#ue5-engine-source

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torpid valve
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is clearly what everybody who makes games is doing

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Chaos is good enough to be used in Fortnite

ashen kiln
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Yep, if you have a few physics constraints here and there, and also some physics objects around, it'll work fine.

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async physics thread is best thing about chaos imo.

spring ocean
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except it was (and still is) completely falling apart with a dozen simulated meshes, every time i look something else is broken

ashen kiln
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Ragdoll is also not so stable

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but I still have my hopes up for full release

zealous yarrow
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The idea behind Chaos is great, built in physics replication capabilities, destruction, etc..

But it seems like Chaos development has been going 5 steps forward and 4 steps back with each release, seems like an endless cycle of problems, I hope they know what they are doing with it

lofty idol
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I think tackling reliability is a great goal for a physics engine in context of game development

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not having a robust networked physics solution is a pretty significant limiting factor

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I don't mind taking a few hits here and there to achieve that goal imho

torpid valve
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yeah, having fixed tick physics and tight integration with networking is boon for most games

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it's much more reliable to simulate your typical cases, like projectiles, traces, and even funky things like telekinsesis like abilities

static copper
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I'm confident they will iron out most of the issues but I do worry for people relying on specific physx things that epic will never care about doing well

urban fog
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Just wanted to bring up this issue and a simple fix I proposed which has been largely ignored:
https://github.com/EpicGames/UnrealEngine/pull/7875 (Change the default FOV to be Horizontal+).
UE5 would be a good time to change it and make all games widescreen compatible.

ashen kiln
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5.1 ๐Ÿ‘€

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So, where is 5.0 branch?

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or, was early access supposed to be 5.0, and full release will be 5.1 in early 2022?

torpid valve
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on perforce (;

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early access branch

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is done and not supported

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either way it's hard to speculate

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it's usually 1 or more month before the versioned branch is pushed to github

ashen kiln
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From that point, probably it's dangerous to pull changes on ue5-main then.

torpid valve
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im satying on main

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bleeding edge it is

ashen kiln
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Yes, but at some point, it'll be better to switch a possible 5.0 branch for projects being developed on UE5.

torpid valve
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not for me

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if there are issues

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I fix them

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;

ashen kiln
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Well, yes, but sometimes they introduce ridiculous issues which are impossible to fix in local.

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Especially with beginning of new release commits.

strong agate
torpid valve
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I didn't realized there was simple setting for it

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and I have writen some funcky hacky math to solve the issue ;d

ashen kiln
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I think this fix fits better with UE5's new big viewport @urban fog , thanks for bringing this up ๐Ÿ‘

torn steeple
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i am trying to port DLSS to my git build of ue5-main but it just errors out i can build other plugins but not DLSS

lucid wyvern
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Having issues building a project for linux with pixel streaming enabled - ue5-main branch, anyone got suggestions on how to fix this issue?

urban fog
# torpid valve I didn't realized there was simple setting for it

Yeah, a lot of devs don't know about that setting, it's kind of hidden away and undocumented. Just like devs don't even know their game would run in widescreen with Ver- fov, if this was default, at least all games would support Hor+ widescreen without even being aware.

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The widescreen community goes insane trying to fix every UE game for widescreen, and if this was default, boom, they would just all work (at least classic 3d games)

opaque phoenix
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so I want to try out ue5 source but I have space issues so I have 2 questions - can I have my source on my hard drive and compile elsewhere?

also can I reduce the space the whole thing takes?

opaque phoenix
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it is there on the roadmap from what I read. That and forward shading support.

plain lintel
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I am trying to build ue5-main branch from source(on fast SSD) using vs2022 (preview 4) and its currently compiling (win64 development), but it seems to be using only 1 core and is taking hours (still only about 1/4 thru after several hours) is this typical or is something messed up?

plain lintel
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ah looks like it might be Incredibuild related. Uninstalled it. Closed extra apps, and now its using all my physical cores and not being limited.

lofty idol
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they could pull a chaos at the last second and disable it until 5.1 or something

ashen kiln
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I think they have lots of to do with engine -> shader variable bindings because of LWC

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Because of doubles causing buffer overflow on shaders, while being written on floats.

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but there are still plenty of time until early 2022, so they'll fix those problems probably.

torpid valve
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either way there is 5.0 branch but it doesn'treally mean there won't be new features or breaking changes for 5.0

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it's just for asset versioning

torpid valve
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yes

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it should sooner or later popup on github

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for ue4 it took month or so

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for UE5 who knows ;

primal night
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Now that 5.1 is official I'm wondering if 5.0 will release sooner

cedar tree
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triangle sorting for static mesh components

crystal crescent
opaque phoenix
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is it possible to compile the engine in rider? kinda new to it

cedar tree
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yes

opaque phoenix
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any difference in performance also is it safe to delete plugins I do not need? VR for example space taken is massive and also something I am short of

ashen kiln
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@primal night Normally, it takes around 3 months for full release after version branch is pushed into github.

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So, early 2022 for release still holds on

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The issue is, we don't have the version branch yet, and I hope they push it soon :/ Otherwise, many people will be stuck at this state, because upgrading to latest commit on ue5-main will break compatibility with upcoming 5.0 release.

torpid valve
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it might the a while

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the main branch is broken atm

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i mean it works and compile

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but rendering went bonkers;d

opaque phoenix
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and I was thinking of upgrading my project from 27 to 5. Is it safe to do so and all? The engine would keep getting updates right?

primal night
ashen kiln
torpid valve
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yeah well

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im 100% it broken with LWC merge

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it will be fixed

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sooner or later

ashen kiln
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Yep, probably. I hope they fix it in single commit, so cherry picking will be easier

torpid valve
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do not

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cherry pick

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unreal

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save yourself future troubls

ashen kiln
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but that commit will be in post 5.0 commits in ue5-main

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if they ever fix it

torpid valve
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then

ashen kiln
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or wait for 5.0 branch

torpid valve
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wait for release branch to show on github (;

ashen kiln
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Yeah, probably that's what's gonna happen

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but cherry picking is nice, I remember cherry picking useful stuff from upcoming versions to our stable branch.

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They all worked well.

torpid valve
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I remember it's going haywire

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i prefer to just stay at latest

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the fixup is way easier than managing patches

torpid valve
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check distance fields on some custom meshes

ashen kiln
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by the way, is it only distance fields that are broken?

torpid valve
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by extension lumen

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ambient occlusion

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reflections

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well virtual shadows work

ashen kiln
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So, if project doesn't use lumen, it's safe to use it then?

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Because we didn't start utilizing lumen yet ๐Ÿ˜‹

torpid valve
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seems so

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I don';t use lumen much

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so i dont care

ashen kiln
fringe marten
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Hi, I'm trying to run the branch ue5-main but the VS2019 canยดt build it successfully, I get errors like files or dll are missing, I didi all the readme steps but no success any tips?

lofty idol
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just wanted to say, virtual shadows is pure magic

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I still can't believe it works 50% faster than cascaded shadows in my scenes

shy willow
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i wanna ask how do you guys use ue5-main source?

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and update it in realtime?

