#ue5-engine-source

1 messages · Page 4 of 1

blissful beacon
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I dont understand for what i dont have double précision coordinate in word

torpid valve
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i still don't get you problem

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coordinates for Actor in World is just FTransform

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and FTransform is now douible

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so idk ?

blissful beacon
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Try. Un simplefloat now, you need rebase origine for large distance

torpid valve
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that's on ue4 and ue5

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like 3 days ago

blissful beacon
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Ue5

torpid valve
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no

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omg

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rendering is broken

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I KNOW THAT

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the implementation is not finished

blissful beacon
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Look commentary in code sources

torpid valve
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it is not abandonded

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it's worked on private branch

pale tiger
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hm, no noticable difference in performance seems counterintuitive for me, we will see blobThink backward compatibility seems like a nightmare

torpid valve
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yeah sure

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you probabaly found some old first attempt at large world using hacks

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like hierarhical coordinate system

torpid valve
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and that was like 6 yeara ago

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for modern PC/consoles

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it's meaningless

pale tiger
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i see, that's good to hear

torpid valve
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most of the performance is lost on rendering

zealous yarrow
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Don't forget that doubles are in some cases actually quicker

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So there shouldn't be any noticeable difference on any "modern" cpu from last decade

gilded pecan
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UE5 source code question: Does Actor Palette do anything under the hood other than copy an asset's reference from one level to another? I've messed around with it but it doesn't seem to copy asset properties/details.

torpid valve
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I don't think it will be developed

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that's my pure speculation

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but it seems it serves similiar purpose as level instances

static copper
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WorldBuilding plugin appears to be some kind of template for showing how world parition/level streaming works

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interesting?

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Not sure what the idea here is

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probably not seeing the whole story in the public main

torpid valve
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it's QA plugin

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idk, why it ended in engine 😄

blissful rampart
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If anyone has dug into the ue5 source. Does it look like Displacement in materials can be flicked back on or is completely removed? Just odd the option is there but it's not turned on.

covert cove
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I think it's a limitation for meshes that use nanite

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If your mesh does not use nanite then displacement map should work as it used to

scenic mauve
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I'm getting a build error on projects that use Nanite with ue5-main branch. I was able to compile the engine from source just now, but when I compile an existing project or even make a new one using the third person template and enable Nanite on any single mesh it hits this break point.

File: Engine\Source\Runtime\Renderer\Private\Nanite\NaniteDrawList.cpp
Line: 497

ensure(FParallelMeshDrawCommandPass::IsOnDemandShaderCreationEnabled());

Any help would be much appreciated.

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Default Mannequin animation broken in standalone mode as a result after enabling Nanite on one of the cubes.

void charm
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Does anyone else have an issue compiling UE5 from source where I get a ton of errors from the UnrealFileServer including one that I don't see why it should be erroring ("Cannot open include file: 'ShaderCompiler.h': No such file or directory" when it is indeed in the project's files/directory?

zealous yarrow
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Ignore errors from UnrealFileServer, it's broken, it's a separate program
UE5 should still build fine

void charm
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Ah, ok. I usually just clicked "Build Solution" which ends up erroring out at the file server. Should I only worry about building UE5 alone for future reference? (Build Selection [Ctrl + B] vs Build Solution [Ctrl + Shift + B])

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Sorry if noob question, been programming for years but only just starting to learn/explore unreal engine which is pretty much my first project involving a compiled language.

zealous yarrow
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Even if it did throw errors it still compiled the engine if there were no errors in the engine itself, it just skipped over the file server since it failed

void charm
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Good to know, thank you for your help. I see what you mean now. (I only saw the error window after it was done, didn't switch back to the build output which says it still compiled everything else) My apologies for the trouble/noobness

zealous yarrow
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No worries 👍

ruby pulsar
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Gas packs and gats

cursive finch
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Hey guys, what's the expected branch to do a PR? Is it the EAP ok?

cursive finch
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roger that

umbral kite
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Hello, has anyone else had trouble getting the houdini plugin to work in UE5?

umbral kite
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Don't worry I got it 🙂

scenic mauve
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Am I really the only one still getting errors with Nanite? I'm running a ue5-main compile as of yesterday and no animations work in standalone, everything else seems fine.

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I guess I'll just keep recompiling every few days to see if the error goes away.

crimson granite
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Missing import: UnrealEditor-Party.dll Missing import: UnrealEditor-TimeSynth.dll

crimson granite
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Looks like UE5 is not searching the proper /Binary/Runtime/ folders for them...?

blissful rampart
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Even when it's not attached to any landscapes.

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it's just a material.

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btw im talking about the "Node" in a material blueprint.

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Not a specific displacement texture.

solid cypress
ashen kiln
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Good for reducing complexity of source code. Also like 10 different plugins about lumin(magic leap) were enabled by default on new projects.

cedar tree
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for a minute I read "LUMEN REMOVED?!?!"

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"oh god it's the sparse voxel conetracing story again"

torpid valve
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make VR and mobile off by default -;-

ashen kiln
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SteamVR launching automatically & freezing the editor for a brief moment is the worst thing.

ashen kiln
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I think tech is still not there yet for that, maybe wait for Unreal 6? 😄 😄

ashen kiln
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lol

shell mason
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Hey,
I was wondering how big (size GB) a built unreal engine 5 early-access-2 source build is after setup, generate and building in visual studio?

solid cypress
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Isn’t it being deprecated? I heard they are deprecating all VRs in favor of OpenXR

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Sounds like annoying oculus store app which opened everytime on editor launch since I installed it

hallow panther
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anyone finding loading a project with ray tracing enabled to be near impossible?

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do you need ray tracing to use lumen?

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does it help?

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i wanna experiment with lighting but ray tracing literally crashes my pc

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yeah lol, it's annoying because I have to open a project on this ue5 course i'm doing and the project already has ray tracing enabled

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basically makes the course inaccessible to me unless I can disable ray tracing from outside the project

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see now i'm even more confused

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bc raytracing wasn't even enabled yet the project wouldn't load

ashen kiln
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but the sad thing is, steam vr plugin is developed by an outsource company hired by Valve, and it's not getting much love from what I see.

ashen kiln
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Interesting decision. I think I should be happy as a HP Reverb G2 owner 🙂

solid cypress
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4.27 notes have additional info and also converted VR template to OpenXR

upbeat sigil
torpid valve
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yeah

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waiting for Neural Network animations

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;d

upbeat sigil
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u asking for nn in general or specifically how

torpid valve
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there are actually many uses

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ie.

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Ambient generated dialog for NPC

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animations

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terrain generation

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physics

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there was quite a bit of reasearch into ML physics

upbeat sigil
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for example I've got GPT3 conversations in my game, using an open source GPT3 model.

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all offline

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that's ue4 though

primal night
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Is Unreal Engine a game engine now or slowly becoming a cybernetic organism

torpid valve
upbeat sigil
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the savedmodel weights end up being around 500mb

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that's the sweetspot imo

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@lofty idol

ashen kiln
lofty idol
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how the main source code is different from early access ?

ashen kiln
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A lot

lofty idol
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Like?

torpid valve
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alooooot

lofty idol
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Like?

ashen kiln
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Like upgrading 4.21 to 4.22

lofty idol
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Hello, if I build the engine from the source, the "Engine" folder has around 100+ GB. What can be safely deleted so I can pack it into zip and unzip somewhere else? Probably the Intermediate folder, but it's not enough. Same folder from Epic Games has around 30 GB. Thank you

crimson granite
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Anyone getting this crash?

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Looks like its related to lightmaps

ashen kiln
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Do you have virtual lightmaps enabled?

crimson granite
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Yes

ashen kiln
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Try disabling it

crimson granite
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I can't, the editor wont launch

ashen kiln
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It's super experimental atm

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also make sure you have sm6 enabled

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and directx12

crimson granite
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How do I make those changes without the editor opening. One of the ini files propbably?

ashen kiln
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hmm

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sec

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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
-TargetedRHIs=PCD3D_SM5
+TargetedRHIs=PCD3D_SM6

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put this in your DefaultEngine.ini

crimson granite
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interesting

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Now I get a new error that keeps it from launching

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Fatal Error: Pure virtual function being called

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Still on the same line as before

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Guessing VirtualTexture->IsCompiling() is pure virtual somehow?

slender scarab
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Anyone know how to add a platform extension to a binary build? For some reason UE5 is refusing to pickup the platform extension I've created, it works in a source build though.

quaint kindle
reef agate
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if I build UE5 myself can I get more bleeding edge features/fixes? Or is everything currently on GitHub up to the same version as the Epic Games Launcher one?

south wind
reef agate
south wind
reef agate
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better Lumen is actually what I wanted most. I have a bunch of content (specifically game levels) not made for it and they seem to be unusable without a huge effort of splitting meshes (or whatever) to something that Lumen will like

south wind
# reef agate better Lumen is actually what I wanted most. I have a bunch of content (specific...

