does not exist when you check out
I think
oh that one right that one does
but still
that refers to what?
let me properly rephrase myself: those files/hashes have no history attached to them. They are mostly untracked as far as changes go
yep
I disagree
there's a huge tree of folders and files that you can't track individually
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
not without doing a lot of extra work retrieving and diffing the actual files
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
so functionality wise they're similar at this point but in speed Rider wins?
Rider have far better code generation
refactoring
it's all over better editor in every aspect you can imagine
it's only downside is debugger
That's because Rider indexes everything upfront
I'd love to have this option in VS
instead of intellisense deciding to index file on Go To or opening it -;-
oh sorry Lorash, I should have mentioned I was on the 2019 compiler yesterday
Yes. How to build AutomationTool without VS
the shit I get sometimes in C++
like now, something is reallocating array, and this invalidates cached pointers to elements in array
yeah I know stupid idea
so I figured out i override copy operators and manually recache pointers from new place in memory
nope
did you solve this issue? I thought of a maybe thing to try
if setup.bat didn't fix it
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
Perhaps there's an issue with the ID for a set of shaders that needs recompiling but is still the same ID
So I would remove all Intermediate and DDC folders from project + engine and rebuild fresh
I am on bc4d2ea3803c0059ed8e540fb17d622e68eb2a03
Oops .. sorry .. thougth i was in ue4 channel
Unreal Binary Builder now supports UE5 https://github.com/ryanjon2040/UE4-Binary-Builder
I've shown this to at least 5 different people asking about how to distribute binary builds. Thanks for the awesome tool!
Using VS2022?
did you changed the project settings C++ standard?
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)" .
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.
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.
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 ๐
Has the compiling problems for the UE5 update been fixed for source lol
Im not waiting 4 hours for a bunch of Fcolor errors and random crap
?
any ideas
Very happy to hear that!! ๐
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]
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
whoa progress report that works
no more 75% from UE4 that i don't know what's happening behind
Anyone tried compiling the latest commit? Is it working?
https://github.com/EpicGames/UnrealEngine/commit/51a8498dc6590526b2a48fee249e76b7cb614dec
I compiled few before it today and it worked
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)
iphone packager
damn
Yes iPhone packager
That's just rough
is ue5-main still dead? 
Is water wet?
Unreal Engine 5 Early Access ( 2 ) Git Build
Unreal Engine 5 Early Access ( 1 ) Git Build
any ideas ?
Look into Engine\Source\Runtime\Slate\Private\Framework\Docking\ , TabManager , SDockingArea, SDockingTabStack, is where you'll find details of the new Tab system.
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_(ใ)_/ยฏ
unreal engine Early Access 2 has new engine build system?
the Early Access 2 only fixes some bugs
but it doesn't add any particular new features
to keep it binary compatibile
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" />
I'm trying to make installed build of the Engine from source.
so yeah, engine without game project (;
Yes
I wouldn't bother really
Why?
because EA/Main/Master
is usually tested in CIS only against build with game proejct
just as programmers who push commits also test only against game project
the full engine build is just ridiculously time consuming
The iPhonePackager was the most irritating
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"/>
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?
@compact swift Use the "File...New C++ Class..." in the editor to create new classes.
For upgrading engine versions do I need to rebuild everything?
I dont think it is necessary.
FINALLY! I compiled.
And now there is 234 new commits ๐
So basically the 2 errors I had was iPhonePackager and the lack of astcenc.exe.
This is how I fixed iPhonePackager error.
I copied astcenc.exe from Early Access launcher build and saved it at Engine\Binaries\ThirdParty\ARM\Win32\astcenc.exe
v3.1.3 of Unreal Binary Builder now available: https://github.com/ryanjon2040/Unreal-Binary-Builder
Someone an Idea?
im trying to setup a git repo on a ZAS but i cant push to it dos anyone know why
forward shading?
Aye, issue confirmed
No clue how to fix it though but it is indeed the forward shading being on
Does that at least get you going now?
And did you submit an issue report yet @lofty idol ?