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isnt that build is unstable?

ashen kiln
strong agate
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I think it's possible in some cases, CSM can get hairy if you have a lot of meshes closely together, like in a city. I saw some comparisons and at least raytracing shadows can be faster than cascade in a city with a lot of buildings

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I'm not sure if VSM is faster than raytracing shadows

compact swift
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Hello community !! How is it ue5 going ?

lofty idol
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Virtual shadows can be faster in dx11 too

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you just need to have a detailed scene where the cost of cascaded shadows is simply too high

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you don't even need to do fancy stuff, enough small details and you can get the same result with a flat terrain too

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Now, obviously, if you don't have lots of small details, virtual shadows will be slower

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I see it like deferred rendering but for shadows

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if you have lots, its way faster

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as far as I'm concerned, its black magic

torpid valve
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VSM is more like virtual textures

oblique mist
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Is UE5 a rewrite from the ground up or an overhaul of the UE4 source code?

eager hedge
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neither

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it's best thought of as a larger than usual 4.x update with a new name for marketing reasons

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and a chance to break a few more APIs than usual

oblique mist
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Okay, that clears some things up for me. Thank you!

opaque phoenix
zealous yarrow
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That's a bad and a good thing at the same time

ashen kiln
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Is it only me, or Unreal 5 utilizes multiple cores better? Since we've switched to ue5, I've started to see all my cores are being utilized equally during profiling.

ashen kiln
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Shipping build @solid cypress

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I remember many of cores were being idle during gameplay on ue 4.27

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that might be effect of metasounds & async physics threads tho.

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For an easy test, you can launch your game and see core utilization on windows task manager

torpid valve
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it's definetly using them better

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componet/actor/uobject creation can be async now

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asset loading with world partition is way more grantular and fully async

stone crown
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Main is now 5.1.0?

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where has 5.0 gone?

ashen kiln
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Repost keke

oblique mist
primal night
torpid valve
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I honestly don't know how much of it is surfaced to end users

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but in general UObjects, are being made thread safe around engine

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to allow creation/destruction from multiple threads

primal night
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If Epic is God, you are the messenger

torpid valve
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looking at ISM it's not safe to add instanced from multiple threads

brave sonnet
static copper
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oh thank god, they fixed the rig hierarchy crash

opaque phoenix
opaque phoenix
ashen kiln
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I wonder what score will intel's cpu profiling tool will give now. It was scoring threading for ue4 games very low.

hazy moat
ashen kiln
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Unity has disaster async threading support tho.

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At least that was the case a few years ago, not sure if they improved it.

torpid valve
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There is job system

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everything else you have to make yourself

wheat salmon
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Hey, UE5 seems to only use my physical cores to build, is there a new setting / cmd arg I need to set to allow it to all logical cores?

torpid valve
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you don't have anough ram ?

wheat salmon
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I have 64GB that should be enough^^

torpid valve
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and how many threads ?

wheat salmon
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32 logical cores and it decided to use the 16 physical

torpid valve
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not enough ram

wheat salmon
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why? never was an issue with UE4

torpid valve
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you never noticed it

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that is if we are talking about compilation ;

wheat salmon
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well it explicitly stated to use 32 cores in UE4^^

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so I don't get what has changed that it decides to need more mem in UE5

torpid valve
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for compiation you need at least 1.5GB per thread

wheat salmon
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which is 48 GB

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and even if I couldn't use 32 cores, is there a setting to specify how many cores to use? since there is enough cores left, even if I don't utalize all 32

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I just need to add a setting to the build configuration that increases the ProcessorCountMultiplier ๐Ÿ˜„

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No idea, but I'm also now on 5.1

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BuildConfiguration.xml

<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
    <ProjectFileGenerator>
        <Format>VisualStudio2019</Format>
    </ProjectFileGenerator>
    <ParallelExecutor>
        <ProcessorCountMultiplier>2</ProcessorCountMultiplier>
      <MemoryPerActionBytes>0</MemoryPerActionBytes>
    </ParallelExecutor>
</Configuration>
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and now it limits the thread to the available memory

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xD yeah, I also never had issues with memory

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yes it is

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I did a string search xD

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I was very irritated that my engine rebuild took 30 minutes instead of 15 ...^^

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and if you also add MemoryPerActionBytes with a 0, you don't need to patch the code (which is a plus since others in my team may need a limitation^^)

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did they have such an overhead?

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yes, I updated my example from above

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you also can limit stuff with MaxProcessorCount

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there is also bShowCompilationTimes ๐Ÿ˜„

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and bStopCompilationAfterErrors

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from the Schema.xsd

worthy current
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has anyone played with Epic Distance Matching Sequence Evaluator?

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I already got the Stop and pivot prediction working with Epics new code what I don't get is their new Sequence Evaluator setup

hazy moat
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Anyone knows what is wrong or? The reference assemblies for .NETFramework,Version=v4.5 were not found. To resolve this, install the Developer Pack

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compilation wont finish.

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retarget? or what pack to install excatly 4.5, 4.5.1 or? dont know

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should i choose 4.5 or 4.5.2? why vs offers these if .2 should be just patch update?

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i thought that too, thanks i will go nuclear. I hope one day EPIC do not rely so much on .NET stuff who do not need or want it.

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I am far from programmer and i sometimes just modify code sometimes if i find what it affects but perhaps EPIC should create some mini script backend that do not rely on external runtimes. Just my 2 cents. Yes i understand that is quite huge to make own script engine but? i dont know, maybe there is some possibility.

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that is true, no argument there.

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Could be possible to resume building where it left? or it is impossible. Seems that compilation started from scratch( no -clean option in use)

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thanks for info. just now finished but now with another error by ios trash but i have excluded ios stuff at all

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i use set:HostPlatformOnly=true

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in beginning compiler wanted some ios related dummy image then i gave those .png icons and compile continued fine but seems it backfired.... even i have never wanted that ios, never

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no idea what it is, is there a way to exclude everything related to ios

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set:WithIOS=false wont work too

hazy moat
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This InstalledEngineBuild.xml needed mod(Thank you ryanjon2040) to bypass IOS error but i hope in future if using -set:HostPlatformOnly=true or -set:WithIOS=false and not sitting on MAC platform then IOS should be excluded 100%

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EPIC community managers please take this note and pass to developers.

grand epoch
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Is it normal for a first time UE5-Main compile to take this long (been an hour already):

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compiling on a i5-10600k, 16gb ram, 3080, m.2 SSD

oblique mist
grand epoch
solid cypress
cedar tree
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o_O

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O_o

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oh my

hazy moat
hazy moat
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set:CompileDatasmithPlugins=false - seems that still is compiled even i do not need those.

vapid halo
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how does unreal packaging work? like behind the scenes not how to do it

oblique mist
# vapid halo how does unreal packaging work? like behind the scenes not how to do it

You could explore /Engine/Source/Editor/TurnkeySupport/Private/TurnkeySupportModule.cpp @ line 883 @ branch UE5-main

MenuBuilder.AddMenuEntry(
    LOCTEXT("Turnkey_PackageProject", "Package Project"),
    ...,
    FUIAction(
        FExecuteAction::CreateStatic(&FTurnkeySupportCallbacks::CookOrPackage, ...),
        FCanExecuteAction::CreateStatic(&FTurnkeySupportCallbacks::CanCookOrPackage, ...)
    )
);
cedar tree
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UE 5 getting F.E.A.R esque smart objects? ๐Ÿค”

torpid valve
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more like sims

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and that's not all that is coming

static copper
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share your secrets

torpid valve
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in few hours on github

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so not exactly secret

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simulation system for massive amount of entities

cedar tree
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wasn't that the lightweight simulation stuff?

torpid valve
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i haven't browsed code

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exactly

static copper
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what's it called?

torpid valve
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so it may or may not use it for representation of entities

cedar tree
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lightweight instances that was

torpid valve
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will check it later don't want to really download code from main on p4

torpid valve
static copper
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honestly if they work out well I might just not bother with my flecs integration thingy anymore

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I'm hardly reaping the benefits of ecs architecture with something this simple (projectile sim)

torpid valve
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from I have seen there is loads of functionality, but hard to say without exactly checking what it does

cedar tree
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I bet an ECS will always be more cache friendly

torpid valve
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one implemenation is for massive crowd simulation in engine

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it might be ECS we will see soon enough (;

static copper
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just being anywhere near lightweight compared to regular actors would instantly help, it doesn't need to be as hardcore as a true Archetype-style ECS

torpid valve
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i honestly would be more than happy to have componenets which does not take forever to add on actor