Yeah, I've heard a few people mention this issue - especially as combining meshes to reduce draw calls was encouraged in UE4. There's a guy on YT who's been doing that using the editor (instead of editing in blender or some other software). I'm not sure there's a way around the issue, Lumen will always struggle with large meshes and they're trying to push devs to split their levels up into smaller meshes because they also play better with nanite

reef agate
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to a non engine dev it seems like automatically splitting meshes to play nice with Lumen would be something that a team like the UE5 one could achieve, but I suppose it's actually a very difficult problem?

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that or it's not a priority (not sure about the Lumen roadmap), though I would imagine it'd be a fairly a common issue

south wind
reef agate
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yeah or just manually giving it at a mesh to auto-split for Lumen

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I mean, there are some insane mesh processing algorithms, perhaps it would be possible

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for a best-effort / heuristics-using / configurable kind of algo, ofc

south wind
south wind
reef agate
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some meshes are huge containing all the main geometry like buildings & the floor

south wind
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Because lumen doesn't mind complex meshes generally, it just doesn't like single meshes with a lot of internal voids

reef agate
reef agate
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or non convex geo perhaps

south wind
south wind
reef agate
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or like floor+(empty)buildings in 1 mesh?

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right

south wind
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It's best practice to make each straight wall section an individual mesh, each floor section a single mesh etc. But you might get away with the external walls being one mesh, then everything inside being individual meshes, not perfect though

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I'm lucky in that I was deving a game that would eventually have each building comped into a single mesh, but I was making tools that built them from smaller meshes - so I had all the buildings made from small meshes already

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I had a map that I would just use to make buildings from small parts, then once they were finished I'd merge them into single meshes and drop them in the main game map

reef agate
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@south wind thanks for the insights

south wind
reef agate
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Thanks. I might look into a semi automated way with Meshlab/etc. Will share the process if I get anywhere.

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in #lumen though, this got kind of off-topic

strong agate
south wind
# strong agate Just for curiosity, was there a reason for not opting to just use HLODs? Since y...

I have used HLODs in places, but the game I'm working on doesn't have long view distances, so there's not much need for them. But now all the geo for buildings will be nanite, so that's made HLOD redundant for me.
The tools I was talking about were for quick building construction, as I had to build out a whole town with each building being unique. So I made spline based tools that placed modular meshes quickly, to avoid hand placing them. Here's an example (there's more elsewhere on my channel).

https://www.youtube.com/watch?v=T0Jdoka6Bok

I have a lot of roofs to build out for my current project and found placing endless angled modular parts a chore + they wouldn't lead to much variety. In response I've developed this roof builder blueprint that places static meshes based on a set of splines that are easy to manipulate. It allows for the choice of materials and a simple set of ro...

▶ Play video
south wind
# strong agate Just for curiosity, was there a reason for not opting to just use HLODs? Since y...

Here's some of those buildings working with Lumen on one of the construction maps I was talking about. Having everything built from modular meshes paid off luckily

https://www.youtube.com/watch?v=sjI0FFRiAt4&t

Having spent months going back and forth on developing a new type of AI follow cam (see previous videos) I decided to ditch it and go for a more established mode of 3PP control system. This is the first iteration after a day's work. Orientation is controlled by the right stick and motion by the left. All movement is driven by the root motion ani...

▶ Play video
strong agate
south wind
strong agate
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Do you care of detailing your Lumen settings in your video a little bit? Is it in Epic scalability? What's the quality in the post process?

south wind
south wind
long fossil
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Can anyone confirm if UE5 main branch is buildable now?

I want to try out few things and that is there in UE5-main branch

static copper
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keep in mind LWC is turned on

long fossil
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what is LWC? @static copper

static copper
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large world coordinates (world positions expressed in doubles)

long fossil
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ohh i see, and thanks brother for the commit-id

torpid valve
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but doesnt work on radeon [;

ashen kiln
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if anyone fancy with trying it out anyways, set bLWCDisabled to true in UBT's TargetRules.cs

torpid valve
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the fact that is is called disabled instead of enabled

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suggest it's going to be default

static copper
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I definitely have some questions about when you can implicitly just use a float etc

static copper
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I did (float) a for some ambiguous function calls

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not sure why they overload some and template others

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unless I'm an idiot and forget how templates get types through the argument list

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like, if we made a templated version of FMath::FInterpTo(double/float) instead of overloaded could we change templates based on the arguments called instead of adding a FMath::FInterpTo<double>(thing)

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templates are still a mystery to me

ember finch
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Ye that's already how template deduction works

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But sometimes there are ambiguities

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Eg template<typename T> DoSmthg(T a, T b)

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Called with a float and a double will be ambiguous

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But DoSmthg(floata, floatb) will work just fine

static copper
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oh, I guess the end resulting code of a template would still work like permutations of float/double so ambiguities still happen, right?

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thanks for the explanation

ember finch
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LWC being enabled by default is very interesting

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Didn't realize it made so little of a difference on today's hardware

zealous yarrow
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I wouldn't expect it to make any difference, some operations are quicker on doubles, some are slower

fleet sapphire
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why UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj: Error MSB4057 : “Programs\Datasmith\DatasmithFacadeCSharp”?

torpid valve
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Im not sure it is even measruable today in say normal conditions (;

solid cypress
ashen kiln
limpid light
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Most games that have large worlds already need to deal with the floating point issues. A world origin shift is common, or store an additional float that offsets a tile at a time.
So in some ways, games are already paying a perf cost in order to solve float precision jitter problems.

ashen kiln
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Nothing, lol.

torpid valve
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something that game rarerly is

ashen kiln
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I mean, double is slower.

torpid valve
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it's not measruable in game

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it doesn't matter

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what is the point of arguging about game perfroamce problem using doubles if you most likely not going to have that problem ?

ashen kiln
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If your game relies on lots of additional vector calculations, it'll matter.

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but that's for your own project's code, probably won't change anything for Unreal's internal performance like you said.

torpid valve
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you will probabaly more locked on rendering performance

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unless someone show me raw data about it in game

ashen kiln
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It depends on project

torpid valve
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Star Citizen migrated to doubles long time ago and it changed exactly nothing

ashen kiln
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and the gpu you have.

torpid valve
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?

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you are not doing rendering using doubles

ashen kiln
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No

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You told I'll be gpu locked

torpid valve
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you transform rendered objects into local camera space

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yeah on rendering

ashen kiln
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If you have bad gpu, you'll have cpu bottleneck

torpid valve
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you pretty much always are, except dedicated server

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yeah

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and that bottleneck will most likely still be from CPU creating commands for GPU

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nothing to do with doubles really

ashen kiln
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I still believe it'll affect performance if you're doing lots of stuff with position vectors in tick callbacks.

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From what I see, everything you get from engine's internal vectors about position data is now based on doubles, as expected. Doing heavy calculations with those values will surely affect your cpu time.

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and again, this depends on type of the project.

torpid valve
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if you do something on tick in unreal

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you are already doomed

ashen kiln
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Hmm, that also depends on the project lol. There are surely situations where you need to use tick.

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but of course it's always best to not use it, event based approaches are always better.

earnest bronze
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do you participate to the gamejam

ashen kiln
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Nah, too busy with my current project :/

earnest bronze
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ah ok

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for me :Falcon Northwest TLX 15.6” laptop

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=

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god

torpid valve
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there is not ;s

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like I don't see any difference ;

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none that would worth invesetigating anyway

zealous yarrow
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@ashen kiln

Not true, test it yourself and do some research...

Modern hardware implements float and double operations natively so they are the exact same speed.

Doubles can be slightly quicker in some operations due to memory alignment

Vectorization plays a big role, division is typically slower on doubles.

There will only be some small difference if you are bandwidth bound in which case doubles will be very slightly slower but that will only make a difference if you are doing operations on millions of values every frame

So in reality it will make absolutely no difference

ashen kiln
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Can you point me to a test result/paper or anything similar where it's proven double can perform better than float in C++? @zealous yarrow

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I'd like to learn if that's possible in real world applications.

zealous yarrow
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Well read what I said and you will realize I never said doubles are quicker, what I said is considering what's actually going on on hardware and software level it will make no difference

Please show me where did I claim that doubles are quicker in real world situations...

ashen kiln
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"Doubles can be slightly quicker in some operations due to memory alignment " ?

zealous yarrow
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Did I say real world?

ashen kiln
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Then not sure how this means i should "do some research", you're basically being evasive here now.

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I asked a source to do that "some research", but instead you're telling me you never claimed doubles perform better.