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?
Ummmm "Generate Visual Studio Code Project" doesnt work xD, doesnt genearate the workspace and vscode
wtf....it creates visual studio files
lel
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 ;))))
are you opening VS code through the editor thingy?
or just double clicking the sln
Cant open VS Code through editor, because editor do nto create required files
instead of VS Code files it creats sln and .vs
I'll give it a shot
seems like I get a workspace after using the in-editor new class wizard
it seems a little incomplete?
unsure how to use workspaces, oh well
Well
for me it doesnt create the files
So had to fallback to Visual Studio ๐
Eagerly waiting for Rider for UE
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?
I use Rider, btw
install .net and windows 10 sdk ๐
@digital stone I do have it installed. Maybe there is specified version I need to install for UE5?
Maybe u need to explicitly specify sdk in rider project settings
@lofty idol Nope, still get this error
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?
oof, had to manually put in all the includes and alter them for ue5 directory lol
that didnt fully fix it either... gah
lol
oooo super fun, everytime you generate project studio files it erases all the includes
Try deleting intermediate folder and regenerate solution file
i did 3 times
Rebuilt the engine as well
Engine in the game solution builds fine. The game portion wont with all these errors
all of the errors are in engine files too, none in my project source
@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
what are you opening?
Opening? I'm trying to run the editor from Visual Studio
you need to create a UE5 project for that
When I try to open an UE5 project directly (I right-click .uproject and switch engine version to the one built from source):
and UE4.26 fires up
The project was made with the Launcher version of UE5 early access
git status
On branch ue5-early-access
nothing to commit, working tree clean
I compiled the engine as "Development Editor"
This one was BP project I think, the third person template
gonna try a C++ project
Hm a C++ project says just "Failed to launch editor"
I've only just compiled the UE source
Are there any additional steps I need to do to open a project besides swapping the engine version?
what configuration did you build the engine in?
"Development Editor"
that's super strange
I'm on the exact same commit as you
and it works fine for me
Okay, what steps did you take to get it running please?
which exe is started (check in the task manager)
UE4Editor.exe
1. Clone from github
2. Setup.bat
3. GenerateProjectFiles.bat
4. Open up my IDE
5. Build```
it sounds like UE5 isn't actually opening for you
so the exec has already been renamed to UE5Edior.exe yeah?
I don't think the problem is in the uproject, I'll try to clone the source over
the project starts fine with UE5 Early Access from the Launcher
doesn't hurt to upload it ๐ฌ
{
"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"
]
}
]
}
Is this double clicking the uproject or starting from VS
@ember finch So when you compile the editor, there will be a Editor/Binaries/Win64/UnrealEditor.exe correct?
yes
which I don't have
so somehow I still have 4.26 source code for real
gonna try it all over
yep
haha
hf recompiling I guess ๐
command line?
when I run git status it says ue5-early-access though
github desktop?
with a command
I'm cloning it over
Or from your project sln
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
yeah clone looks good
@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 ๐
๐
๐
much appreciated ๐
what is the latest official compiling commit on main?
@lofty idol @ember finch @brisk trench I've got the UE5 editor running now, thank you for your help ๐
downloaded the source over and all went smoothly
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
The main branch isn't guaranteed to build @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
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 ๐คท
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
I'm sure epic has CI. Gated checkins are a different story.
yeah, we aren't really getting the full picture
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?
ue5 ea?
\Engine\Source\Runtime\SlateCore\Public\Layout\WidgetSlotWithAttributeSupport.h#57-65
void RequestSortAttribute()
{
SWidget* WidgetPtr = TSlotBase<SlotType>::GetOwnerWidget();
ensureAlwaysMsgf(WidgetPtr, TEXT("FSlot needs to be constructed before we modify the FChildren."));
if (WidgetPtr)
{
UpdateContainerSortOrder(*WidgetPtr);
}
}
Yeah... I fixed it yesterday, see my later comments
Wake me up when ue5-main compiles without errors
4 days ago [;
it usually compiles without errors
should i just remove the checkcode and ensure?
this assertion is there for some reason
I would start from checking why you hit in first place
chance are it will simply crash if you comment it out
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?