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yeah they can be now async added but it still heavy registration process -;-

static copper
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that helps but it still seems overkill to use a composition model with actors

torpid valve
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GameFeatures

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is all about it ;D

static copper
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I'm still not clear on game features are supposed to be used... I need to watch that video they made

torpid valve
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I figured out, that they should be used to actually add well

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redunant

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what i say now

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game features

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you should implement the core functionality inside your Game MOdule

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but do not really use it to create any specific gameplay features, only code which will support adding gameplay things

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and then add gameplay using plugins

cedar tree
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is C++ plugin less painful now?

torpid valve
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ie, the game module should be used to integrated various other plugins and expose API to game features plugins

cedar tree
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I had massive troubles with livecoding not recognizing changes and what not

torpid valve
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what was apintful about it ? (;

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never had any issues

cedar tree
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this was years ago though

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I remember that even unit tests didn't get reloaded, not sure if it was even possible in the first place though

torpid valve
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I don't know I'm sitting on master/main since forever, idk what issues are on release versions ; d

cedar tree
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I didn't declare anything new, just changed function body of a unit test and it didn't pick it up

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had to always reload the plugin module by hand

torpid valve
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LiveCoding now support adding new classes

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editing header files

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etc.

cedar tree
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oh, that's new in ue 5?

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sweet

static copper
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siiick

torpid valve
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if you are not using ue5 it's new

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they added it few months ago to main

static copper
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ue5-main has only really burned me once so far

cedar tree
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yea I haven't used UE in months so everything is new so far ๐Ÿ˜„

torpid valve
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and yeah Mass* is implementation of some kind of ECS for sure

static copper
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they fix stuff fairly fast

cedar tree
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past few months has been mainly about house renovation and moving

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and a three month old baby making noises during the night and me not sleeping..

static copper
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hang in there...

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welp, time to ctrl+F "Mass" and see what I can find

torpid valve
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nothing at least on github yet (;

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the delay is about 4h

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before it is pushed from p4

cedar tree
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what do you have to do to get P4 access? ๐Ÿ˜„

static copper
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ah, that explains it

cedar tree
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get a license?

static copper
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his uncle is Tim Sweeney

torpid valve
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you need custom deal

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or get drunk

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whiever suits you

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๐Ÿ˜„

static copper
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well that was fast

solid cypress
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looking forward to some demo of the tech

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but it is huuuuge

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can anybody elaborate on smart objects? How can be these useful? From what I saw it looks like some objects around the world which direct AI.

torpid valve
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Sims

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I mean there is hardly any better explanation than Sims

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smart objects tell your agent

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what it should do

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they encapuslate behavior

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your agent does not need to know what to do with ue. sandwich

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it's sandwich telling agent what it should do with it

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it makes very easy to add new behaviors to game

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since you never need to touch your agent

solid cypress
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aaah that's really cool. I mean I have been probably doing something similar with objects giving abilities but I am sure this is well beyond that.

torpid valve
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the interesting part about Mass plugins

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is they are not under experimental section ;

static copper
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that's a good point

solid cypress
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and there is also replication related code

static copper
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almost certainly being used in something epic is doing, there's way too much stuff here

torpid valve
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ok skimming trough code it looks like archetype based ECS

static copper
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lmfao

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it's happening

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the question is if we can actually use it like an ecs

ashen kiln
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"49,140 additions"

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lmao

torpid valve
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um yea

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this system seems far more advenced than anything unity have done over past 5 years

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-;-

static copper
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and here's the kicker:

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it will almost certainly have serious support sooner

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this is so funny

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already some example maps in the content folders for one of the new plugins

ashen kiln
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did Mieszko wrote all of those code by himself? thonk

torpid valve
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no idea, (;

ashen kiln
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I mean, it's possible lol

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It's sad those will be included with 5.1 ๐Ÿ˜ฆ

solid cypress
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I pity the docs team

static copper
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I would not expect docs on this for a while

solid cypress
torpid valve
static copper
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I would appreciate a "wtf is this" readme or something though

torpid valve
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the release branch is pretty much in sync with main, it's mainly for sample versioning

ashen kiln
#

oh, the perforce depot?

solid cypress
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yep

torpid valve
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yeah

solid cypress
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that one seems to be still receiving new changes from Main but has version set to 5.0.0

spare orchid
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who hath summoned me

torpid valve
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you always wanted ECS

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so here you are (;

spare orchid
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oh interesting

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lets see

solid cypress
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@cerulean salmon might be interested too for Horu armies

spare orchid
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no fucking way

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its an ECS

torpid valve
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yeap, and seems far more advanced and better integrated than whatever unity is doing

static copper
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FLWComponentSystem? Large World stuff?

solid cypress
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lightweight component

static copper
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oh, I'm dumb

torpid valve
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haha no worry my first was also LArge world

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but ehn it was missing C and was confused ;d

solid cypress
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me too :D

torpid valve
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all I can say is Epic rarely adds stuff they dont use to engine

ashen kiln
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horde ai coming to fortnite then

torpid valve
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if went with it, it means they need it

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seems like Tim is pushing metaverse, everybody is creator hard ;d

static copper
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alright, time to figure out a new cute set of ECS terms

spare orchid
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they are going with the generic ones

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lol it looks exactly the same as Decs that i wrote as prototype

static copper
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not sure what a FMassVelocityFragment Fragment is

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it's just a FLWComponentData struct though

spare orchid
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Fragments are the smallest type of component

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thing is that they also pack multiple fragments as one component

static copper
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so you can add another sort of layer of organization to your entities, weird

torpid valve
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editor crashes when trying to create Pipe Schematic in editor ;d

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it serosily seems like base for new gameplay framework

static copper
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there appears to be a more concrete example in the test suite

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can you run any of the levels?

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I need to build the engine over night

torpid valve
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seems like some code is missing;

static copper
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UFarmWaterUpdateSystem is your regular ol ECS system

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weird they set up system ticking uniquely in there

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I guess queries are really more important than having a system ticking setup (for the base ECS impl)

cedar tree
static copper
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hahaha what the hell

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check out FDataFragment_CharacterMovementComponentWrapper

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they already have CMCs running in it

cedar tree
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I can't find it

static copper
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er more accurately UMassCharacterMovementToMassTranslator

cedar tree
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what's the file

torpid valve
#
USTRUCT()
struct FDataFragment_CharacterMovementComponentWrapper : public FDataFragment_ObjectWrapper
{
    GENERATED_BODY()
    TWeakObjectPtr<UCharacterMovementComponent> Component;
};
static copper
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MassGameplay/Source/MassActors/Private/Translators/MassCharacterMovementTranslators.cpp

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I wonder if it even helps

torpid valve
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nah

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looking at implementation

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it is exactly what it says

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wrapper

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(;

static copper
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a "translator" in this case

torpid valve
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either way

static copper
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yeah, I'm just being annoying

torpid valve
#

it just takes component and set values directly

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nothing special

static copper
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I had something like this in my shitty UE4 flecs thingy

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I never bothered to use it though

torpid valve
#

you are still going to be bottlenecked by grace of simply deferencing pointer to cmc

static copper
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I have so many questions for this thing

torpid valve
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and cmc in itself is so complex, because it solved edge cases you can't possibly imagine when you start writing it from scratch : D

cedar tree
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yea I was surprised how low level the actual movement code in there is

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like "integrate along this line and check if we hit a floor"

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or so

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though I guess that's how it usually is ๐Ÿค”

torpid valve
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yeap, the code is in particularly cache friendly

static copper
#
  • Do component/tag add/remove actions always get deferred to next frame?
  • Any hierarchy/grouping features? (not that we really need those)
torpid valve
#

moving it to ECS would be more for organizational preferences than for performance

static copper
#

I actually kind of wish it was sparse set because that's a bit more appropriate for most games