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Not sure what's your purpose..

zealous yarrow
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Any alignment benefits are negated by larger memory footprint which if you read the last part of my explanation you'll see that I never claimed that doubles are quicker in real world situations, I explained exactly what's happening and you are trying to twist it to fit your narrative of doubles instantly being slower

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By "do some research" I meant that you should read about what's happening on the hardware level and software in terms of what the compiler actually does to understand that it makes absolutely no difference

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Well the biggest difference where doubles can be slower is with vectorization, you can fit more doubles into a single operation than floats, meaning if you are working with an extremely large data set doubles will be slower, I never claimed otherwise

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I haven't tested the performance of floats vs doubles directly, but I know when I experimented with doubles for a flight sim I couldn't see any difference

I'm curious if the alignment actually has any real world benefit since it should be negated by the larger size of doubles

torpid valve
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im more curious if people worrying about less doubles fiting into cache (and less being vectorized) are really doing some hardcore sims where you simulate every possible condition and your code if perfectly vecotrizable

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it's pure academic discussion

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no AAA game will lose perforamce on using doubles

zealous yarrow
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Did a small test

    TArray<float> TestArray;
        //TArray<double> TestArray;
    TestArray.AddZeroed(5000000);

    for(int64 a = 0; a < TestArray.Num(); a++)
    {
        TestArray[a] += FMath::FRand() * 500.0;
    }

    {
        //measuring performance from here
        int64 b = TestArray.Num() - 1;
        for(int64 a = 0; a < TestArray.Num(); a++)
        {
            TestArray[a] += TestArray[b - a];
        }
    }

5M elements
float addition = 5.33ms
float division = 5.1ms

double division = 6.6ms
double addition = 6.4ms

torpid valve
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and answer the quetion when why they don't use doubles

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legacy

torpid valve
slim violet
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Anyone here try to build the latest ue5-main branch?

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Getting some weird errors

zealous yarrow
torpid valve
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over internet

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everybody will now think it is massive difference

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it's about 21%

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but in reality you never get this kind of cache coherency

zealous yarrow
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Slightly different test

    TArray<float> TestArray;
    //TArray<double> TestArray;
    TestArray.AddZeroed(500000);

    for(int64 a = 0; a < TestArray.Num(); a++)
    {
        TestArray[a] += FMath::FRandRange(1.0f, 500.0f);
    }

    float ToAdd = FMath::FRandRange(1.0f, 500.0f);
    //  double ToAdd = FMath::FRandRange(1.0f, 500.0f);
    {
        //measuring performance from here
        for(int64 a = 0; a < TestArray.Num(); a++)
        {
            TestArray[a] += ToAdd;
        }
    }

500k elements
float addition = 0.44ms
float division = 0.43ms

double addition = 0.35ms
double division = 0.31ms

#

doubles end up beating floats here by around 25%

slim violet
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Ok thanks

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Especially for the commit ID. I had it working last week before I reformatted my machine

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Tried last night and have been fighting it. Couldn't remember the commit ID I was on when it was working

zealous yarrow
# torpid valve but in reality you never get this kind of cache coherency

the 2nd test but 5m elements
double addition = 3.58ms
float addition = 4.33

20% difference

So yeah I don't think it is really that black and white as people make it out to be, doubles are not generally slower
This test might not represent 100% real world scenarios but I think it proves the point

#

would be curious to see the same test ran on different CPUs

crimson granite
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Not sure if this is relevant to the conversation, but a year or so ago we had a team add double-precision coordinates to UE4. We learned that if you vectorize the doubles you get performance improvements, just as the standard UE4 engine does with floats.

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You need a CPU that supports AVX512 instruction sets though, which isn't too unreasonable

static copper
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is anything we do with positions heavily vectorized anyways in the engine internals?

crimson granite
zealous yarrow
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Pretty sure transforms and quat operations are vectorized

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^yeah

crimson granite
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iirc only desktop platforms support it

static copper
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I guess I'm thinking of moving actors and the like and less so the actual fvector implementation

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which isn't really low level I suppose

crimson granite
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Moving actors involves FVector...

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And thus would use intrinsics on desktop platforms

static copper
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I guess my point is: where does anything get vectorized when we have thinks tick pretty much randomly and store data all over the place

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I guess animation stuff does?

zealous yarrow
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the functions you call on the vectors, transforms, quats, rotators are vectorized

crimson granite
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When we talk about vectorization in this context, we're taking about UE4 being clever with how it uses the CPU. Using non-floating-point registers for floating-point operations, and calling AVX instructions.

static copper
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my assumption that might make me seem dumb: I thought vectorization required you to do a data operation multiple times

#

I might be mixing it up with heavy simd stuff?

crimson granite
#

In computer software, in compiler theory, an intrinsic function (or built-in function) is a function (subroutine) available for use in a given programming language whose implementation is handled specially by the compiler. Typically, it may substitute a sequence of automatically generated instructions for the original function call, similar to a...

zealous yarrow
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But yeah in general I think the tests I showed and your experience proves that using doubles doesn't instantly result in worse performance like it did 10 years ago

crimson granite
static copper
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I wonder how much of your average actor is position data anways

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Can't be that much

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I definitely question making it the default for everyone but if has such a small downside it seems fair

crimson granite
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Didn't realize they killed off AVX512, ouch... thanks Intel

zealous yarrow
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Intel really is trying to make themselves real difficult to like

static copper
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solution: make server cpus trendy

crimson granite
#

I moved to AMD this year

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5950x was close enough in performance to my 10980xe

stiff heath
crimson granite
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Pretty sure the 5950x slightly underperforms in real-world gaming senarios

stiff heath
#

That's +36% performance at -25% price.

crimson granite
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Either way, happy with the transition

stiff heath
crimson granite
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Lol

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We compile C++ to then play games 😉

stiff heath
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I remember older days when nvidia sucked at double math, while amd/ati (not sure if they were bought already by that time) were great. The problem was... Nobody was actually calculating doubles on gpus 😄

crimson granite
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didn't think you could do doubles on GPUs nor would you ever need to

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All you need is doubles for UE coordinates imo

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The Renderer could stay in floats provided it renders camera-relative

zealous yarrow
#

☝️
Double for rendering is not important, it is converting to local space anyways

crimson granite
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Yup

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Idk why but I remember UE4's renderer not being camera relative

stiff heath
#

Actually, unreal is a joke. They calculate time in floats. 😄

zealous yarrow
crimson granite
zealous yarrow
stiff heath
#

calculating time in doubles is almost as stupid as calculating it in floats. I'm talking about UWorld::TimeSeconds.

crimson granite
zealous yarrow
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Hmm can't remember tbh, I remember seeing commit about it on UE5 main right after first EA released

stiff heath
#

And actually there isn't any fundamental reason why BPs could not be taught to understand doubles.

#

Yaaay! nanoseconds ftw!

crimson granite
#

You can turn on doubles for BPs in the UE4 source. We did it at one point. Requires mangling with the UBT

zealous yarrow
#

yeah they implemented FDoubleProperty or whatever it is called long ago but was never actually "enabled" for BPs

crimson granite
#

Yup

#

Honestly I think they should just replace floats with doubles in BP for UE5

#

Give the people what they want: higher precision

stiff heath
#

That what's my point is. Just store time as a huge integer number. Number of CPU ticks or nanoseconds or whatever.

#

UE had at least two opportunities to throw away legacy (UE3-> UE4 and UE4->UE5).

#

Dunno, we made a game (not in UE) that has server worlds running for weeks. I don't want to even count how much float precision would drift their time away from real world.

zealous yarrow
#

Still disappointed they did nothing about component transform updates in UE5...

#

easily one of the worst parts of the engine

stiff heath
zealous yarrow
#

yep

stiff heath
#

Agree, it is just a performance killer.

zealous yarrow
#

and there are so many better ways to handle it, the way they did it is just the most convenient

stiff heath
#

I sometimes wish const never existed at all in C++. Okay, I also wish lots of its other "features" didn't exist or at least were consistent with the rest of the language...

static copper
#

Getters all over is lame

#

(but I imagine they have their reasons)

stiff heath
static copper
#

Kinda wish we had less layers lol

#

That was my main hope for UE5

#

I wonder how much faster we could get component transforms if you just deferred their position changes to one thing all at once

slim violet
static copper
#

set ComponentToWorld, UpdateBounds(), RenderStateDirty()

slim violet
#

That's the commit I am already on 😦

slim violet
#

@lofty idolWhat do you mean? You mean like a private discord server or something?

solid cypress
crimson granite
#

@solid cypress is it on by default?

solid cypress
#

yes

crimson granite
#

Wow love to hear that

slim violet
#

When I start a new project that targets ue5-main, I get it to compile just fine

#

when I use my existing project, I get these errors:
[8/25] Compile Module.Raevin.4_of_5.cpp
1>C:\src\UE5Main\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\KismetSystemLibrary.generated.h(38): fatal error C1189: #error: "KismetSystemLibrary.generated.h already included, missing '#pragma once' in KismetSystemLibrary.h"
1> [9/25] Compile Module.Raevin.3_of_5.cpp
1>C:\src\UE5Main\Engine\Source\Runtime\CoreUObject\Public\UObject\CoreOnline.h(5): error C2338: UObject/CoreOnline.h has moved to Online/CoreOnline.h in the CoreOnline module. Please update #includes and module dependencies.
1>C:\src\UE5Main\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\PlayerState.generated.h(16): fatal error C1189: #error: "PlayerState.generated.h already included, missing '#pragma once' in PlayerState.h"