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
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
?
Large World Coordinates?
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
I don't know if I hugely need LWC tbh
I don't think it will be option when finished anyway [;
heh heh
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 ๐
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.
@tranquil crane #ue5-engine-source message
oh thanks
i fricking cloned the wrong branch
i have an ssd
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
also don't ping
20 wont cut it?
for 16 use 32 or 64
though
12 cores
use 64GB of page file
dw about drive wear
not really an issue here
ight thanks ill put it at 64
:triangular_flag_on_post: ryanjon2040#5319 received strike 1. As a result, they were muted for 10 minutes.
OS managed should be used always, don't really understand why people would want to change it ๐ค
just let the OS manage it, it knows best ๐
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
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?
Also avoid the rebuild button at all cost ๐
Nice thank you for replying @lofty idol @zealous yarrow very helpful!
Any place where to see what changed with respect to 4.26 without having to dig in the source itself?
https://docs.unrealengine.com/4.26/en-US/API/Runtime/Foliage/UFoliageInstancedStaticMeshCompo-/
But: Cannot open include file: 'FoliageInstancedStaticMeshComponent.h': No such file or directory
Nvm, it seems I needed to load the module
How long it takes to build from source in a decent machine?
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
Lack of optimization I guess?
๐คทโโ๏ธ
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.
oh, I guess the real reason behind the templates is probably LWC support
Yeah, it just means they can have a single vector implementation for float/double/whatever
Where do you see that? FVector is still just a struct: https://github.com/EpicGames/UnrealEngine/blob/5.0.0-early-access-2/Engine/Source/Runtime/Core/Public/Math/Vector.h#L26
woooah
probably to handle FVector of double for the 64bit mode
yep
@primal night Latest release of your binary compiler gets deleted by windows 11 for "virus", probably a false positive but perhaps good to know
Thanks for the heads up! Another user also told me this in reddit and I honestly don't know why this happens. I assure you it is 100% false positive. I'm guessing it is reporting "virus" because of analytics or sentry.
I had a blueprint only project trigger antivirus once
๐ ๐ 
Verse is maybe happening in Main?
never gonna compile again... we are finally free
(sometime in the next year I guess)
yeah
Do you know from which commit it came?
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
Hello everyone! Has anyone else had the issue where their motion warp notify states turn into regular notify states after they save and close?
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.
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
I highly doubt it does. Given that it is coming from Skookum guys and it aims to improve workflow, using BP VM would be like shooting own foot.
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
Lumen is also turned off. Yeah I guess I have to profile it. Thanks
What is the equivalent of get player auth token in blueprints for UE5? Can't find it
Probabaly not
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
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
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.
But it's questionable how many designers are gonna be willing to learn and be comfortable with a text base language
Seeing as lua is incredibly common... plenty
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
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.
Unity folks has C# and they are doing fine with dots and stuff
Well Skookum is a lot faster than Blueprints
Skookum doesn't have full interop with blueprint/C++ and can't be used in the same way though.
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
If the complaint was just speed then they'd rewrite the blueprint VM
not write a whole new language
I speculate that they're doing a new unified VM, because of the removal of Nativization
I'd agree with that speculation, I don't see why they'd want to maintain two separate VMs.
And one of the Skookum developers said that Skookum DNA will still be there in Verse
So I doubt that it will be slow
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
@zealous yarrow blueprint has a lot of really huge issues due to its node based nature
for example, you cant source-control it
My biggest issue is just information density
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
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.
Fair enough, if you don't use blueprint much you probably wouldn't use verse much.
