#ue5-engine-source
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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.
async physics thread is best thing about chaos imo.
except it was (and still is) completely falling apart with a dozen simulated meshes, every time i look something else is broken
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
I think tackling reliability is a great goal for a physics engine in context of game development
not having a robust networked physics solution is a pretty significant limiting factor
I don't mind taking a few hits here and there to achieve that goal imho
yeah, having fixed tick physics and tight integration with networking is boon for most games
it's much more reliable to simulate your typical cases, like projectiles, traces, and even funky things like telekinsesis like abilities
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
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.
5.1 ๐
So, where is 5.0 branch?
or, was early access supposed to be 5.0, and full release will be 5.1 in early 2022?
on perforce (;
early access branch
is done and not supported
either way it's hard to speculate
it's usually 1 or more month before the versioned branch is pushed to github
From that point, probably it's dangerous to pull changes on ue5-main then.
Yes, but at some point, it'll be better to switch a possible 5.0 branch for projects being developed on UE5.
Well, yes, but sometimes they introduce ridiculous issues which are impossible to fix in local.
Especially with beginning of new release commits.
The funny thing is that UE3 was Hor+ by default. Pretty much all games from that time had good ultrawide support out of the box. I always wanted to know why they made the decision to change to YFOV, since it made a lot of UE4 games to have broken FOV and cinematics in 21:9.
lol thanks
I didn't realized there was simple setting for it
and I have writen some funcky hacky math to solve the issue ;d
I think this fix fits better with UE5's new big viewport @urban fog , thanks for bringing this up ๐
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
Having issues building a project for linux with pixel streaming enabled - ue5-main branch, anyone got suggestions on how to fix this issue?
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.
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)
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?
it is there on the roadmap from what I read. That and forward shading support.
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?
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.
now I'm wondering if LWC will be enabled on 5.0 by default. ๐ค
they could pull a chaos at the last second and disable it until 5.1 or something
I think they have lots of to do with engine -> shader variable bindings because of LWC
Because of doubles causing buffer overflow on shaders, while being written on floats.
but there are still plenty of time until early 2022, so they'll fix those problems probably.
Last I talked, it was supposed to be ready on 5.,0 no matter what
either way there is 5.0 branch but it doesn'treally mean there won't be new features or breaking changes for 5.0
it's just for asset versioning
In Perforce?
yes
it should sooner or later popup on github
for ue4 it took month or so
for UE5 who knows ;
How do you see this ?
is it possible to compile the engine in rider? kinda new to it
yes
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
@primal night Normally, it takes around 3 months for full release after version branch is pushed into github.
So, early 2022 for release still holds on
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.
it might the a while
the main branch is broken atm
i mean it works and compile
but rendering went bonkers;d
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?
Yeah I experienced it. Deleted without second thoughts and reverted back to https://github.com/EpicGames/UnrealEngine/commit/3751e538b5525a3f5be1acb13589dd247e27b142
Yeah, but interestingly they broke it before version bump commit lol
Yep, probably. I hope they fix it in single commit, so cherry picking will be easier
then
or wait for 5.0 branch
wait for release branch to show on github (;
Yeah, probably that's what's gonna happen
but cherry picking is nice, I remember cherry picking useful stuff from upcoming versions to our stable branch.
They all worked well.
I remember it's going haywire
i prefer to just stay at latest
the fixup is way easier than managing patches
check distance fields on some custom meshes
by the way, is it only distance fields that are broken?
So, if project doesn't use lumen, it's safe to use it then?
Because we didn't start utilizing lumen yet ๐

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?
just wanted to say, virtual shadows is pure magic
I still can't believe it works 50% faster than cascaded shadows in my scenes
i wanna ask how do you guys use ue5-main source?
and update it in realtime?
isnt that build is unstable?
Are you sure it works faster? ๐ค
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
I'm not sure if VSM is faster than raytracing shadows
Hello community !! How is it ue5 going ?