#

The coreonline module I've already added as a dependency and I've used notepad++ to find all instances of #include "UObject/CoreOnline.h" and replaced it with the Online/CoreOnline so I don't know why that still is showing up

#

the pragma once errors are the ones really getting me though

#

all of my header files have #pragma once at the top of them

#

both of the offending generated entries listed also have #pragma once listed at the top

fleet sapphire
#

why UnrealEngine\Engine\Source\Runtime\Engine\Classes\Components\ActorComponent.h(373): Error C3668

#

: “UActorComponent::GetWorld”:

static copper
#

awesome that it's already in bp

ashen kiln
#

I can confirm ue5-main compiles just fine, probably issue is on your end @slim violet

slim violet
#

Just not sure what it could be. The project compiles just fine under ue5-early-access-2

#

I even did a batch clean on all projects, deleted intermediate / derived data cache, re-ran .\Setup.bat and .\GenerateProjectFiles.bat, then rebuilt development-editor and I am still getting the same error

slim violet
#

@ashen kilnWhat commit ID are you on in ue5-main?

ashen kiln
#

@slim violet acc8c5f399ca01f6f549108be1fb75381fecbca8

#

It's from last saturday

slim violet
#

Is there anyway to narrow down where to look for issues based off of the output?
Using Visual Studio 2019 14.24.28325 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\VC\Tools\MSVC\14.24.28314) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>[Adaptive Build] Excluded from Raevin unity file: RaevinPlayerInteractComponent.cpp, RaevinPlayerState.cpp, RaevinUIHostWidget.cpp
1>[Adaptive Build] Excluded from RaevinLoadingScreen unity file: RaevinLoadingScreen.cpp
1>Determining max actions to execute in parallel (12 physical cores, 24 logical cores)
1>Building 8 actions with 8 processes...
1> [1/8] Compile Module.Raevin.4_of_5.cpp
1>C:\src\UE5Main\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\KismetSystemLibrary.generated.h(38): fatal error C1189: #error: "KismetSystemLibrary.generated.h already included, missing '#pragma once' in KismetSystemLibrary.h"
1> [2/8] Compile Module.Raevin.3_of_5.cpp
1>C:\src\UE5Main\Engine\Source\Runtime\CoreUObject\Public\UObject\CoreOnline.h(5): error C2338: UObject/CoreOnline.h has moved to Online/CoreOnline.h in the CoreOnline module. Please update #includes and module dependencies.
1>C:\src\UE5Main\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\PlayerState.generated.h(16): fatal error C1189: #error: "PlayerState.generated.h already included, missing '#pragma once' in PlayerState.h"
1> [3/8] Compile RaevinLoadingScreen.cpp

#

I don't know where it is generating the module count, since I only have three module folders in the project

#

but it says x_of_5

slim violet
#

Ok I figured out the issue. Visual Assist X put a fully qualified path in a couple of my includes

#

I corrected those includes and I am no longer getting the errors above

#

I am getting linker errors now

#

1>Module.Raevin.3_of_5.cpp.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: __cdecl FGuidReferences::FGuidReferences(class FGuidReferences const &)" (_imp??0FGuidReferences@@QEAA@AEBV0@@Z)
1>Module.Raevin.4_of_5.cpp.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: __cdecl FGuidReferences::FGuidReferences(class FGuidReferences const &)" (_imp??0FGuidReferences@@QEAA@AEBV0@@Z)
1>Module.Raevin.gen.12_of_14.cpp.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) struct FLogCategoryLogNetFastTArray LogNetFastTArray" (_imp?LogNetFastTArray@@3UFLogCategoryLogNetFastTArray@@A)

#

All but a handful have to deal with the fast array serializer

slim violet
#

So.... anyone here using fast array serializer w/ ue5-main?

#

I'm using the same commit a lot of others seem to be using

#

and are having success with

#

FFastArraySerializer is still living in NetSerialization.h, so I don't know why I'm getting linker errors. The linker errors are useless, because Module.Raevin.gen.10_of_14.cpp.obj doesn't tell me where the offense is occurring

#

Nevermind. Found the issue by peeling through all of the commits. Find it hard to believe no one here has encountered this issue before, but I guess since no one responded, you need to add NetCore as a dependency in your build.cs file now to use FFastArraySerializer

primal night
#

What should I install to resolve this error? AutomationTool.csproj(61,31): error MSB4236: The SDK 'Microsoft.NET.Sdk.WindowsDesktop' specified could not be found.

#

I have both VS 2022 Preview 3 and VS 2019 installed. The above error pops up when compiling the engine

primal night
#

Ok nvm. I had to install .NET Development from Visual Studio for 2019. 2022 didn't work. 🙁

torpid valve
#

that's probably because you have both

#

i have onl vs2022 and all works(;

primal night
#

Yeah looks like that

#

VS 2022 works with EA2?

torpid valve
#

don't know,

#

only using main

ashen kiln
#

Early access is based on 4.26, so probably it won't work @primal night

gloomy kayak
ashen kiln
#

4.27

primal night
#

Ue5 main broke skylight?

#

Even after placing sky atmosphere, movable directional light and movable skylight with realtime capture, shadows are black.

torpid valve
#

idk it's working for me

#

but im using only dynamic lighting

primal night
#

Yeah me too. Movable directional light, Sky Atmosphere and Movable Skylight with real time capture

slim violet
#

@torpid valveYou have any luck with networking or have you not used any of that with ue5-main?

torpid valve
#

it's working as always

spring ocean
#

i did manage to have this issue on the current main that volumetric fog disappears unless there's a screen space widget only on the listen server lol

slim violet
#

Um... did something change with the root motion system since ue5-ea-2 and a recent build of ue5-main?

#

scratch that, this wouldn't be using root motion. Something is off. My character used to strafe just fine around an enemy. Now that I switched to ue5-main, the character's capsule is moving slower than the animation, so the animation is snapping back at the end of the strafe animation

primal night
torpid valve
#

wouldn't be surprised, nothing changed in it, since at least month ;

primal night
#

Mm will keep an eye 👁

valid pendant
#

So, im currently building ue5 from source and its been 30-35 mins since it started. Right now im at 261/4742 and i was wondering if this is the speed it will run at for every single file since it would take about 10 hours for it to finish...

ashen kiln
#

Build it from your game project after generating project files.

#

You will have lesser modules to build with that way.

valid pendant
ashen kiln
#

Otherwise, you're building the whole engine, even the stuff that your project won't use.

limpid light
#

More RAM, CPU with more cores and make sure you are compiling from an SSD.. those all speed up the compile quite a bit

#

If you only have 8 GB RAM and are running from a normal HDD then yeah the compile times can be.. very slow

unborn jolt
#

Siggi I need a beast pc for ue5 what do u recommend

limpid light
#

Get plenty cores, AMD 16-24 cores if you can afford. 32GB ram, at least a 2070 RTX or 3070 if you can find one. And a good m.2 SSD drive.

ashen kiln
#

Not sure how a gpu can affect your build times? 😄

unborn jolt
#

he never said it would

#

o.O

ashen kiln
#

Oh, we're not talking about build times anymore? Now I got it 🤦‍♂️

cedar tree
#

well you probably would want a good enough GPU to be able to use the new and shiny UE 5 features like nanite and lumen

primal night
#

Careful though. Devs PC might be able to handle but if releasing a game, might want to try on a low-medium hardware as well especially if using Lumen.

cedar tree
#

at least the env artists and level designers should get mid tier HW so that they don't design environments that run 60 fps on a 3090 RTX 😛

ashen kiln
#

I believe it's possible to enable/disable lumen in runtime?

#

It may be an optional feature in graphics settings.

#

So, players with nasa-capable systems can benefit from it, while mid range systems can still play the game without lumen.

torpid valve
#

just fyi

#

lumed is going under really heavy optimizations

#

what is there in EA

#

is totally not representative on how it is on main right now

ashen kiln
#

Is it optimized on ue5-main?

torpid valve
#

it's under going but for example

ashen kiln
#

I even did not touch lumen on ue5-main because of last impression it gave me on early access.

#

It'll be optimized for sure with time, but I'm not expecting super differences for first release of UE5. Maybe 5.0.1 or so on.

torpid valve
#

it's at the point of "death by a thousand cuts" there is not one thing to optimize, but it is adding up

ashen kiln
#

Yep, I saw that, we'll probably check out latest commit on next weekend. but the thing is, is that an overall improvement (1.74ms -> 0.48ms part), or just improvement for a specific scene setup.

#

By "sandbox", I think they mean very generic scene setup, so that's a good thing.

torpid valve
#

it's probably improvemnt only for denoiser part

#

but there is no one part to optimize anymore just cutting corners;

primal night
solid cypress
#

@primal night Took an inspiration from you for twitter posts, I hope you don't mind 🙃 . Sneak peek at experimental UE5 structure inheritance and instanced structures: https://twitter.com/Skylonxe/status/1433829202592210957

In #UnrealEngine 5, experimental StructUtils plugin allows creating instanced structures. It includes also basic struct inheritance support. Its behavior is similar to behavior of instanced UObjects.