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
And they deploying it to Fortnite is a sign that it will be accessible
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
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
Yeah I can see the point of that
For gameplay stuff I see how it can be useful, would still argue if it is needed but yeah I see the benefits
Still won't have much use for it myself, I'm mostly working on tools and lower level systems which is not a place for a scripting language I think
But yeah you have a point, could be useful for gameplay logic
Yeah, IIRC there's a presentation of Bioshock Infinite and they used a ton of UnrealScript
That's why I get mad people saying that BP is just for prototyping code and you should write everything in C++
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
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
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
Yeah that's a problem, but the way they're heading with ModularGameplay and DataRegistries seems to tackle this
they are highly buggy anyway one should never ever do blueprint interfaces and structs
They're taking steps towards more data-oriented design, they'll get there eventually ๐
yeah, dataregistries are such a godsend, it solved a lot of problems in my project already
and gameplay tags are the greatest thing since polygons. So many nice orthogonal features
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 ๐
Cursed words have been spoken
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
That's the reason why I speculate they're doing a new VM, maybe it's that Solaris module
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.
Didn't Epic bought the guys that did the hot reload? What happened to them?
hot reload was always in-house
are you thinking of live++?
which I don't think was bought by epic, no
I'm not sure, I just remember that they bought a plugin from marketplace and implemented it officially
Probably was live++
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.
Yeah, they apparently just licensed
I wonder if they licensed a specific version and didn't update anymore, because it's broken as hell
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.
Hmm that's probably the problem that I was facing when I tested it
I will give a look, thanks
You can now add new classes directly, haven't checked members, but it should work as well
at least on mian
I compiled again with the commit and it just solved my problem with live coding, thank you! ๐
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?
nothing significant in that regard really changes from 4 to 5, you're good
calling BP for one off gameplay code isn't a big deal
alright, thanks
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:
Can anyone point me in the direction of the repository with the UE5 source build that is currently working the best?
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)
I built with this 9 days ago https://github.com/EpicGames/UnrealEngine/commit/9366100a2fdf32ef6ae45ce166570d4d75221a44
but ue5-early-access might be more stable overall, haven't built it yet
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 ๐
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
Isn't the EA branch the same thing as the binary in the Launcher?
yes it is ๐
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
what exactly is wrong with either of them?
it seems this error comes up if i switch versions of unreal. or better yet switch repositories i am using to build unreal
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
What about just using a released engine version?
i'm in ue5-main
I started by upgrading to ue5-early-access
then switched to ue5-main
How did you get the ue5 main
each switch caused the isinrenderthread issue
I downloaded github and checked out ue5-main
ea2.... ok did not know that was there
Early access 2 came out 2 weeks ago
I was hoping to use it to get the latest fixes to stuff like chaos
is ue5-main early access 2?
I am going to give that a shot
thank you
yup
"getting the latest" just simply doesn't go together with "permanent solution".
true
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
did not have any issues with servers
Dedicated steam servers?
How to download source Code ?
I don't use steam
UE5
If you donโt 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
seems like ue5-early access cannot be build
i mean he generate like a bunch of errors
huh cool thanks
Hey guys, I get Assertion failed: MappedName.GetType() == NameMapType
Which sounds pretty general to me, no idea what to look for
I've post the entire log here: https://answers.unrealengine.com/questions/1039914/assertion-failed-mappednamegettype-namemaptype.html
If anyone could have a look, much appreciated ๐
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
[3326/3329] Link (lld) libUnrealEditor-NiagaraEditorWidgets.so
make: *** [Makefile:1288: UnrealEditor] Error 6
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.
@echo bough you provided link is broken
Anyone have a good resource or tutorial on how to disable/remove (without breaking) the Android, Iphone and other platforms before compiling the engine?
Any c++ file I create isnt showing in the c++ classes folder..tf
try running generateprojectfiles.bat
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)
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.
oh wow, I had to disable ad blocker
Unreal website is completely broken on internet explorer btw
...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
true
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.
on windows it uses around 150gb no clue what that means for linux ymmv
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
Sure, if you're not building it yourself.
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
Can ULandscapeComponent::UpdateCollisionHeightData run at runtime now?
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
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
LandscapeEdit.h includes InstancedFoliageActor.h but that doesn't seem to exist.
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...
How long did it take for you guys to build the source code?