Virtual shadows can be faster in dx11 too
you just need to have a detailed scene where the cost of cascaded shadows is simply too high
you don't even need to do fancy stuff, enough small details and you can get the same result with a flat terrain too
Now, obviously, if you don't have lots of small details, virtual shadows will be slower
I see it like deferred rendering but for shadows
if you have lots, its way faster
as far as I'm concerned, its black magic
VSM is more like virtual textures
Is UE5 a rewrite from the ground up or an overhaul of the UE4 source code?
neither
it's best thought of as a larger than usual 4.x update with a new name for marketing reasons
and a chance to break a few more APIs than usual
Okay, that clears some things up for me. Thank you!
unlikely an overhaul. Game engines that are there in the market currently have had their code built up over 20+ years. their main function is likely untouched since it was first written for example.
That's a bad and a good thing at the same time
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.
Game or editor time?
Shipping build @solid cypress
I remember many of cores were being idle during gameplay on ue 4.27
that might be effect of metasounds & async physics threads tho.
For an easy test, you can launch your game and see core utilization on windows task manager
it's definetly using them better
componet/actor/uobject creation can be async now
asset loading with world partition is way more grantular and fully async
Repost 
Someone said something along the lines of โin the process of rewritingโ and โue5โ somewhere online. I wish I could recall. Obviously I misunderstood.
I thought it strange because big projects donโt normally do that, but then again Iโve seen some strange things before. Just wanted to clarify. ๐
Wait whaaat. You mean I can add instances of hierarchical/instanced static meshes in a separate thread now?
I honestly don't know how much of it is surfaced to end users
but in general UObjects, are being made thread safe around engine
to allow creation/destruction from multiple threads
If Epic is God, you are the messenger
looking at ISM it's not safe to add instanced from multiple threads
There is a reason Epic has a role called "Evangelist" 
oh thank god, they fixed the rig hierarchy crash
damn I did not know unreal also started improving their cpu usage. That was a point my coworker has been using to defend unity and its dots setup. So I guess nanite and lumen wont be the only reason to upgrade
it is possible that they are changing things close to the core which is why this update is taking longer than the usual but cant call it an overhaul considering the engine is forwards compatible
I wonder what score will intel's cpu profiling tool will give now. It was scoring threading for ue4 games very low.
But if using only grass already then VSM is like a night and day already compared to old cascade shadows. Grass looks like it was on RDR2, in one word: amazing. Just my observation.
Unity has disaster async threading support tho.
At least that was the case a few years ago, not sure if they improved it.
exactly
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?
you don't have anough ram ?
I have 64GB that should be enough^^
and how many threads ?
32 logical cores and it decided to use the 16 physical
not enough ram
why? never was an issue with UE4
well it explicitly stated to use 32 cores in UE4^^
so I don't get what has changed that it decides to need more mem in UE5
for compiation you need at least 1.5GB per thread
which is 48 GB
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
I just need to add a setting to the build configuration that increases the ProcessorCountMultiplier ๐
No idea, but I'm also now on 5.1
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>
and now it limits the thread to the available memory
xD yeah, I also never had issues with memory
yes it is
I did a string search xD
I was very irritated that my engine rebuild took 30 minutes instead of 15 ...^^
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^^)
did they have such an overhead?
yes, I updated my example from above
you also can limit stuff with MaxProcessorCount
there is also bShowCompilationTimes ๐
and bStopCompilationAfterErrors
from the Schema.xsd
has anyone played with Epic Distance Matching Sequence Evaluator?
I already got the Stop and pivot prediction working with Epics new code what I don't get is their new Sequence Evaluator setup
Anyone knows what is wrong or? The reference assemblies for .NETFramework,Version=v4.5 were not found. To resolve this, install the Developer Pack
compilation wont finish.
retarget? or what pack to install excatly 4.5, 4.5.1 or? dont know
should i choose 4.5 or 4.5.2? why vs offers these if .2 should be just patch update?
when i try to finish my first ue5-main rocket build
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.
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.
that is true, no argument there.