#UnrealEngine5 #UE5 #UnrealFeatures

primal night
torpid valve
#

the plugin is since ue4 (;

#

Im using it for utlity ai

solid cypress
#

Also the FInstancedStruct?

#

Don't see it in UE4 master

ashen kiln
torpid valve
#

considerations

#

i pretty much copied 1:1 IUAS from Guild Wars 2

ashen kiln
#

Interesting, I was using heavily modified version of Easy Utility AI plugin and not sure how they can be used for considerations 🤔

solid cypress
# torpid valve

Hmmm, but are these considerations UObjects or structures?

dense widget
#

hey anyone know what happen to game mode base 😄 seems like it got ripped out is there a replacement class or something 😅

#

or its still in source code but cant parent to it anymore...

dense widget
#

has to be a bug 😄 needed to recreate my game modes in bp from engine class from scratch to get it to work :/ getting more dangerous to do recent pulls of main branch 😅

ashen kiln
winter patio
#

Hey code scavengers and editors. Whats the most brute-force code youve seen in the engine so far in the ue5 engine? Just out of curiosity

static copper
#

using dynamic_cast? not without this template!

solid cypress
# torpid valve structs

That's cool. How can you do that in UE4? Does that type have different name or is in different plugin?

solid cypress
#

Ah ok, I was confused as you mentioned it exists since ue4, I thought I just missed it.

valid pendant
#

why is it compiling so many shaders, and why does ti take so much to complie them... 😦

harsh swift
#

Because its a AAA standard game engine with bleeding edge technology....

#

If you want something that loads quickly, use Godot?

valid pendant
#

Understandable. No, i'll still use this. Just gotta wait about 4 hours now 🙂

solid cypress
valid pendant
#

i3 8100 4 cores 3.5ghz or something like that

#

i mean its not that bad and thats why i wasnt understanding this timings

valid pendant
zealous yarrow
#

I would say the shader compile times you are getting are reasonable based on your CPU, for UE you really wanna get as beefy of a CPU as you can get
It's still gonna be usable with lower end CPUs you'll just have to wait much longer for some things

valid pendant
#

Damn...I see

#

Thanks anyway

primal night
primal night
valid pendant
crisp root
granite warren
#

if I want to build UE5 from source to use for my game should I be using ue5-main or ue5-early-access? Seems like early access is the more stable one right?

vale hill
#

@granite warren ue5-main changes daily. ue5-early-access is frozen in time with the features and bugs it had. there is no clear answer which to use, although eventually ue5-main will be the better choice inevitably. I started a new project today and used ue5-main....

granite warren
ashen kiln
#

ue5-main is like the new master branch

solid cypress
slim violet
#

Anyone here have any luck running an uncooked dedicated server with world partition enabled?

#

It keeps crashing for me

#

It does not crash in the actual editor if that helps any

halcyon loom
#

i have a problem : i migrated something into my project and it changed some widgets and things i didnt want to change , is there a way yo undo the migration or load a previous save ?

crisp root
ashen kiln
#

Yes

ashen kiln
wide cobalt
#

Struct::SerializeBin doest work ? doesnt work to me and i see some insues about this..

static copper
#

I assumed that was the case for a while now

agile flame
#

Hey guys, if i just need to set up dedicated server with ue5, will i need to build stuff in the "Programs" project (like Headless Chaos, UnrealFileServer,..
) too or i just need to build the main ue5?

grand epoch
#

Does anyone know if there were any major changes made to the animgraph classes in UE5? Specifically, I'm trying to compile a UE4 plugin for it but am encountering this error when doing so: Cannot open include file: 'Editor/AnimGraph/Classes/AnimGraphNode_SkeletalControlBase.h': No such file or directory

Thanks!

magic isle
#

header still exists, but that's not the correct include path. Wasn't the right path in 4.27 either. Probably need to make sure that the module dependencies in the plugins Build.cs are correct.

#

oh, wait, I read wrong, that was the right path in 4.27

#

it's in Editor/AnimGraph/Public now instead of Editor/AnimGraph/Classes, correct module dep in Build.cs and adjusting the include probably the correct fix

grand epoch
grand epoch
ashen kiln
low gulch
#

bahaha now with the source code i can make unreal engine 6 /s

static copper
#

wow, network prediction example maps might actually work

#

I got the skatepark running

torpid valve
#

well

#

don't work for me

#

sometimes it is out of bound array ld

static copper
#

well, it runs but definitely not working

#

when players interact the simulation diverges without reconciling

#

must be some other thing I'm missing

torpid valve
#

the funny thing

#

is

#

that when you set fixed tick physics and simulate physics on some relatively simple objects

#

like object pulled toward other object

#

it actually works pretty good in client-server

static copper
#

a lot of it might just be because chaos is fixed rather than whatever np is doing

torpid valve
#

nah

#

network prediction

#

is using chaos

#

for simulation

#

rewind is completly chaos based

#

and so is fixed simulation

static copper
#

I guess the line is pretty blurry

#

is your example even rewinding state?

torpid valve
#

the one without network prediction ?

static copper
#

oh, nevermind

torpid valve
#

I honestly don't know there is nothing I cloud see that being rewinded or corrected

static copper
#

I see what you mean now

torpid valve
#

either way network prediction have few modes in which it run

#

fixed tick

#

which will lock entire engine into fixed tick

#

which is not really recommended

#

variable tick which will result in quite a bit of corrections, since server and client diverge in simulated frames

#

and async fixed tick running on physics thread

#

which should be default to physics simulation using np

static copper
#

last I checked np prediction models can be set to be fixed or individual but that's the outside physics part

torpid valve
#

yeah fixed will make entire engine fixed

static copper
#

oh man lol

torpid valve
#

there is also async implementation

static copper
#

I assumed it was just physics

torpid valve
#

which is also fixed

#

nah the plugin is huge

#

and covers a lot of things

#

in future it will be also used as base for ability system

#

so we will get 100% prediction on abilities/effects on fixed tick

static copper
#

yeah, that's crazy

#

about the async physics thread, is it deferred/1 frame delayed ?

torpid valve
#

it's not reallyu deffered

#

i mean

#

it is fixed

#

which means

#

you can set it to 20fps

#

i mean 30fps

static copper
#

it runs exactly at whatever hz, yeah

torpid valve
#

and run rendering on 60fps

#

so it will be 2x slower so it is delayed before inputs get processed

#

whether that's issue or not depends on your game

static copper
#

let's say I set the async physics to 60hz and the game is currently running at 60hz

#

will they still need to wait to exchange input/output?

torpid valve
#

I don't know, prolly yes, last time I talked with Dave Ratti, he said there is delay in inputs

#

and they are evaluating if it is acceptable or possible to eleminate

static copper
#

adding 16.66ms to player input isn't that awful honestly

#

plenty of big games do far worse

torpid valve
#

i know

#

it is just internet doing shit storm out of nothing

static copper
#

the examples are getting pretty elaborate

#

there's one that's a 3v3 physics puzzle platformer

#

where you compete to roll a ball to the end

#

I wonder what "Adam" is

torpid valve
#

name of one QA : D

static copper
#

oh yeah, lol

#

that makes more sense than being some secret project

lofty idol
#

Is that a long term plan, or did they start working on it on fortnite, I wonder 🤔

torpid valve
#

anything that comes to gameplay part of engine is coming from Fortnite (;

lofty idol
#

no, I get that :D, just wondering if it is just a long term plan or do they have a working prototype or something. Plans involving gameplay framework usually gets put on the backburner rather quickly.

torpid valve
#

from what I understand it's pretty much set to do

lofty idol
#

oh, I see! that's good news then 😄

torpid valve
#

network prediction is new baseline for any replicated system

lofty idol
#

hopefully they won't have to scale back on it this time. once upon a time they were talking about axing the framework too 😅

torpid valve
#

moving it to plugins is still on the table (;

#

there just no working alternative yet

lunar axle
#

hey there a quick question, for some reasons my volumetric clouds looks wrong in scale

#

like instead of looking like they should seems like i see the individual sprites

#

should i set specific scale somewhere?

autumn abyss
#

Looks good from below, maybe do some noise-based clustering to make it feel more natural looking up at them, as for the different layers, it looks like you have the layers gapped out too much. Cloud layers should bleed into one and other a bit

#

so do some Y offsets of the center of clusters and allow them to move up and down a bit from the center as they go out

#

biasing downward offsets usually looks best to me

#

the natural transparency of them will stack and fill in the rest once you have clustering and layering working well

eager tendon
#

How to set vs2019 intellisense for UE5? It's always 100% CPU and the database is over 17GB.

ashen kiln
#

I can highly recommend Rider for Unreal Engine, it works wonders

#

lol, true

#

Everyone should use Rider 😄

#

You can always use visual studio for debugging 😛 Unfortunately nothing can beat VS's debugger :/

#

but while coding, it's pure pain while working with visual studio. Intellisense going crazy most of the time.