25 minutes
(18 for 4.26)

9 hours
5-10 minutes\
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. ๐ฉ
You compiling on a microwave? ๐
could be an AMD processor from way way before TR got gud
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
i7-4790k
9 hours for building ue5 engine. Isn't that what @fickle mortar asked right?
Has anyone built OnlineSubsystemEOS from newest UE5 build?
5950x took 25 minutes
It has issues
but mostly work
and the few issues are easy enough to fix
i fixed the UE5-main build
Now trying UE5-early access
is epic going to release a new ue5ea with the changes in the main anytime soon?
Has anybody encountered these errors before when trying to build from source:
You what.............. 
It's truth
Main is pretty far ahead
but main is borked
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".
how do i fix this
Imagine that answers.unrealengine never existed and just fix it yourself.
Trying to update the capsule collision size outside of construction script causes a fatal error in UE5
tf lol
:triangular_flag_on_post: Marius Sheppard#2002 received strike 1. As a result, they were muted for 10 minutes.
Took you a while......
until 5.1 comes out and we all get 100000 deprecation warnings from uht
Wouldn't be surprised if it eventually becomes a requirement (for reflection exposed variables at least)
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.
Thanks, that sounds interesting. I need to dig through the code more.
Documentation is already outdated. There was several commits on p4 which make TObjectPtr mandatory for engine modules/plugins
Yeah
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.
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?
Fixed this solution by first fixing the permissions
Then cleaning the errored project BuildGraph.Automation
Rebuilding BuildGraph.Automation
u fixed ue5 main build? what main?
Thats the build and version
i thought u meant ea5 has main build version... what
but its ea
Anyone has any clue why I'm missing 'target selection' in the packaging/platforms menu?
get google drive. or an SSD drive. best investment of my life
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
onedrive works better in my experience, and it gives you full offline office suit included in its pricing
yeah, the thing is that Im using a gaming laptop and the manufacturer that made my laptop made it impossible (if not extremly difficult) to do any upgrades โน๏ธ
I just ended up using junctions to point some of the directories, like the source code, to my D drive which is a hard disk. This didn't seem to affect the build speed.
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)
for DX interested people in UE5:
https://github.com/EpicGames/UnrealEngine/pull/8113
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
looks like geometry processing plugin got promoted from experimental to stable/runtime https://github.com/EpicGames/UnrealEngine/commit/9b4922340e98094d78a7569985030fa1d6c3edb0
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??
@sick vine In the "MegaAssemblies" stream they presented how they built a "terrain" world completely out of meshes, without landscape. Worth checking out.
ok perfect thnx
Is this normal to have this message with a simple scene ?
if your machines is basic, yes
So you can't deploy a game with a "basic" machine ?
I mean, i still have this message in the deployed game
Probably because you are still playing it in the "basic" machine ๐ค
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
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?
polygons dont make the whole VRAM, there is your textures, render targets etc
Just stumbled on void APlayerController::StartFire( uint8 FireModeNum ) in UE5 source.... what a nostalgia
ue5-main currently doesn't generate sln file. You need to use Rider.
looks like they are starting to add some new project templates
Templates/TP_OpenWorld/TP_OpenWorld.uproject
We have installed builds for 5.0EA1 & 5.0EA2 and both work without issues.
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.
it's not a bad idea to just exclude the entire folder from antivirus scans
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.
Try PhysicsCore
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?
Hiho! Quick question. How much space does UE5 require to build from source on windows?
Hey guys, what branch should we use to build ue5 atm?
If you aren't using cutting edge features stick with the launcher binary
probably missing the EnhancedInput module
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.
4e326891c5467df6ce18d9149cbb34966b9f1479 worked for me ยฏ_(ใ)_/ยฏ
it's from last week
Private-Frosty has been in the engine branches list last I checked
god knows what that is
some stuff on cloth sim... no clue
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
I'm still riding that high of seeing "entities" mentioned in a commit from last year ;__;
the idea is unfortunetly most likely dead
first hand info
instead they are moving gameplay to be thread safe
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
the .uplugin of FrostySensorGrid says "Niagara DataInterface for vehicle damage"
sounds like something for Fortnite winter season : D
Probably they're going to add vehicle deformation into Fortnite, and yeah, Frosty seems related to winter, lol
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
Does anyone know how to update UE4 Plugins to work with UE5?