Could be possible to resume building where it left? or it is impossible. Seems that compilation started from scratch( no -clean option in use)
thanks for info. just now finished but now with another error by ios trash but i have excluded ios stuff at all
i use set:HostPlatformOnly=true
how to bypass ios 100%
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
no idea what it is, is there a way to exclude everything related to ios
set:WithIOS=false wont work too
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%
EPIC community managers please take this note and pass to developers.
Is it normal for a first time UE5-Main compile to take this long (been an hour already):
compiling on a i5-10600k, 16gb ram, 3080, m.2 SSD
Took my machine about 1.86 hours.
i7-10700K@3.8GHz, 96GB RAM, 2080ti, m.2 SSD + HDD.
Thanks for the reply, mine just finished now ๐ฎ
Will we be getting new AI toys after all those years? ๐ฅบ https://github.com/EpicGames/UnrealEngine/commit/1a51d5bf2eb7f4ed34f2fcb65e0ce74308da0cb2
Mine is between 1.5-2h with "HostPlatformEditorOnly" & other excluded stuff what i do not need, 3700x 32GB ram. Wish Epic could provide more options to strip unneeded download & compile modules.
set:CompileDatasmithPlugins=false - seems that still is compiled even i do not need those.
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, ...)
)
);
UE 5 getting F.E.A.R esque smart objects? ๐ค
share your secrets
in few hours on github
so not exactly secret
simulation system for massive amount of entities
wasn't that the lightweight simulation stuff?
what's it called?
so it may or may not use it for representation of entities
lightweight instances that was
will check it later don't want to really download code from main on p4
Mass*
honestly if they work out well I might just not bother with my flecs integration thingy anymore
I'm hardly reaping the benefits of ecs architecture with something this simple (projectile sim)
from I have seen there is loads of functionality, but hard to say without exactly checking what it does
I bet an ECS will always be more cache friendly
one implemenation is for massive crowd simulation in engine
it might be ECS we will see soon enough (;
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
i honestly would be more than happy to have componenets which does not take forever to add on actor
yeah they can be now async added but it still heavy registration process -;-
that helps but it still seems overkill to use a composition model with actors
I'm still not clear on game features are supposed to be used... I need to watch that video they made
I figured out, that they should be used to actually add well
redunant
what i say now
game features
you should implement the core functionality inside your Game MOdule
but do not really use it to create any specific gameplay features, only code which will support adding gameplay things
and then add gameplay using plugins
is C++ plugin less painful now?
ie, the game module should be used to integrated various other plugins and expose API to game features plugins
I had massive troubles with livecoding not recognizing changes and what not
this was years ago though
I remember that even unit tests didn't get reloaded, not sure if it was even possible in the first place though
I don't know I'm sitting on master/main since forever, idk what issues are on release versions ; d
I didn't declare anything new, just changed function body of a unit test and it didn't pick it up
had to always reload the plugin module by hand
siiick
ue5-main has only really burned me once so far
yea I haven't used UE in months so everything is new so far ๐
and yeah Mass* is implementation of some kind of ECS for sure
they fix stuff fairly fast
past few months has been mainly about house renovation and moving
and a three month old baby making noises during the night and me not sleeping..
nothing at least on github yet (;
the delay is about 4h
before it is pushed from p4
what do you have to do to get P4 access? ๐
ah, that explains it
get a license?
his uncle is Tim Sweeney
well that was fast
looking forward to some demo of the tech
but it is huuuuge
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.
Sims
I mean there is hardly any better explanation than Sims
smart objects tell your agent
what it should do
they encapuslate behavior
your agent does not need to know what to do with ue. sandwich
it's sandwich telling agent what it should do with it
it makes very easy to add new behaviors to game
since you never need to touch your agent
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.
the interesting part about Mass plugins
is they are not under experimental section ;
that's a good point
and there is also replication related code
almost certainly being used in something epic is doing, there's way too much stuff here
ok skimming trough code it looks like archetype based ECS
um yea
this system seems far more advenced than anything unity have done over past 5 years
-;-
and here's the kicker:
it will almost certainly have serious support sooner
this is so funny
already some example maps in the content folders for one of the new plugins
did Mieszko wrote all of those code by himself? 