#

Yep

#

I also tried resharper for VS, but because of VS being cumbersome with unreal projects, it works better with Rider from what I've experienced so far.

#

Maybe VS 2022 may fix that problem.

zealous yarrow
#

Still not sure what's wrong with the debugger 🤔

Where does the myth about Rider debugger being bad even come from?

#

Show me an example?

#

And then prove the same thing doesn't happen in VS

ashen kiln
#

It works without any issues, but I think VS's debugger is more flexible and easy to use.

#

personal preference ofc

#

Also not sure if rider has immediate console and other different stuff that VS provides while debugging?

zealous yarrow
#

Well don't spread misinformation then if you can't prove it, simple as that

#

Have to get on my pc to check the link, sec...

ashen kiln
#

lol LUL

zealous yarrow
#

Oh are we talking about a bug that happened once in 6 months of using Rider and gonna completely ignore issues with VS?

ashen kiln
#

Technically speaking, Rider is using LLVM for debugging tools. and most of devs know LLVM is better infrastructure compared to VS's build tools.

#

I also wish using clang without issues on unreal projects was possible for Windows, I'd immediately switch to clang compiler in that case.

#

but the thing is, Rider's debugging UI is too complex and I'm having hard times while trying to find stuff I'm looking for. I like vs debugger a lot because of that, but that's completely personal preference.

zealous yarrow
#

I just don't know where the "Rider debugger is bad" even comes from and it's getting annoying to constantly be reading the same thing from the same few people

but the thing is, Rider's debugging UI is too complex and I'm having hard times while trying to find stuff I'm looking for. I like vs debugger a lot because of that, but that's completely personal preference.
It's personal preference yeah

I haven't encountered anything so far that Rider's debugger wasn't able to do or showed incorrect results compared to VS, they are about the same

ashen kiln
#

yeah, debugger showing wrong results is a serious issue imo, it shouldn't be present in anything calls itself "a debugger" 😄

quiet kraken
#

judging by the numbers, people simply ignore Rider updates and are sitting on quite old versions of UE that still has pretty subpar debugger experience in comparison to VS...
That being said, the only big thing Rider's debugger is missing is debuggig on consoles. And it's not Rider team's fault ><
if anyone wants to debug their games on devkits using Rider, please, tell your local vendor representative about it.

#

BTW, latest dev build of Rider loads debug symbols and steps in debugger faster than VS when debugging LLVM source ;)

ashen kiln
#

I think Rider for ue has improved since last year a lot in each aspect, really awesome work 👍

severe ledge
#

Rider debugger often doesn't list local variables. They have been saying that they are improving the debuggers but it still has some problems.

#

That's the only reason I keep VS around and I hope I just stick with Rider.

zealous yarrow
#

The difference is that Rider won't show optimized variables at all while VS will show random values

severe ledge
#

Oh, is there an option not to optimize?

zealous yarrow
#

If you compile with Debug Editor almost all compiler optimizations are disabled and you'll be able to inspect all local variables
In Development Editor a lot of the compiler optimizations are enabled and as a result most of the local variables are optimized away by the compiler

severe ledge
#

Thanks for the tip. I'll give it a try.

solid cypress
#

I have to agree with @zealous yarrow and @quiet kraken. I used to open VS for debugging year ago but it is not the case anymore. Most annoyances were fixed and missing things implemented. It already has tools no other IDE has (at least I believe so), like UHT parsing your code in background and displaying you errors before you actually compile. I did some comparisons when the debugger was doing weird stuff but it did the same in VS. There are some smaller UX things like need to often open same dropdowns again and again (did not compare this one with VS) but it is pretty much usable now. I was also VS only guy and initially Rider experience was not really the best or there were bugs which were troubling. As these were often unfixed (probably unnoticed) for some time, I decided to take the time and report every single thing on their YouTrack. Well, they fixed many of these and also implement some requested UX improvements and now I have very little issues with it. I am not sure if I could expect such support from other teams. My recommendation to everybody is that as soon as you see there bug or UX issue, report it, that's the only way how we can get perfect IDE for UE.

shut hatch
raw charm
#

Hey quick question everyone! How can I properly nest a developing plugin? Say I want a "World" filter to then hold all "world" related code? I tried it a couple of times and it just gives me the error that the item doesn't exist.

stark urchin
ashen kiln
#

visual assist LUL is it still alive?

#

Jetbrains knows how to make ads LUL

stark urchin
proper hearth
#

I would say that 50% of visual assist versions work great, and the other half don't seem to work at all

#

I found one that works and I have a stable VS2019, I'm never upgrading

raw charm
#

So I figured out my previous issue, but now I ran into another situation haha. I get a bunch of LNK2019 and LNK2001 errors when building a class derived from the UUserWidget. Any thoughts?

magic isle
#

probably need to add UMG to your module dependencies

half nebula
#

Cant build Unreal Engine.
The SDK 'Microsoft.NET.Sdk.WindowsDesktop' specified could not be found.

ashen kiln
#

Install .net sdk 3.1

half nebula
#

I have NET SDK 3.1.115 & 3.1.412 installed, shouldn't that be enough? Or is there a specific one?

half nebula
#

What you mean?

#

Is installed aready, doesnt fix the problem for me

ashen kiln
#

Try also installing runtime one for v3.1

lilac osprey
#

I would install the 2019 visual studio app with all c++ plugins

#

aswell

tranquil zenith
#

Whats the state of UE5 main? Is it worth getting latest git

rough sky
#

@tranquil zenith this guy builds ue5 near daily and posts if the build was successful or not and any warnings /errors that came with it
https://twitter.com/RyanJon2040/status/1410119659563614208?s=19

I'll compile @UnrealEngine ue5-main branch (almost) everyday when there are changes. Results are posted on my Discord channel. Feel free to join. I hope this will help the community to decide which build they want to choose without fear of failing build.

https://t.co/TWsTtaPEU3

native blaze
#

so i downloaded UE5 from source and tried to run my project and it crashes on shader compilation every single time

#

is this expected?

#

downloaded the ue5-early-access branch

#

so rather than just open my project straight away i decided to start the editor by itself and it seems to be compiling more shaders now. it would suck if there's something specific in my project that crashes it, not sure what it could be

#

oooooo i didn't realize there's a ue5-early-access-2. i'll try that one instead

#

i'm sweating watching the number go down for the shaders... i think it's gonna work... thank the lord

#

nope it failed

native blaze
#

i built the source using visual studio (rather than rider) and things are working as expected now

ashen kiln
#

Afaik ue5-main was getting built for like a month or two without issues. Probably it won't break in the future again.

crimson granite
#

Does the latest source build?

#

Getting errors in CADOptions.h

ashen kiln
#

Hmm, our project doesn't use anything from enterprise stuff, so that's probably why it's getting built without issues since last month then.

#

If you're building the engine from your project, I recommend disabling unused plugins on your uproject file.

crimson granite
#

I'm just building it from the default UE5.sln

crimson granite
#

error C2664: 'uint32 CADLibrary::GetTypeHash(const CADLibrary::FFileDescriptor &)': cannot convert argument 1 from 'double' to 'const CADLibrary::FFileDescriptor &'

ashen kiln
#

That feels like a LWC issue, since it mentions double.

crimson granite
#

right

ashen kiln
#

or I may be mistaken. Any compile error about doubles I see was caused by LWC stuff recently, so that may be another one.

crimson granite
#

It's the latest from main

#

Maybe it just doesn't compile?

ashen kiln
#

but have no idea how a file descriptor is related with double 😄

crimson granite
#

GetTypeHash() expects a file descriptor

#

But Param is a double

torpid valve
#

that looks like Ctrl+H 😄

crimson granite
#

Does the latest main compile for anyone else?

#

Or is there a way to disable this particular plugin?

#

Actually I don't know why this doesn't work

#

It imports TypeHash.h which has that function designed for doubles...

crimson granite
#

Wait I don't even think there is a CADLibrary::GetTypeHash function... wtf

#

Oh it does. CADData.h line 110 friend CADTOOLS_API uint32 GetTypeHash(const FFileDescriptor& FileDescription);

#

So is this some sort of function collision?

#

Even though the parameters passed in are different?

#

So maybe instead of GetTypeHash(Param) I need ::GetTypeHash(Param)?

#

Yup, wow that fixed it

torpid valve
#

the thing is

#

is not enabled by default

#

none of the enterprise plugins are

#

just do not compile ue5 without project

crimson granite
#

Why not? I can't even create the project without the engine compiled first

torpid valve
#

just create c++ using ue4

#

-;-

crimson granite
#

Ok so just to be clear

#

The default UE5-main, with no additional setup, has LWC turned on?