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
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
How much improved is UE5 main over UE5 EA2 at the moment?
night and day
oh, looks like the network prediction example thingies might work
don't expect any merge from it before october
seriously? sheesh
yeah the next season is supposed to be on UE5
yeah, there are some merges from time to time, mainly fixing compilation ๐
or some api changes, but the core erm, gameplay support work is not merged yet
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
You can have separate ini for dedicated server like that?
Nice. I didn't know that
yeah It's not really documented
Yeah like WindowsEngine, MacEngine. right?
Oh wow
Thats a great info. So can you have ini for client as well?
Or is it just Default*.ini for Client?
So like ClientEngine.ini?
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
Cool! So that means I can have API keys/secrets etc in DedicatedServerEngine.ini
And not share with Client
yeah

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 ๐
This is a great info actually. Very nice ๐
I think the general rule is [PlatformName][TargetName][IniName].ini
Ahh that makes sense
probabaly most imporant feature when you doing game with dedicated servers, and some custom backend services ๐
Exactly. Putting api secret in ini and not worrying about client is neat.
it already does on ps5 iirc
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.
but ea2 from epic games launcher seems to work :/
Anyone using ReSharper C++ ?
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?
yeah file server is broken, just build the engine and ignore the file server errors
ah that's good to know ๐ thanks
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
Hey everyone, whatโs the difference between early access and UE5 Main?
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
So bleeding edge untested
It's some sort of custom CI (a la teamcity) from what I understand. Not a networked build system (like incredibuild).
I got Horde running for my project a few days ago. Basically something like timecity built on top of buildgraph & p4. It can read buildgraph scripts and distribute execution accordingly. It is also replacement for UGS metadata server. Iirc you can also hook there console dev kits for gauntlet.
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.
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
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
A question, is ue5-main currently compatible with upgrading from 4.27?
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? 
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)
engine issues aside, 4.27 to ue5-main worked shortly after ue5ea started. do it with a copy, versions don't go backwards after
Trying to compile UE5 from source, I get this error.
AutomationTool exiting with ExitCode=6 (6)
https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DeployingTheEngine/UsinganInstalledBuild/ using this documentation.
In Visual Studio I compiled AutomationTool, and then used that command, pointing it to AutomationTool.exe and then set the platform to Win64.
We need more logs, that doesn't mean anything
Were you able to also build horde dashboard? I'm currently getting index.js is missing error.
Yes, jusy install yarn, add it to path and run horde installer script via build graph
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
what's the command to run build graph?
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
what is your network settings in editor ?
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?
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
It's disabled back after a few hours https://github.com/EpicGames/UnrealEngine/commit/6d03d83fccd7c573602df760c2b6c37256bbc04b
๐
and it's coming again (;
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.
it's back ;d
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"
Is there a templated single float we can use?
'float distance;' for example would break with lwc afaik
Unless the madmen already redefine float
FReal
you should just use it
unless you are 100% sure you need just float or double
Which version of XCode should we be using to build the source code?!?!?
Latest 12.5.x should be fine.
we just checked the last commit of UE5, the double coordinates are completely canceled?
there are 150+ instances of "LWC_TODO" in the codebase
if that's any indication of how far off this being done is
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
Not really, main work on LWC is on private branch, the main is is just in compilation stage
nah they are enabled by default now (;
Hum i see code, double is full commanded
commanded ? (;
Disable*
it's enab;ed by default now on main
For Math or coordinate ?
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 ;
won't that hit performance though ?
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 (;
there won't be any noticable difference
on main every part of core library is now double
so yeah
FVector is double
...
Yes
float != double
For math, in ue4 you can easy add fvector double, i remerber you have Plugin for this, no ?