no idea, (;
I pity the docs team
I would not expect docs on this for a while
It is in 5.0 branch too
it will be in release branch
I would appreciate a "wtf is this" readme or something though
the release branch is pretty much in sync with main, it's mainly for sample versioning
where is 5.0 branch? ๐ค
oh, the perforce depot?
yep
yeah
that one seems to be still receiving new changes from Main but has version set to 5.0.0
who hath summoned me
@cerulean salmon might be interested too for Horu armies
yeap, and seems far more advanced and better integrated than whatever unity is doing
FLWComponentSystem? Large World stuff?
lightweight component
oh, I'm dumb
haha no worry my first was also LArge world
but ehn it was missing C and was confused ;d
me too :D
all I can say is Epic rarely adds stuff they dont use to engine
horde ai coming to fortnite then
if went with it, it means they need it
seems like Tim is pushing metaverse, everybody is creator hard ;d
alright, time to figure out a new cute set of ECS terms
they are going with the generic ones
lol it looks exactly the same as Decs that i wrote as prototype
not sure what a FMassVelocityFragment Fragment is
it's just a FLWComponentData struct though
Fragments are the smallest type of component
thing is that they also pack multiple fragments as one component
so you can add another sort of layer of organization to your entities, weird
editor crashes when trying to create Pipe Schematic in editor ;d
it serosily seems like base for new gameplay framework
there appears to be a more concrete example in the test suite
can you run any of the levels?
I need to build the engine over night
seems like some code is missing;
UFarmWaterUpdateSystem is your regular ol ECS system
weird they set up system ticking uniquely in there
I guess queries are really more important than having a system ticking setup (for the base ECS impl)
hahaha what the hell
check out FDataFragment_CharacterMovementComponentWrapper
they already have CMCs running in it
I can't find it
er more accurately UMassCharacterMovementToMassTranslator
what's the file
USTRUCT()
struct FDataFragment_CharacterMovementComponentWrapper : public FDataFragment_ObjectWrapper
{
GENERATED_BODY()
TWeakObjectPtr<UCharacterMovementComponent> Component;
};
MassGameplay/Source/MassActors/Private/Translators/MassCharacterMovementTranslators.cpp
I wonder if it even helps
a "translator" in this case
either way
yeah, I'm just being annoying
I had something like this in my shitty UE4 flecs thingy
I never bothered to use it though
you are still going to be bottlenecked by grace of simply deferencing pointer to cmc
I have so many questions for this thing
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
yea I was surprised how low level the actual movement code in there is
like "integrate along this line and check if we hit a floor"
or so
though I guess that's how it usually is ๐ค
yeap, the code is in particularly cache friendly
- Do component/tag add/remove actions always get deferred to next frame?
- Any hierarchy/grouping features? (not that we really need those)
moving it to ECS would be more for organizational preferences than for performance
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
in the end you are bottlenecked by how fast you can update transforms in unreal in that cases
they are crap
yea it also is pretty... involved
and for more player centric features like CMC, there are lots of replication/reposnsivnes/edge handling issues where the performance is eaten away
another thing that surprised when I dug through CMC ages ago ๐
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
it would be simple to get going if they can get the NP model to understand archetype changes...
like Abilities running on NP
any takes on the replication? are they syncing entity IDs or just sending the data?
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
if you don't sync entity IDs you have to have something else as a network handle
I meant they are not just syncing id ๐
ooh, my bad
FMassClientHandle ClientHandle;
FMassViewerHandle ViewerHandle;
I guess my mission must now be to port my niagara bullets array thingy to this
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
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
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
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 ๐
Epic tends to impress in this area
Can't think of anything really abandoned that people care about besides html5 support
"that people care about" and html5 support?
they are using it for that crowd system
not sure if these two go together :D
He means the new ECS plugin
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.
Ooh
no ufunctions anywhere
I am curious to see what will happen for the ECS & editor support
Well there is that everybody knows secret Valkyria branch for Fortnite modding
Oh yeah, I almost forgot
Which first mentioned ECS editor
will be also curious to see if the new scripting will support it
did it mention it somewhere?