#

but it seriously does not matter lol

#

as demonstrated by vblanco switching his space battle between two different ECS libs and seeing 0 noticeable change

#

I'm just worried about comp adds being bad

torpid valve
#

in the end you are bottlenecked by how fast you can update transforms in unreal in that cases

#

they are crap

cedar tree
#

yea it also is pretty... involved

torpid valve
#

and for more player centric features like CMC, there are lots of replication/reposnsivnes/edge handling issues where the performance is eaten away

cedar tree
#

another thing that surprised when I dug through CMC ages ago ๐Ÿ˜„

torpid valve
#

what I'm curious if we will see some deeper integration between it

#

and NetworkPRediction

#

I know 100% that GameplayAbilities and NP will be integrated

static copper
#

it would be simple to get going if they can get the NP model to understand archetype changes...

torpid valve
#

like Abilities running on NP

static copper
#

any takes on the replication? are they syncing entity IDs or just sending the data?

torpid valve
#

it's hard to say it doesn't seem to be entirely finished

#

but seems to send data

#

not just id

#

but it is "bubbled" in regions

static copper
#

if you don't sync entity IDs you have to have something else as a network handle

torpid valve
#

I meant they are not just syncing id ๐Ÿ˜„

static copper
#

ooh, my bad

torpid valve
#
        FMassClientHandle ClientHandle;
        FMassViewerHandle ViewerHandle;
static copper
#

I guess my mission must now be to port my niagara bullets array thingy to this

spare orchid
#

so this is basically the real deal

#

actor pooling, ecs networking, a ActorComponent to connect an entity with an actor, LOD system

#

and some sort of AI system

static copper
#

This is so crazy

#

No fanfare at all

#

I guess it's not glamorous

spare orchid
#

as of now UE5 has more ECS than unity

#

as they actually have a component to add ecs components to an actor while unity doesnt

static copper
#

Any blueprint support? The editor module stuff is Greek to me

#

They just need a system order window

#

Or at least a list of stored queries? That would be sick

cedar tree
#

I just hope Epic starts using the system too so that it doesn't fall down into limbo like a lot of unity stuff seems to do ๐Ÿ˜„

spare orchid
#

you can add components in BP

#

actual BP access im not sure, checking that

static copper
#

Can't think of anything really abandoned that people care about besides html5 support

solid cypress
#

"that people care about" and html5 support?

spare orchid
#

they are using it for that crowd system

solid cypress
#

not sure if these two go together :D

static copper
#

He means the new ECS plugin

solid cypress
#

yeah, I mean that people don't care about html5 support. It was not working well and nowadays you can just use cloud gaming instead.

static copper
#

Ooh

spare orchid
#

no ufunctions anywhere

solid cypress
#

I am curious to see what will happen for the ECS & editor support

static copper
#

They are sprinting past unity already

#

It can only get better

torpid valve
#

Well there is that everybody knows secret Valkyria branch for Fortnite modding

static copper
#

Oh yeah, I almost forgot

torpid valve
#

Which first mentioned ECS editor

solid cypress
#

will be also curious to see if the new scripting will support it

solid cypress
static copper
#

They referred to entities in a commit message

solid cypress
#

ah cool

torpid valve
#

There is also pipe asset

#

Under ai category

#

But 8t crashes when opening

#

Because someone did not changed module names around

solid cypress
torpid valve
#

Who wouldn't ;d

static copper
#

Now there's the mystery of that frost thing

#

I assumed it's a new game

torpid valve
#

I assumed it was some dev branch for Fortnite ;d

#

For engine that is

#

Because games have their own depots

#

I'm eagerly awaiting till all of it is going to be put toghater

#

It,s clear that all new ai related system were made with ECS in mind

static copper
#

This is still surreal to me

#

Now we just need better scene components that work with this

#

But I'm over the moon as it is

torpid valve
#

This cloud take q while there 20 years of legacy

solid cypress
torpid valve
#

But it will be sooner than unity

#

Ok let's be clear

#

Lyra is new sample

#

But that's all there is to tell

solid cypress
#

imo Frosty will be winter presentation for GDC and Lyra game sample. Like the lava trailer and shooter game for UE4 & desert trailer + valley of the ancient for UE5 EA

#

but it is only speculation

static copper
#

That's a smart guess

ashen kiln
#

nah, probably a fortnite 2 keke

cedar tree
#

would be cool if fortnite had masses of mobs in singleplayer mode

#

like, actual crowds

torpid valve
#

nah

#

it would be cool if they did it in multiplayer ๐Ÿ˜„

torpid valve
#

the real question is

#

why it is called MassEntity

#

and not MetaEntity : >

spare orchid
#

what the fuck is a SmartObject

#

like a smart object has sort of sockets inside to run behaviors

#

the hell is tihs

torpid valve
#

Sims = Smart Object (;

#

smart objects tell your agent what he is supposed to do with them

minor axle
#

this UE's ECS plugin killed my job with my implementation of army ๐Ÿ˜ฆ

spare orchid
#

thats kinda what i was checking. @torpid valve pretty cool

#

so then they are going pretty ham on AI systems

#

still absolutely nothing spoken about

cedar tree
#

so smart objects in UE 5 are the same as smart objects in FEAR

torpid valve
#

@spare orchid yeah well, mieszko does not annouce much, prolly becausedo not know if he can finish it : D

solid cypress
#

For anybody interested in how the StateTree & ZoneGraph looks

torpid valve
#

you made it work

#

i cloudn't get how to configure zone graph ; d

solid cypress
#

I just created lane profiles in project settings, placed zone graph data actor, zone shape actors and pressed Build ZoneGraph in the Build menu

#

testing actor is showing how it is projecting to the zone graph

torpid valve
#

hah ok i missed zone graph data on level then (;

#

thanks ;

solid cypress
#

the code says it should automatically spawn the zone graph data but it does not, so I placed it manually ๐Ÿคทโ€โ™‚๏ธ

torpid valve
#

just forny body interested MassAI does not work

#

crash on start

#

and for other fun plugins

#

ControlFlows

solid cypress
#

I will maybe investigate that one later. I am afraid that for Mass it will take me week of reverse engineering to get where I could get with docs in 1 day ๐Ÿ˜…

torpid valve
#

it's plugin which implement API for well flow of events

solid cypress
torpid valve
#

you can queue up events and they will run in order or wait for other event to complete

solid cypress
#

that's cool

ashen kiln
#

is this early Christmas?

torpid valve
#

I think it's something easy it crash In gameplay debugger i think it wil be fixed soon enough ;

torpid valve
#

one things that people don't know about

#

is IK retargeting system

#

it can run at runtime

#

and is more advanced than motion builder

#

you can literally retarget any skeleton to any other skeleton

#

there is also Motion Matching, but thats probably known

#

what is not known is that recently they added default implementation for CMC

#

library of modifiers to generate curves

#

like.. the fortnite money is really invested into the engine

torpid valve
#

Motion Matching trajectory prediction based on CMC movement model

#

the UE5 version of motion matching works based on capsule movement not root motion

#

CMC itself is maintained but not really developed ;

foggy wolf
#

Anyone know if UE5 World Partition is dynamic, and if we can access/modify it on runtime with c++?
I was hoping I could reuse its nice streaming and grid system to create randomized infinite maps

foggy wolf
#

It was just a simple thought, I was thinking if I already had access to the information like current grids, cell sizes etc, I wouldn't need to create just another system that did just the same

#

And you don't need to handle all the cleanup yourself from loading/unloading levels? I don't really know how much gets left behind if you are simply performing these operations constantly over an extended period of time. But then again I don't know WP very well yet either, as you mentioned before they pretty much use the same level streaming as the older WC right?