#

Or do we need to turn on world-partition?

torpid valve
#

it have

crimson granite
#

So I can just fly the camera to infinity and still get precision?

#

Infinity is not literal in my comment

#

Floating point allows, what? 20 Km^3 of precision at 0.25 cm?

#

So I should be able to go beyond that and get better results

#

It's not obvious, theres nothing in the editor or docs that denote this other than the code...

#

That's why I'm seeking to confirm

#

LWC sounds like too big a change to "flipflop" every week

#

That's good to hear

#

Right...

#

Wonder if the Location vector fields in BP are now in doubles then

ashen kiln
#

As far as I know, anything about world locations is based on double now

torpid valve
#

it's really more about physics using doubles

eager tendon
#

3D Vector is double , 2D/4D is float

hazy moat
ashen kiln
#

You can't download branches other than release as .zip from what I know, you should clone it with git

hazy moat
urban perch
#

Hi guys I'm getting this error every time I try and open my project, what do? Assertion failed: Level [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Engine/Private/LevelInstance/LevelInstanceLevelStreaming.cpp] [Line: 84]

ashen kiln
slim violet
#

Anyone here have any success using the VS 2022 preview with UE5?

#

I haven't tried it yet

#

Curious if it is stable enough / performs any better in its current state

#

by performs better, I mean better than VS2019

#

Yeah I have VS 2019 Ent installed

#

That's great news

torpid valve
#

you don't need VS2019

ashen kiln
slim violet
#

Oh good. I'm using ue5-main

#

I'll keep VS2019 for now though

#

Does the UE extension still work in VS2022?

#

I'm guessing not and they are going to have to re-package it to work with VS 2022

torpid valve
#

there is version for vs2022

ashen kiln
torpid valve
#

Motion Matching

#

more commits incoming (;

torpid valve
#

machine learning mesh deforming

zealous yarrow
#

interesting

torpid valve
#

and motion matching implementation in UE5 is quite advanced

#

it's combing distance matching and pose seraching along with some automatic IK corrections

ashen kiln
torpid valve
#

it also does not need dance cards

#

(though you can use them)

#

the next evolutionary step is also machine learning for animations, to just fill gaps in data

#

yeap as much as I ;like Motion Symphony I doubt anybody will need iot in UE5

primal night
#

Oh does this mean Advanced Locomotion will also get obsolete with UE5?

torpid valve
#

not that it was particulary good in first place 😄

#

I played around with MM in UE5

#

it literally make any other locomotion system worthless

#

you can mix and match with any other part of the graph

ashen kiln
primal night
#

Yeah

#

I'm assuming MoveIt! might also become obsolete

torpid valve
#

this tried to generate procedural motions

#

but I don't see it being useful in current form, when we have control rig

ashen kiln
#

Only thing matters is replication imo.

primal night
ashen kiln
#

MoveIt has nice replication implemenation

ashen kiln
torpid valve
ashen kiln
#

it runs within anim bp

torpid valve
#

the editor stuff is byproduct (;

primal night
#

Oh thats cool. I was thinking it was only for creating custom animations in Editor

ashen kiln
#

but god knows when epic will release proper documentation for those new plugins. Probably with full release :/

hardy bane
#

What are Strata Materials?

primal night
torpid valve
#

BSDF materials

#

you can layer different material types on each other

#

ie. Metal material with semi transparent coat of paint

hardy bane
torpid valve
#

like Glass ? maybe

#

it support inner scattering of light as it pass material

primal night
#

Link?

torpid valve
#

there is also

#

IK Rig Plugin

#

which for retargeting only

#

but it seems half implemented now

#

it seems the intention behind it is procedurally correct retargeted animation between totally different skeletons

primal night
#

Thanks man. I'll check it out.

slim violet
#

I don't understand

#

So many people said resharper is their goto for UE as opposed to visual assist x

#

Now I love resharper for everything other than UE

#

But I installed VS 2022, so I decided to try resharper again.

#

I'm greeted with a billion red squiggles

#

Oh the rage

#

I hate broken intellisense this bad

#

What am I missing

#

?

ashen kiln
#

You're using preview software, can that be the problem?

slim violet
#

I think that it is just resharper

#

it doesn't seem to index code the way visual assist X does

#

idk, I am installing Visual Assist X for VS 2022

#

we'll see what happens

#

don't get me wrong, I love resharper for C#, but it seems like absolute garbage for C++/UE5

torpid valve
#

it works fine

#

you should also let iy index engine/engine plugins

#

in options

ashen kiln
#

Resharper for VS2022 is also in preview atm as far as I know.

#

So, issues are expected.

#

(insert you should use rider meme here)

#

By the way, is it just a placebo effect or builds with vs2022 compiler are faster?

torpid valve
#

placebo

#

I mena

#

the UE5 build takes longer than UE4

ashen kiln
#

I was mostly comparing ue5-main build with vs2019 / vs2022 on Unreal Game Sync.

cedar tree
#

ahem

#

ri

#

der

torpid valve
#

Visual Studio 2022 + ReSharper is not that bad

#

though

#

still slower

#

(WTF)

#

but it's more equal now, Rider can also hitch while editing code

cedar tree
#

really?

#

I don't think I've had any issues

torpid valve
#

I figured out the editor is to slow, when I'm writing code

#

but then.. maybe im typing to fast

#

😄

primal night
ashen kiln
#

and rip vs2017

lofty idol
#

rider's hitches mostly come from live compile (for me at least)

#

I end up restarting rider a few times everyday during work

slim violet
#

Well, Visual Assist X isn't doing that great for VS 2022 atm either

#

Can't get it to fully load

#

just freezes when I open my UE5 project

#

Did you all upgrade the tooling version used when switching to VS 2022?

#

It prompted me, but I kept it the same tooling

slim violet
#

Ok

#

I haven't pulled in a couple of weeks

#

Might need to do another pull idk

quiet kraken
# slim violet

sooo, all these red squiggles are invalid for you? You have UObjective2 class defined in the visible scope and everything? I'd be happy to share your experience with R++ team.

slim violet
#

Yeah the code compiles just fine

quiet kraken
#

And it will compile with unity disabled?

slim violet
#

I haven't done anything special with my build setup to disable anything related to compiling the project code

#

I just generated a new project about a year ago under ue4 using ue source

#

And have been compiling it with defaults ever since

quiet kraken
#

I mean, by default Unity builds are enabled in UE. Even though they are improving your compile time, they encourage bad practices for the code dependecy resolving, they make your build status indeterminate, eg if it builds on your machine, it doesn't mean that it'll build on another one

#

or if it'll build on clean clone of the project

#

so to keep your builds healthy, it's a good practice to disable unity builds every once in awhile and fix all errors.

slim violet
#

Interesting . Well I have reformatted my machine several times (upgraded hardware since then) a few times and it always compiles. Don't get me wrong, as I do love ReSharper, I just haven't gotten it to really work for ue projects. The intellisense is a big one for me. I want it so it doesn't show red lines as much as possible

#

Ok I can try to disable unity and see what happens

quiet kraken
#

That being said, if you do disable Unity build and it still compiles just fine and R++ gives you squiggles, I'd be happy to pass your feedback to the team, false positive red code has pretty high priority in our task tracker

slim violet
#

But I guess my problem with that is then why can visual assist x handle it with no issue

quiet kraken
#

Does VAX have code analysis at all?

slim violet
#

Yes

quiet kraken
#

I mean I've been power user of VAX for the last 8 years before joining JB, but the first thing you do with UE projects is you disable IntelliSense DB

#

OK, not the last 8 years, but 8 years before joining JB 3 years ago XD

slim violet
#

Well I haven't disabled anything, so maybe that would help

#

I've been using the default settings the whole time. No modification at all of any build vars or vs behavior

quiet kraken
slim violet
#

Interesting. Well it doesn't underline things in red sometimes. It just isn't my entire code base. Mainly if I generate a new method and I haven't compiled yet or like I mentioned with the blueprint native event

quiet kraken
#

though it still might be silent, cause vcxproj files generated by UBT use force include quite lavishly eg implicitly adding include macros to every single file in your project (at least they used to) , so even if you do enable IntelliSense or code analysis from VAX, it might still accept your code as valid

ashen kiln
#

that's right, recent commits are building well with vs2022 natively.

#

I think it should be even better after that vs2017 deprecation commit

slim violet
#

See like here

#

VS 2019 w/ Visual assist x

#

it is only highlighting my invalid code

#

That's how I want Resharper to work

#

Out of the box

quiet kraken
#

I'm not arguing with VS + VAX showing less squiggles than R++. They are doing their best with information they have been provided.

#

I'm merely trying to explain why the squiggles are there

#

Let me try it another way. Do you know what Unity Builds are and how files end up in the Unity blob for the build?

quiet kraken
#

I'm betting on this one, but until sathenizer checks if their project builds after disabling Unity builds, I can't say for sure if it's lack of includes or some bug in R++

#

We have had multiple meetings discussing if we want to support Unity builds in R++ eg make R++ understand that current file is inlined inbetween some files so it would shut up on showing red squiggles that are actually fixed by some implicit dependecy from another cpp file

#

but in the end we deliberately decided not to.