They referred to entities in a commit message
ah cool
There is also pipe asset
Under ai category
But 8t crashes when opening
Because someone did not changed module names around
I would be fine by just getting access to that Restricted folder ๐
Who wouldn't ;d
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
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
This cloud take q while there 20 years of legacy
There is also Lyra but that one is a bit less of a mystery as commits suggest a thing or two. https://github.com/EpicGames/UnrealEngine/commit/f888956149edd8c76913a4dde213410172b9f3a7
But it will be sooner than unity
Ok let's be clear
Lyra is new sample
But that's all there is to tell
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
That's a smart guess
nah, probably a fortnite 2 
would be cool if fortnite had masses of mobs in singleplayer mode
like, actual crowds
what the fuck is a SmartObject
like a smart object has sort of sockets inside to run behaviors
the hell is tihs
Sims = Smart Object (;
smart objects tell your agent what he is supposed to do with them
this UE's ECS plugin killed my job with my implementation of army ๐ฆ
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
so smart objects in UE 5 are the same as smart objects in FEAR
@spare orchid yeah well, mieszko does not annouce much, prolly becausedo not know if he can finish it : D
For anybody interested in how the StateTree & ZoneGraph looks
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
the code says it should automatically spawn the zone graph data but it does not, so I placed it manually ๐คทโโ๏ธ
just forny body interested MassAI does not work
crash on start
and for other fun plugins
ControlFlows
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 ๐
it's plugin which implement API for well flow of events
don't know that one
you can queue up events and they will run in order or wait for other event to complete
that's cool
is this early Christmas?
I think it's something easy it crash In gameplay debugger i think it wil be fixed soon enough ;
haha there is quite a few interesting stuff, just dont write about it\
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
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 ;
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
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 ๐
I'm not really sure what new the zonegraph brings to table compared to the old navmesh
this appears to be how you order your ECS systems in "pipelines"?
I'm still clueless on most of the api
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 
the Mass AI navigation is using the zone graph subsystem
man they are really loving subsystems
If we're going to have mass amount of AIs then I guess UE should be able to render mass amount of SKs too?
yeah, that's the biggest missing piece here
kinda pointless if I still have to use my stupid niagara stuff for bullets etc
Hey your ECS repo is great
they are using ism for the farm test
(which are still scenecomponents)
but that's one way to render stuff I guess
Hey what is the order of steps when you are going to update your build to the latest version?
- git pull
- Open up solution file and then build or start new debug instance.
- 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?
in my case I prefer to always run the setup.bat
especially if I waited a long time to pull
https://twitter.com/MieszkoZ/status/1427133680686931976
Miezsko replies to Glass's 100k unit video and says "we have similar things"
@motorsep @UnrealEngine Youโd need to elaborate on what โthisโ is.
So its git pull, setup.bat then visual studio code...
He also says we still need to do something custom to achieve something like GB but "similar things" are more than enough for me
I've been running GenerateProjectFiles each time.
I usually git pull, setup.bat, generate project files just to be safe
but that might be overkill
hmm okay, thanks
no kidding
Glassbeaver's stuff is insane
I would be over the moon with like 5% of that performance
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
I think that tweet I've posted confirms "mass" is related with the amount of agents
But how 'mass' lol
"Mass Crowd Sim" is probably how the name started
nothing really wrong with it, I just love fancy names
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
"MassRepresentation" is how things are rendered I see
uuuh
it just manages static mesh instances? cool
it does a lot of work for you though
True, seems like there are some very low level optimisations going on but its not even sketal mesh
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
might just be to run it headless
is there any workaround for disabling auto exposure as setting it to manual does nothing in the engine settings.
Any code I could fix?
masses bring synonym for crowds?
Yeah
where is this plugin?