#

I was planning to test it with something simple like driving down an endless road with some turns, bumps, trees etc, just too test out the performance. If you think doing it manually is the better approach, then I will just go with that ๐Ÿ™‚

cedar tree
#

I'm not really sure what new the zonegraph brings to table compared to the old navmesh

static copper
#

I think I got the PipeSchematic thing working

drowsy patrol
#

oh. loli posted it already, mb.

static copper
#

this appears to be how you order your ECS systems in "pipelines"?

#

I'm still clueless on most of the api

simple lynx
#

Anyone saw anything related with NavigationSystemV2 in the latest commits?

#

Miezsko mentioned it some weeks ago but couldn't find it yet, I'm hyped af after seeing that mass AI thing panda_hype

static copper
#

the Mass AI navigation is using the zone graph subsystem

#

man they are really loving subsystems

simple lynx
#

If we're going to have mass amount of AIs then I guess UE should be able to render mass amount of SKs too?

static copper
#

yeah, that's the biggest missing piece here

#

kinda pointless if I still have to use my stupid niagara stuff for bullets etc

simple lynx
#

Hey your ECS repo is great

static copper
#

they are using ism for the farm test

#

(which are still scenecomponents)

#

but that's one way to render stuff I guess

scenic mauve
#

Hey what is the order of steps when you are going to update your build to the latest version?

  1. git pull
  2. Open up solution file and then build or start new debug instance.
  3. If successful, open up a project solution file and build / start new debug instance.

Is that it? Do you ever need to run any batch files?

static copper
#

in my case I prefer to always run the setup.bat

#

especially if I waited a long time to pull

simple lynx
scenic mauve
#

So its git pull, setup.bat then visual studio code...

simple lynx
scenic mauve
#

I've been running GenerateProjectFiles each time.

static copper
#

but that might be overkill

scenic mauve
#

hmm okay, thanks

static copper
#

Glassbeaver's stuff is insane

#

I would be over the moon with like 5% of that performance

simple lynx
#

Maybe those "similar things" can provide that %5

#

Thats why I'm excited rooexcited

static copper
#

I kinda wish they aped the flecs api lol

#

here I am bitching about our actual ECS api though

#

and "Mass" is a confusing name sometimes

simple lynx
#

I think that tweet I've posted confirms "mass" is related with the amount of agents

#

But how 'mass' lol

static copper
#

"Mass Crowd Sim" is probably how the name started

#

nothing really wrong with it, I just love fancy names

static copper
#

smart objects are still a mystery so far

#

they are regular actors that have a rendering component and some kind of AI logic you can make that they use to interact with it?

#

they are used by Mass but SmartObject does not require Mass

static copper
#

"MassRepresentation" is how things are rendered I see

#

uuuh

#

it just manages static mesh instances? cool

simple lynx
#

Hm

#

Hmm

#

leaves with disappointment

static copper
#

it does a lot of work for you though

simple lynx
#

True, seems like there are some very low level optimisations going on but its not even sketal mesh

simple lynx
#

We also have MassReplication

#

wow

#

Spline based AI crowd system

#

Alright

simple lynx
#

This Mass AI thing is totally something outside of UE's bounds

#

It has Valve's client-server thingy

#

Like
#if COMPILE_CLIENT_MASS_AI

#

Seperating code blocks

spring ocean
#

might just be to run it headless

opaque phoenix
#

is there any workaround for disabling auto exposure as setting it to manual does nothing in the engine settings.

Any code I could fix?

opaque phoenix
simple lynx
#

Yeah

opaque phoenix
torpid valve
#

It's from Sims

#

Smart Objects tell your agent, what it should do with them

#

they encapsulate behavior/action

#

so your agent does not need to know how to use it

simple lynx
#

Type Mass to Github's repo search

opaque phoenix
#

oh its built in?

#

interesting

static copper
cedar tree
#

I wonder how mass entities work interaction wise

#

like, is it really slow or fast to do line traces against them for example

#

or do overlap checks to them

torpid valve
#

you see

#

mass entity

#

does not have any world representation (;

#

there are wrappers around existing systems like Instanced Static Mesh or actor

cedar tree
#

well, yes

#

I doubt the use case for mass entities is to run abstract simulations that the player can't interact with ๐Ÿ˜›

#

or see

torpid valve
#

you cloud be surprised (;

#

but in general you are right

#

point being

#

there is no special representation of entities, at least as of now

#

the final rendered part is what it was before

#

scene component

cedar tree
#

yea I'm just hoping it won't be a completely separate system with its own API that is completely incompatible with existing tools

static copper
#

There was that crazy Niagara army thing that swaps in true actors when you get close

#

Not really a great solution imo

opaque phoenix
limpid light
#

whoaaa! damn, what amazing news to wake up! My dreams are coming true ๐Ÿ™‚ ECS for UE5, and a large-scale efficient AI system built on top of it? YES PLEASE ๐Ÿ˜„

unborn jolt
#

whats ecs

opaque phoenix
limpid light
#

Entity Component System. A pattern to deal with processing large numbers of entities

torpid valve
#

that is actually side effect ;d

limpid light
#

@opaque phoenix scroll up ๐Ÿ™‚ screenshots and links to recent checkins

torpid valve
#

it's more about code organization at least from my pov

limpid light
#

its a data oriented design yeah

torpid valve
#

for everyone in doubt how to use it

limpid light
#

that is a great talk, Ive linked it many times to others before

opaque phoenix
#

RIP unity ๐Ÿคฃ๐Ÿคฃ๐Ÿคฃ the only point my coworker uses to call it superior

torpid valve
#

well UE5 have more ECS implemented aand integrated than unity after 5 years -;-

limpid light
#

Well, remains to be seen how efficient the code execution is. Burst in Unity is an amazing compiler

opaque phoenix
torpid valve
#

it's hardly a selling point, if it is barerly integrated with the rest of the engine (;

limpid light
#

I've heard rumors of LLVM in UE5 though, and perhaps some of this is using Intel's ISPC?

opaque phoenix
#

as of now I hope they do something about cpp compile times and the pipeline there in general

limpid light
#

@torpid valve Many AAA games end up writing their own versions of these kind of systems, either using UObjects or raw C++ classes. Actors are simply way too expensive to use at large scale

opaque phoenix
#

ecs sounds like the way to go for projectiles at least?

torpid valve
#

my point was that in unity case the extreme performance is hardly a selling point if it is barerly integrated into engine (;

limpid light
#

I'm working on a project with a large world and systems with large arrays and processing, so was about to start doing the same.

There is a decent talk about Conan Exiles and how they did their own ECS system in UE4 if you're interested

torpid valve
#

seen that

opaque phoenix
torpid valve
#

After watching it few times, I think they cloud have done it differently

#

like there is no reason to simulate everything, always (;

limpid light
#

That is true yeah, and Unity are struggling with that aspect. But I hear they are redoing a lot of DOTS to be more user friendly.. I suspect it might end up as the executing engine and the user still deals with game objects

torpid valve
#

you know, that they are redoing it for past 5 years

#

and we are still at starting point xD

limpid light
#

I know ๐Ÿ™‚ I was following and using it quite a lot over 3 years

#

Honestly I have no idea if or when they'll end up finishing v1 of DOTS

opaque phoenix
limpid light
#

yeah I went back to Unreal around 2 years ago and cant say I regret it ๐Ÿ™‚ lot of Unity is a total mess.. the rendering pipelines alone are worth fleeing from

ashen kiln
#

Without a proper gameplay framework, I still wonder how people are using unity to develop games.

opaque phoenix
#

I see people saying Unity is good cuz they saw Genshin Impact. As if they use the vanilla version of Unity ๐Ÿคฆโ€โ™‚๏ธ. Most of the arguments are dumb saying dont blame the tools.

Why should I waste time on fundamentals (behavior trees, AI Perception, Game Instance,etc) which is practically reinventing the wheel.

limpid light
#

C# is lovely to work with honestly ๐Ÿ™‚ and the "High Perf C#" variant that Unity uses for Burst is great too, its like a subset to get around gc issues and having better memory alignment and cache utilization.

opaque phoenix
#

Isnt UE getting a new api too?