#

I have seen so many broken projects in UE teaching courses that would build just fine on lecturer's machine, but would fail on the student's workstation after cloning repo

#

my favorite case was:

  • you clone project
  • you build it just fine
  • add comment to some random cpp file
  • UBT uses git status to determine changed files
  • places changed file in one blob
  • places rest of the files in another blob
  • trying to build project shows 100+ errors all around the codebase
  • good luck figuring this out if you are a student that takes their first steps in programming
quiet acorn
#

Just curiosity, how long does it take for you guys to compile the engine and how good is your PC?

ashen kiln
#

ofc this is project build including engine, we have lots of plugins disabled.

zealous yarrow
#

6? 🤔

I takes me around 17-20min for UE5 and around 12-14min for UE4 on a 5950x and other are reporting similar results

#

for a full engine rebuild

ashen kiln
#

Did you overclock it?

zealous yarrow
#

no but you won't gain x2.5 perf boost by overlocking it

ashen kiln
#

it may take + 1-2 minutes additionaly, but I don't remember full project build taking more than 10 minutes.

#

That I'm taking lots of full rebuilds frequently

zealous yarrow
#

You'll be lucky to get 6min with a threadripper so it doesn't make sense

ashen kiln
#

I recommend activating PBO in bios by the way, if you have a good cooling for your system. That will boost your build times a lot. 17-20 minutes sounds horrible for a cpu like that.

zealous yarrow
#

PBO gives you a 10-15% boost max
6min on a 5950x is impossible

#

i9 9900k takes around 35 min for UE5 so the times I'm getting are realistic and expected

ashen kiln
#

%10-15 boost only makes sense for single thread performance.

#

Also be awared I'm not getting full rebuild of the engine, it's engine build from project and this differs a lot compared to full engine build from UE5.sln

#

So, no enterprise stuff and other useless plugins being built, which is expected for %90 of projects in this server.

#

I think something is really wrong on your end, 17-18 minutes for a engine build with 5950x sounds horrible, again.

zealous yarrow
#

from a project or not there is no possible way for a 5950x to be below 10 minutes

#

On our build server with 128 threads (threadripper) we are getting 3min build times so 6min with 5950x is impossible

zealous yarrow
lofty idol
#

doesn't that benchmark compiles the entire engine while doga compiles a project with disabled plugins?

torpid valve
#

compiling about 3500 modules, takes about 5 minutes on threadripper

#

i doubt ryzen with 16 cores can come close to it

lofty idol
#

I used to compile ue4 project in a ryzen in about 7-8 minutes at most

#

that wasn't a latest gen ryzen either

torpid valve
#

full editor build takes about 30 minutes on tr

lofty idol
#

(again, lots of disabled stuff, not the full editor build etc)

#

never tried ue5 tho

zealous yarrow
#

Even with disabled plugins nearly impossible to get anywhere close to 6min on a 5950x

zealous yarrow
trim locust
#

also how was the time measured? a clock? time make? or just the time that UBT spits out at the end and taking it for granted?

#

and was it built from a clean repo which required all files to actually build?

ashen kiln
#

Those all sounds like unoptimized project structure to me.

#

and really, there is no point on full engine rebuild, you can decrease that time by half by optimizing your build settings.

#

A ryzen cpu without PBO + full engine rebuild every time. I think you should reconsider how you're building your project @zealous yarrow

#

and I recommend to not rely on those random benchmarks in internet, because they're mostly being ran in horrible conditions and those people have 0 idea how Unreal Engine build infrastructure works.

ashen kiln
spring ocean
#

what horrible conditions? downloading the source and pressing build? you've obviously stripped out like half the code, great that works for you, not likely everyone else

#

18-20 minute builds are pretty much common on my 5950x without leaving the system alone

zealous yarrow
# ashen kiln A ryzen cpu without PBO + full engine rebuild every time. I think you should rec...

Umm I don't think anyone asked "how long does my half stripped engine take to build", the question was how long full engine build takes

I very well know how UE build infrastructure works since I'm building and working on the engine daily

There is no "optimized" project structure when it comes to building the engine, you can get by without building a lot of the plugins but your 2442 actions sounds more like you are not testing it in a clean solution

#

Except if you stripped away core engine modules

#

I tried PBO when I got the CPU and decided on not keeping it on since in my opinion extra 10% perf boost is not worth the extra 15C

Pbo does nothing for a single thread performance, 10% I'm talking about is multicore

ashen kiln
#

Unless you're not distributing "installed engine" to devs in your team, building whole engine is pointless. I wish you luck with that workflow of yours 👍 Also I've already denoted that build time is with build from game project, can't see what's the issue here.

ashen kiln
#

and interestingly, I was told that build time is impossible to reach.

#

Not sure what you're trying to achieve here.

#

I also remember you already did same thing on a previous discussion with me in this channel, I really can't understand your purpose.

zealous yarrow
#

The problem are your unrealistic claims not backed up by real evidence, with "a lot of plugins disabled" you won't be going below 3000 actions, unless you are manually getting rid of engine modules

The story sounds made up since a lot of your points don't add up at all, I'm just here to correct misinformation

And yes we had a discussion about double precision which you abandoned after I proved my point with examples

pale tiger
#

i'm using a binary build made from ue5-main and when i'm cleaning the solution i get 'Error_UBTMissing' is not recognized as an internal or external command
i had to fix Clean.bat to get it to work properly, anyone else is getting it as well?

dense widget
#

does anyone have insight into blend poses (direction) it seems to not compile on ue5-main at least and might have been an issue for awhile under main branch... is this like deprecated or something?

#

produces this error

pale tiger
#

i tried to reproduce this but i don't have EDirection enum available, is it your own ? @dense widget

dense widget
#

no its not

pale tiger
#

can you create a new blend poses with direction enum ? perhaps it got removed?

dense widget
#

just look for direction

#

ya i tried that

#

actually sorry the enum is my own...

#

but works clean on 4.27 going to try latest EA again for sanity

pale tiger
#

just out of curiosity, how does your enum is defined?

dense widget
#

but the enum is just a basic Forward/Right/Left/Backward enum

pale tiger
#

is it BP enum ?

dense widget
#

yes

pale tiger
#

hm, works for me

dense widget
#

do you have it plugged into an output?

pale tiger
#

my project is almost empty, i have like one anim only for tests

#

but it's wired

dense widget
#

interesting

pale tiger
#

i built the engine from sources downloaded yesterday

dense widget
#

ue5-main right not the EA

pale tiger
#

yeah, ue5-main

#

try and make new BP project, see if it gives you trouble

#

if yes then update the engine, if no then it's something with your current project configuration

#

at least that would be my approach

dense widget
#

going to try a smaller example like you have

#

i updated engine yesterday but its a problem I saw before in 1 other plugin i have this time I want to fix it 😅

#

oki it works its how its being implemented something changed in engine ill have to tinker with this lol

#

base case works like yours*

#

not my original case

pale tiger
#

ah, interesting

#

good luck figuring it out

dense widget
#

think this is the issue it doesnt like being fed the array of values anymore

#

removing those pins and it compiles fine

#

whether its a bug or just not supported anymore though idk 😅

#

did a work around by promoting to variable and feeding it that way

ashen kiln
#

Probably a bug, anim bp is also doing strange stuff like that with node pins on my end too

solid cypress
#

8e78854bdf: Removed the "(Experimental)" tag on the LiveCoding UI button.
People finally won't be scared of it without trying it first, haha

ashen kiln
#

well, hot-reload is fully broken atm, so there is not much chance to not use it 😄

stiff heath
acoustic oracle
#

Does anybody konw if VR and nanite function correctly in the ue5 main branch already?

strong agate
steep vessel
#

I used to have an issue where my packaged projecrt would say fatal error on other machines but now it just works so if anyone else has this issue just wait a week

robust zealot
#

I'm trying to update a UE4 project's automatic build system to build on UE5 but having some trouble
Originally I called %UnrealDirectory%\Engine\Binaries\DotNET\UnrealBuildTool.exe, but I see that it's moved to AutomationTool.
But when I call that instead I get a library 'hostpolicy.dll' required to execute the application was not found in 'C:\Program Files\dotnet'
Any ideas?

#

nvm changing the path from AutomationTool to UnrealBuildTool seems to work

quiet acorn
#

Did Chaos physics performance improved since early access released? How’s your experience with it?

ashen kiln
quiet acorn
#

Thanks, watched a comparison video couple of days ago and results were not good at all, that cached my interest. Saw a some people complaining about removal of PhysX due to those reasons but it's work in progress so hopefully it will be improved.

ashen kiln
#

I think there was a thread in forums about chaos' current state, you can check it out.

torpid valve
#

let's be honest

#

stakcing 1000 cubes and telling engine is bad