Ok. I explain it for third time now (;
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
Ah, that makes sense
I love them too, no more checking if GetWorld() returns a nullptr every time
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
you see
mass entity
does not have any world representation (;
there are wrappers around existing systems like Instanced Static Mesh or actor
well, yes
I doubt the use case for mass entities is to run abstract simulations that the player can't interact with ๐
or see
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
yea I'm just hoping it won't be a completely separate system with its own API that is completely incompatible with existing tools
There was that crazy Niagara army thing that swaps in true actors when you get close
Not really a great solution imo
it is still a good approach for background tho. Doom Eternal does something similar for its Immora fight scene.
whoaaa! damn, what amazing news to wake up! My dreams are coming true ๐ ECS for UE5, and a large-scale efficient AI system built on top of it? YES PLEASE ๐
whats ecs
wait where is ecs? It would be amazing if that is true and Unity could lose its main selling point ๐คฃ
Entity Component System. A pattern to deal with processing large numbers of entities
that is actually side effect ;d
@opaque phoenix scroll up ๐ screenshots and links to recent checkins
it's more about code organization at least from my pov
its a data oriented design yeah
In this 2017 GDC session, Blizzard's Timothy Ford explains how Overwatch uses the Entity Component System (ECS) architecture to create a rich variety of layered gameplay.
Register for GDC: https://ubm.io/2yWXW38
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: https://twitter.com/Official_GDC
GDC talks cover...
for everyone in doubt how to use it
that is a great talk, Ive linked it many times to others before
RIP unity ๐คฃ๐คฃ๐คฃ the only point my coworker uses to call it superior
well UE5 have more ECS implemented aand integrated than unity after 5 years -;-
Well, remains to be seen how efficient the code execution is. Burst in Unity is an amazing compiler
pretty sure they have already been using it in fortnite like the water system
it's hardly a selling point, if it is barerly integrated with the rest of the engine (;
I've heard rumors of LLVM in UE5 though, and perhaps some of this is using Intel's ISPC?
as of now I hope they do something about cpp compile times and the pipeline there in general
@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
ecs sounds like the way to go for projectiles at least?
my point was that in unity case the extreme performance is hardly a selling point if it is barerly integrated into engine (;
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
seen that
exactly like oh a massive boost but wtf do I do with it
After watching it few times, I think they cloud have done it differently
like there is no reason to simulate everything, always (;
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
you know, that they are redoing it for past 5 years
and we are still at starting point xD
I know ๐ 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
that chaos is when I properly jumped ship to Unreal.
yeah I went back to Unreal around 2 years ago and cant say I regret it ๐ lot of Unity is a total mess.. the rendering pipelines alone are worth fleeing from
Without a proper gameplay framework, I still wonder how people are using unity to develop games.

I see people saying Unity is good cuz they saw Genshin Impact. As if they use the vanilla version of Unity ๐คฆโโ๏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.
C# is lovely to work with honestly ๐ 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.
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.
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 ๐
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 -;-
Well, Epic has a public job open now to build a new visual language on top of "a new scripting language" ๐
So I think we might get both, the best of both worlds!
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
we'll see what ultimate plan they have ๐ 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.
"to help develop a visual editor for a new programming language to be used in coding future game experiences at metaverse scale!"
does that even mean something? oO
yes it means their marketing team really like to add "meta" to everything [;
I was making a point that its about a new programming language (most likely Verse) instead of just reskinning BPs
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.
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?
@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 ๐ฎ . Any thoughts on finding those files or should I wipe the folder location and start fresh?
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 ๐ best to start fresh, delete all files and drop in a fresh copy
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 ๐ .
Good luck, I know there's a million things to learn
hey so how easy is it to modify the source code ofunreal engine?
like to add your own stuff and what not
Still experimental tho ๐ https://twitter.com/mieszkoz/status/1443524405443928070?s=21
@danielzeligman @Skylonxe @oldsiren Damn you people, snooping around our (publicly available) code! ;) Mass, StateTrees, ZoneGraph and other goodies from the AI team will be out in 5.0 as experimental plugins.
good less people will use good features because they are scared of experimental [;
I'm just wondering the motivation behind this plugin
which one ? : D
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?