#

Also general question, can anybody point me in the right direction for modding the engine source? I do know some cpp but would love to try it out. (I have the ue5 main on my device)

#

I live in a country full of programmers and software engineers. No wonder UE devs earn well here. Not many people in UE that advanced.

torpid valve
#

i found out if you sepcialist in anything

#

it's you who dictate terms

limpid light
#

Yeah I'm looking forward to seeing how Verse (the upcoming gameplay scripting for UE5) will turn out. Personally hoping it will replace BP over time and we'll have some kind of LLVM compiler behind it.. but this is just my wishful thinking ๐Ÿ˜„

torpid valve
#

it wont

#

visual scripting is flat out better

#

at handling event driven gameplay things

#

where you can clearly see the split flow in multipler directions

#

the sample they showed on verse looking like anti pattern for async/event driver programming -;-

limpid light
#

Well, Epic has a public job open now to build a new visual language on top of "a new scripting language" ๐Ÿ˜‰

#

So I think we might get both, the best of both worlds!

torpid valve
#

i start to think they are looking for guy to create new skin for blueprint

#

to match rest of the engine xD

#

i mean not much to change for BP it's bytecode it can just generate different bytecode for new VM

limpid light
#

we'll see what ultimate plan they have ๐Ÿ™‚ but I would love to have a good gameplay scripting language AND a visual language, and preferably both would have the same underlying runtime and have the same performance.

limpid light
sour echo
torpid valve
#

yes it means their marketing team really like to add "meta" to everything [;

lofty idol
#

ue5 ecs ๐Ÿ˜ฎ noice!

#

that came out of nowhere ๐Ÿ˜„

limpid light
grand epoch
#

Wondering if anyone could help me with navigating this error I'm getting when building the main engine?

#

I'm also hitting a breakpoint due to missing symbols when I run previous versions of the engine and/or projects through visual studio (although the projects themselves work fine when ran from their .uproject). I'm unsure if it's related or not.

limpid light
#

Most likely that is due to some files being moved and you might be copying over to a folder you already had a previous version so now you end up with duplicates?

grand epoch
#

@limpid light I think you're probably right, but I'm unable to locate those files in the designated location so I'm unsure how to manually remove the main duplicate. I was hoping to avoid rebuilding again as it somehow seems to take my computer 6 hours ๐Ÿ”ฎ . Any thoughts on finding those files or should I wipe the folder location and start fresh?

limpid light
#

When I do engine source upgrades, I have the vanilla version in source control (Perforce). Then I delete all local files, copy over the fresh ones and then run a diff to create the delta to submit.

#

Hunting through and manually removing files that might have been moved or deleted is way too much of a hassle, I've done that in the past ๐Ÿ˜› best to start fresh, delete all files and drop in a fresh copy

grand epoch
#

Thanks for the advice! I've only been teaching myself since about March so I'm still pretty new, but I've been getting to the point where I should probably have source control set up as well so I'm going to look into getting that situated, then wipe things and start the build process again, really appreciate the input ๐Ÿ˜„ .

limpid light
#

Good luck, I know there's a million things to learn

solemn zephyr
#

hey so how easy is it to modify the source code ofunreal engine?

#

like to add your own stuff and what not

solid cypress
simple lynx
#

Another "experimental for forever" plugin then ๐Ÿ˜„

#

Like EQS

torpid valve
#

good less people will use good features because they are scared of experimental [;

simple lynx
#

I'm just wondering the motivation behind this plugin

torpid valve
#

which one ? : D

simple lynx
#

All of the Miezsko mentioned

#

Gameplay feature, needed for Fortnite, movie industry, Miezsko just got bored, which one?

#

Epic wanted to open a door for RTS enthusiastics?

torpid valve
#

Epic never makes features which they do not use in their games

simple lynx
#

I think they do

torpid valve
#

no

#

they dont

#

the other half are high profile licensees like disney

simple lynx
#

AI framework is full of mystery classes (PawnActions, hotspotmanager, HTN) that probably even Epic not using

torpid valve
#

HTN was weekend project of mieszko

#

rest of the stuff was to be used in Fortnite

simple lynx
torpid valve
#

but enver got to this point

simple lynx
torpid valve
#

since BR exploded and he finally cloud get his own team (;

#

before it was simply limited by resources

#

there are projects going on which we don't know, but most of them revolve somehow around fortnite

#

there are leaks and unforimed leaks

#

the configred is mod tools for Fortnite, like.. full editor

#

the unconfirmed.. open world fortnite rpg (;

solid cypress
#

Small steps towards more modern C++

#

Core constexprification pass

torpid valve
#

How it is different from entire async library ?

cedar tree
#

so what happens when someone modifies blah? ๐Ÿ˜›

#

rhetorical question really

torpid valve
#

ah so it is supported by compiler and co_await is new keyword ?

#

ok I see it is

#

the good part is Epic adapt new C++ ASAP

#

the bad part is that new C++ standard are suslly held up by consoles

#

read rest (;

cedar tree
#

doesn't the engine already have async primitives for doing parallel stuff?

#

or is that all off limits for gameplay code?

torpid valve
#

it does

#

it's not languague level support

#

UE5 in particular have all the async libraries enchanced

#

and streamlined

#

on high level it's really easy to write async code in ue

cedar tree
#

I'm just wondering what does language level support mean in general. Would the compiler check for race conditions or use after frees in parallel code? Like when system A owns stuff foo and then system B modifies it but whoops A already deallocated it

torpid valve
#

lets be honest here

cedar tree
#

I suppose in a nutshell: would it be as advanced as what rust does or is it impossible due to C++ being C++ ๐Ÿ˜„

torpid valve
#

in C++ it means another footgun

cedar tree
#

yeah

torpid valve
#

and no its impossible to do in C++, I mean with reasnable cost to deliver it

cedar tree
#

so I suppose keywords like co_await or so would just make the function return a future (or equivalent) under the hood and add yield points somewhere and then execute it in some executor under the hood?

cedar tree
#

though with C++ you still need an executor

#

whereas C# I assume comes with an executor in the VM?

jaunty fulcrum
#

coroutines are like the one unity feature i wish we had in ue

ashen kiln
#

There are latent actions, but a bit more complex to use.

opaque phoenix
#

has anybody managed to use the new ecs stuff people have been mentioning in ue5?

shy willow
#

i dont think anyone use it yet since is still experimental

#

๐Ÿค”

opaque phoenix
#

some pretty cool stuff popping up tho. Mass AI seems to have tick aggregation and all so its like some really optimized AI base class or something?

vale hill
#

yeah excited for MassAI stuff too....

torpid valve
#

Mass AI is exactly what the name suggest

#

framework to simulate massive amount of AI

#

it's not nessesarly just for crowd simulation

#

but for running fully simulated AI agents

#

with behaviors etc.

#

it is based on archetype ECS (.

opaque phoenix
#

tick aggregation right out of the box sounds damn cool tho. Saw the sea of thieves gdc on it.

torpid valve
#

nah

#

tick aggregation

#

is not even close to what MassAI is capable of (;

#

it's orders of magnitued more efficient

opaque phoenix
#

ahh someone has been busy ๐Ÿ˜

simple lynx
#

I think Mass AI intended to use with a significance manager

torpid valve
#

no

simple lynx
#

It has its own significance manager inside

torpid valve
#

it has LOD implementation

#

(;

#

MassEntity -> MassGameplay -> MassAI -< chain of dependencies

opaque phoenix
#

so epic was not kidding about being more artist friendly

hazy moat
#

IOS cancer strikes again, even patched InstalledEngineBuild.xml wont help, EPIC please add fix that ignores everything apple related. Cannot compile again.