Epic never makes features which they do not use in their games
I think they do
AI framework is full of mystery classes (PawnActions, hotspotmanager, HTN) that probably even Epic not using
Wow, really?
but enver got to this point
Damn he is ultimately smart lol ๐
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 (;
How it is different from entire async library ?
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 (;
doesn't the engine already have async primitives for doing parallel stuff?
or is that all off limits for gameplay code?
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
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
lets be honest here
I suppose in a nutshell: would it be as advanced as what rust does or is it impossible due to C++ being C++ ๐
in C++ it means another footgun
yeah
and no its impossible to do in C++, I mean with reasnable cost to deliver it
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?
though with C++ you still need an executor
whereas C# I assume comes with an executor in the VM?
coroutines are like the one unity feature i wish we had in ue
There are latent actions, but a bit more complex to use.
has anybody managed to use the new ecs stuff people have been mentioning in ue5?
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?
yeah excited for MassAI stuff too....
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 (.
tick aggregation right out of the box sounds damn cool tho. Saw the sea of thieves gdc on it.
nah
tick aggregation
is not even close to what MassAI is capable of (;
it's orders of magnitued more efficient
ahh someone has been busy ๐
I think Mass AI intended to use with a significance manager
no
It has its own significance manager inside
it has LOD implementation
(;
MassEntity -> MassGameplay -> MassAI -< chain of dependencies
so epic was not kidding about being more artist friendly
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.
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
How do you enforce generate project files to skip? i know that commandeering setup and RunUAT are most affecting but do really GenerateProjectFiles.bat accepts some commands?
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
Tried already and no use
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.
does anyone keep track of master branch commits and which one of them builds and works?
oh wait, "main"
ryanjon2040 has a discord channel where his bot makes daily builds and posts results
is ue5-main still having build problems? 
Afaik it should always build as long as you don't enable enterprise plugins in your project
How to exclude plugins without build failing, it would be good to know for me too after epic fixes that iOS libraries thing. "-set:CompileDatasmithPlugins=false" wont work as far i know, or there is some catch. I dont know.
for some absurd reason my enitre ue5 main project is compiling after recent pull instead of just changes ๐คฆโโ๏ธ
always depends on what was changed, if something in the core got updated it has to rebuild almost everything
changed 2 lines of code yesterday in one class and that forced a complete recompile^^
Usually if you touch any of the engine header files you are in for almost a full rebuild
Cpp changes shouldn't do that
did not touch anything โน
I need help. The console keeps giving me this when I try to compile
Is water system able to work with 16k landscape?
Seen some posts that it wouldn't in ue5 early access.
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 ^
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.
use unrealgamesync, filter out ios from sync I guess
what is that? how and where to pass that command or whatever before starting ompilation? to bypass ios garbage
UnrealGameSync is a gui tool, integrates with perforce & automation tool to build your project.
you can find some info in docs I think.
I need that tool just to bypass iOS mess. I use basic solution 1: setup.bat with exclude commands, 2: GenerateProjectFiles.bat, 3: RunUAT with -set:HostPlatformOnly=true included.
I'm not sure why it's trying to build ios, I've never had that issue.
Maybe remove ios from your target platforms? Because normally it shouldn't try to build it
at least in empty project
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
GenerateProjectFiles.bat
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
when ios bypass InstalledEngineBuild.xml still worked then i built just fine
now it is not working and ios error pops up but i do not need ios
this all worked fine as it produced working build, but now i cannot get rid of ios error
I prefer to compile UE more quickly by excluding unneeded stuff and reducing download size and waiting with slow internet.
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
Managed to solve it, it was some registry crap about old versions of VS
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.
Any info about this new branch? https://github.com/EpicGames/UnrealEngine/tree/new-live/ue5-main
Just saw that. My ue5-main branch (which I synced yesterday) is now 9000+ commits behind ๐
No idea as to which one should I continue to build? ue5-main or new-live/ue5-main?
is it different than 5.0 branch in p4?
if there was to be 5.0 on github it would be just callsed 5.0 or release-5.0
commits behind in unreal repo have exactly zero meaning,
since everything is dumped from perforce (;
btw
there are no differences?