#

anyone knows way to force compile and bypass ios trash?

#

I hope someone in EPIC will -Set:HostPlatformEditorOnly=true enforced so heavily that noting more are needed and only exact host platform stuff, even so harsh that if compiling 64bit only then only 64bit is included.

static copper
#

Generateprojectfiles.bat has options to skip platforms

#

Unless that's what you mean already

#

This engine could really use a more "bare minimum" attitude. Too much stuff I'll never use on by default

hazy moat
static copper
#

Ah, I was thinking of setup.bat

#

You just add -exclude=IOS to whatever runs the .bat

#

Not sure if this actually solves your problem

hazy moat
hazy moat
#

ue5 latest src is stalled(RunUAT stage) currently because of IOS terror, if anyone have any tips to bypass or force compilation with ignoring ios then i would be really glad. Even enforcing both -Set:HostPlatformEditorOnly=true -set:WithIOS=false would not help, but -Set:HostPlatformEditorOnly=true should be enough as i understand in reality.

cedar tree
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does anyone keep track of master branch commits and which one of them builds and works?

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oh wait, "main"

lofty idol
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ryanjon2040 has a discord channel where his bot makes daily builds and posts results

ashen kiln
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is ue5-main still having build problems? cool_think

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Afaik it should always build as long as you don't enable enterprise plugins in your project

hazy moat
opaque phoenix
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for some absurd reason my enitre ue5 main project is compiling after recent pull instead of just changes ๐Ÿคฆโ€โ™‚๏ธ

trim locust
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always depends on what was changed, if something in the core got updated it has to rebuild almost everything

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changed 2 lines of code yesterday in one class and that forced a complete recompile^^

zealous yarrow
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Usually if you touch any of the engine header files you are in for almost a full rebuild
Cpp changes shouldn't do that

opaque phoenix
opaque phoenix
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I need help. The console keeps giving me this when I try to compile

north ruin
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Is water system able to work with 16k landscape?

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Seen some posts that it wouldn't in ue5 early access.

lilac sigil
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Hey, trying to get UE5 built and running, but whenever I try and create/run a C++ project (blueprint works fine), steamVR launches, and then I get an error that says ^

hazy moat
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Dear EPIC, any official statement about how to truly bypass iOS out of compilation? I really want to get rid of it and finally able to compile ue5-main editor again. -set:HostPlatformOnly=true should make this happen.

ashen kiln
hazy moat
ashen kiln
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UnrealGameSync is a gui tool, integrates with perforce & automation tool to build your project.

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you can find some info in docs I think.

hazy moat
ashen kiln
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I'm not sure why it's trying to build ios, I've never had that issue.

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Maybe remove ios from your target platforms? Because normally it shouldn't try to build it

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at least in empty project

hazy moat
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Setup.bat --force --exclude=Win32 --exclude=Linux --exclude=Android --exclude=Mac --exclude=IOS --exclude=TVOS --exclude=HoloLens --exclude=Lumin -exclude=LeapMotion --threads=2 --max-retries=6 --exclude=Debug --exclude=Templates --exclude=DDC --cache=D:\UE5_gTemp

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GenerateProjectFiles.bat

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RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=.\Engine\Build\InstalledEngineBuild.xml -set:WithClient=false -set:WithServer=false -Set:WithFeaturePacks=false -set:AllowXGE=false -AllowParallelExecutor=false -set:HostPlatformOnly=true -Set:HostPlatformEditorOnly=true -set:WithIOS=false -set:WithDDC=false -set:WithFullDebugInfo=false -set:CompileDatasmithPlugins=false -set:WithHoloLens=false -set:SignExecutables=false -set:AnalyticsTypeOverride= -set:EmbedSrcSrvInfo=false -set:CrashReporterAPIURL= -set:CrashReporterAPIKey= -set:GameConfigurations=Development;Shipping >.\RunUAT_Log.txt

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when ios bypass InstalledEngineBuild.xml still worked then i built just fine

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now it is not working and ios error pops up but i do not need ios

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this all worked fine as it produced working build, but now i cannot get rid of ios error

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I prefer to compile UE more quickly by excluding unneeded stuff and reducing download size and waiting with slow internet.

limpid light
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Having some new issue building UE5 main branch, anyone come across this error before? If I clean our Intermediate/Saved then I get the same error but in a different file (due to non-deterministic order I guess).

ERROR: Unhandled exception: Dependency file "F:<path...>\Module.InterchangeResultsBrowser.cpp.json" version ("1.0") is not supported. Expected version "1.1"

Update: This is something to do with a sourceDependency generation feature of the compiler, and somehow it seems an older compiler is being run in my instance even though I have the latest VS 2019 installed.
See https://docs.microsoft.com/en-us/cpp/build/reference/sourcedependencies

limpid light
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Managed to solve it, it was some registry crap about old versions of VS

hazy moat
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i too managed to find a way to hack and bypass iOS error weird way, i inserted fake images(picture) in right place then when compilation showed error in the end THEN i replaced InstalledEngineBuild.xml with iOS stuff deleted and then build was complete success. I just hope in future this is not needed.

solid cypress
torpid valve
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that's some ninja popup

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nothing like it on p4 -;-

primal night
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No idea as to which one should I continue to build? ue5-main or new-live/ue5-main?

ashen kiln
torpid valve
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if there was to be 5.0 on github it would be just callsed 5.0 or release-5.0

torpid valve
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since everything is dumped from perforce (;

ashen kiln
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btw

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there are no differences?

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Seems like there is nothing to worry about, probably they've changed how they're syncing git with p4 and testing it on a new branch.

primal night
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Cool. So I'll continue with ue5-main

idle ember
torpid valve
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prolly new source control system

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there will Source Control Plugin for it on plugin in few hours

static copper
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An eventful week in UE5 git watching

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Thanks for keeping us updated on fancy new stuff

cedar tree
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thank you for your service <o

ashen kiln
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Is this source control system developed by Epic?

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Never heard of Skein

coarse narwhal
narrow pelican
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That's what I'm seeing also, never used it before. But I don't use apache since I've always preferred Nginx lol.

torpid valve
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it is developed internally

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Source/Programs/SkeinCLI

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and Source control plugin is looking for executable inside engine folder

solid cypress
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Just came here to ask about Skein, I see I am late :D

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a few months ago Epic mentioned they are reworking VCS support, so this could be what they meant

torpid valve
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last year they also metioned they are working on virtualized projects

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so you don't have to download everything

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just the parts you need to run map or soemthing

solid cypress
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yes, I saw the source for it some time ago. Looks quite interesting but mostly for AAA

torpid valve
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either way in commits there are loads of stuff that seems to be related

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Mirage = Storage BAcked, Zen2/http

solid cypress
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but with Nanite it can get much more important even for Indie. Projects can grow really fast.

torpid valve
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and of course Horde = their own distributed build system for building/cookings/trackin commits.

solid cypress
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Yup, I am running Horde locally :P

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for my hobby proj

torpid valve
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I cloudn't figure out how to run dashboard ๐Ÿ˜„

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I cloud get all API calls working, just not dashboard

solid cypress
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it was tedious some time ago but now there is just single build graph script which generates you .msi installers for everything :P Then you just need to setup configs and stuff like P4 connection.

torpid valve
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00 might try it later then : D

solid cypress
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It is in Engine\Source\Programs\Horde\Installer\Installer.xml
You will need yarn in os PATH.
But expect reverse engineering for the setup of config. Last time I checked the default config was almost empty, so everything needed to be entered manually. It took me a few hours but then it was nicely automatically triggering build graph script for my project on P4 commits. They added big (mostly) generic build graph script for building, cooking and running simple tests as game startup test. It has also Horde stuff like UGS badges included. That one is in Engine\Build\Graph\Tasks\BuildAndTestProject.xml

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it has no user management. It supports OpenID and contains implementation only for Okta provider which Epic is using. So to get it running up and quickly you will need to use anonymous mode.

limpid light
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What would you say is the biggest benefit for using Horde over Teamcity/Jenkins and just kicking off a build script yourself? The distributed nature? Like Incredibuild then?

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Just curious, Ive heard Horde mentioned just never known what it was

solid cypress
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the ability to automatically understand buildgraph scripts. Depending on the buildgraph script setup it can automatically distribute and parallelize it.

limpid light
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nice, so there are even benefits to running it locally on a multi core cpu?

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working from home has sadly made distributed tools (like Incredibuild) a bit less useful :/

solid cypress
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It is not that granular parallelization. It is parallelization at the task level. So if you are building for Win+Xbox+PS, these three compilations can run on different agents

limpid light
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ah nice, so like an orchestrator

solid cypress
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yes, but surprisingly Horde allows almost no build configuration on website. You just specify P4 connection, schedules, path & parameter to your BuildGraph.xml

limpid light
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ah nice, then you can deliver all configuration through VCS

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makes the build server setup a lot easier

solid cypress
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For example BuildGraph contains block

<Agent Name="Build $(ProjectName)Editor $(EditorPlatform)" Type="$(HostAgentType)">
...
</Agent>

And Horde will understand it and parallelize it to agents which are of type HostAgentType.
It should also support Gauntlent, so I would expect an ability to communicate with devkits.
I saw some last commits added support for Compute Tasks. These are generic things which need to be calculated. UE5 now contains also some compute tasks like shader compiling/DDC building and so on, so theoretically you will be probably able to let the buildmachine compile your local shaders.

limpid light
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oh thats great, it will make building a windows client + linux server a bit easier

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today you have to do a lot of configuration on the build server to do those kind of tasks

solid cypress
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yes and it is a pain when you want to redo it again for some reason or transfer the config. We are using TC at work which was my preferred option but with Horde's deep support for UE it will be eventually just too much work to setup other CIS manually.

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but it is Perforce only

limpid light
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Perforce only is fine with me ๐Ÿ™‚ we are using the hosted solution from Assembla.

Thanks for the info, Horde is definitely on my radar now!

ashen kiln
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Perforce after hearing about Epic's new VCS:

limpid light
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I suspect it will be a "lite" VCS? It will suit most people, but Perforce will continue to be the "premium option" ๐Ÿ™‚ I really doubt Epic themselves will stop using Perforce for example

ashen kiln
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For managing engine source, perforce seems like still only option. But for epic launcher version of engine combination, it makes sense to use skein.

limpid light
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yeah that would make a lot of sense

torpid valve
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I don't see Epic stop using P4, at least not any time soon, there is just huge amount of history on servers, which would be either need to be archived or somewhat transfered

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but

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it might be something layered on top of p4, specifically for asset versiosning who knows..

opaque phoenix
thorny badger
ashen kiln
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Yeah, just like every other plugin in ue keke

simple lynx
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AI framework has the most abandoned modules in the engine

opaque phoenix
crystal crescent
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Someone success to run Horde ?
I try to build server and dashboard, but, on dashboard, the index.js file is missing and into server the proto files are missing

limpid light
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Scroll up, I believe @solid cypress is already using Horde ๐Ÿ™‚

solid cypress
crystal crescent
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Perfect thanks

primal night
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What is Horde? ๐Ÿ‘€

sour echo
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loads of angry green monsters

hazy moat
solid cypress
crystal crescent
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I can not build horde, I get some issue into src/index.tsx api.asumption is not a function

stark basin
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new-live branch should be gone, thanks for bringing it up. It was a mistake

torpid valve
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and so we are left with mystery

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;d

ashen kiln
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5.0 branch when kekw

stark basin
teal turret
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DX12 is highly recommend but for reference if you need to mitigate the additional cost in DX11 you can lower the SMRT sample counts (see docs for cvars). This will lessen the impact on DX11 at the cost of some penumbra quality.

vale hill
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Can you migrate 4.27 assets to UE5-main yet?

opaque phoenix
vale hill
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sweet! (assuming doesnt work with EA2, but does with UE5-main?)

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4.26 only for EA2 right?

opaque phoenix
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4.26 for EA yes

gilded pecan
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https://www.youtube.com/watch?v=jse7YKE7Q_0 - I haven't seen anyone mention this yet, but main seems to be adding Geometry Nodes / Houdiniesque control over the modelling tools. This is huge news for procedural workflows.

Wanted to make a basic intro video for geo scripting to people could see whats on the way as well as update on other tools and features that have made there way to UE5 recently sort of a state of unreal video. This isnt meant as a tutorial but just to preview and plan for features that may be coming to the editor for people that are not able to ...

โ–ถ Play video
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Also, friendly suggestion for the mods: https://discord.gg/pQ67RPyh - Ryan's Unreal Binary Builder server compiles each main version and spits out a "does compile, doesn't compile" message. The link to this should at least be pinned, or even integrated over here. It is extremely useful to know if a commit builds or not and just scrolling up a bit here, one can see messages of people asking or complaining exactly about this.

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*If this is considered promotion, I'll delete the message. I am in no way affiliated to the server.

ashen kiln
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Since most of enterprise stuff fails to compile atm, I think this server telling you the build fails doesn't mean it also won't work with your project, as long as you disable datasmith etc.

limpid light
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Did anyone notice this little bit in the video above? ๐Ÿ˜„ This must be very recent since its not in the UE5-main build I have locally, or I'm missing some other condition.

torpid valve
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it was there

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but i dont remember if it is on by default on enabled by some cvar config

limpid light
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oh looks like its an optional plugin

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Ive been waiting for this, it should make creating maps with thousands of "actors" finally plausible (and then relying on World Partition for streaming ofc)

torpid valve
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seems like we have two competing systems

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xD

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one is Mass which is actively developed

limpid light
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this and the ECS entities? possibly

torpid valve
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and other Lightweight Instances which seems to be relagetd and used only for editor

limpid light
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Is there editor time support for the Mass entities yet? ie placing and editing entities in a level

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You mean that "Elements"?

torpid valve
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Mass doesnt work this way

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at least for now

limpid light
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Yeah thats what I thought, this is needed for level designers who are working on huge worlds

torpid valve
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it is separate systems, which wraps itself around actors

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Lightweight instances on the other hand seems to be used only for instanced static meshes right now

limpid light
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We have a prototype levels with.. a lot of actors, and our level designers are having issues with the amount of actors and are not liking the "mega asset" workflow so far

torpid valve
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i dont know where is the problem

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you turn on world partition

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set grid size to about 64 meters

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and nobody is forcing you to load everything (;

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that and if you have truly massive amount of actors you should reconsiders to convert them into ISM/HISM or spawn at runtime

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reallly depends, but just placing each blade of grass as an actor was never the intetion and LW wont solve it

limpid light
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did all that, but the editing experience is not nice when you just want to move one rock "a bit to the left"

torpid valve
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that I would consider the issue with people at this point

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been there, seen that

limpid light
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these lightweight instances will give you about the same runtime perf, with a much better editing experience

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Well, we have a map with over a million mesh instances ๐Ÿ™‚ trees, rocks, cliffs etc

torpid valve
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my point

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at that scale

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you should avoid manual editing anyway

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just scatter proceduraly everything

limpid light
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thats the plan ๐Ÿ™‚

torpid valve
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with small adjustmants in really important places

limpid light
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yeah thats exactly the approach, and even long term it will all be runtime scattering

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damn, it doesnt seem to work at all. When I convert an actor into a LWI it just disappears both from the scene and the outliner

limpid light
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@stark basin seems like the sync of ue5-main to Github died a couple days ago?

torpid valve
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recently it seems to die quite often

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to much commits on p4 and sync cant keep up ?

cedar tree
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someone just closed the laptop that's running the bash script

limpid light
stark basin