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.
Cool. So I'll continue with ue5-main
more confusing with same commits duplicated 2/4 times
prolly new source control system
there will Source Control Plugin for it on plugin in few hours
An eventful week in UE5 git watching
Thanks for keeping us updated on fancy new stuff
thank you for your service <o
google told me this https://jcristharif.com/skein/ , but is this really VCS?
That's what I'm seeing also, never used it before. But I don't use apache since I've always preferred Nginx lol.
it is developed internally
Source/Programs/SkeinCLI
and Source control plugin is looking for executable inside engine folder
Just came here to ask about Skein, I see I am late :D
a few months ago Epic mentioned they are reworking VCS support, so this could be what they meant
last year they also metioned they are working on virtualized projects
so you don't have to download everything
just the parts you need to run map or soemthing
yes, I saw the source for it some time ago. Looks quite interesting but mostly for AAA
either way in commits there are loads of stuff that seems to be related
Mirage = Storage BAcked, Zen2/http
but with Nanite it can get much more important even for Indie. Projects can grow really fast.
and of course Horde = their own distributed build system for building/cookings/trackin commits.
I cloudn't figure out how to run dashboard ๐
I cloud get all API calls working, just not dashboard
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.
00 might try it later then : D
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
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.
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?
Just curious, Ive heard Horde mentioned just never known what it was
the ability to automatically understand buildgraph scripts. Depending on the buildgraph script setup it can automatically distribute and parallelize it.
nice, so there are even benefits to running it locally on a multi core cpu?
working from home has sadly made distributed tools (like Incredibuild) a bit less useful :/
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
ah nice, so like an orchestrator
yes, but surprisingly Horde allows almost no build configuration on website. You just specify P4 connection, schedules, path & parameter to your BuildGraph.xml
ah nice, then you can deliver all configuration through VCS
makes the build server setup a lot easier
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.
oh thats great, it will make building a windows client + linux server a bit easier
today you have to do a lot of configuration on the build server to do those kind of tasks
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.
but it is Perforce only
Perforce only is fine with me ๐ we are using the hosted solution from Assembla.
Thanks for the info, Horde is definitely on my radar now!
I suspect it will be a "lite" VCS? It will suit most people, but Perforce will continue to be the "premium option" ๐ I really doubt Epic themselves will stop using Perforce for example
For managing engine source, perforce seems like still only option. But for epic launcher version of engine combination, it makes sense to use skein.
yeah that would make a lot of sense
I don't think it will be "lite" it will still need quite a bit of inftrastructure to setup
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
but
it might be something layered on top of p4, specifically for asset versiosning who knows..
ok wtf? I seriously think they should start documenting the purpose of the branch somewhere
I am just hoping that this does not become another Paper2D. The lack of support from Epic with Paper2D makes me sad
Yeah, just like every other plugin in ue 
Only way to know is to learn if they are going to use it on Fortnite or not
AI framework has the most abandoned modules in the engine
doubt it most of the new stuff epic got seems kike soemthing they were alredy using in fortnite like water and chaos
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
Scroll up, I believe @solid cypress is already using Horde ๐
use Installer.xml buildgraph script to create full installer for both agents & server
Perfect thanks
What is Horde? ๐
loads of angry green monsters
Days Gone Horde..........
something like Jenkins/TeamCity but from Epic
I can not build horde, I get some issue into src/index.tsx api.asumption is not a function
new-live branch should be gone, thanks for bringing it up. It was a mistake
5.0 branch when 
not a mystery ๐ git args were botched in a script during a refactor, but I don't know more details than that
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.
Can you migrate 4.27 assets to UE5-main yet?
I think so I did manage to do it
sweet! (assuming doesnt work with EA2, but does with UE5-main?)
4.26 only for EA2 right?
4.26 for EA yes
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 ...
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.
*If this is considered promotion, I'll delete the message. I am in no way affiliated to the server.
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.
Did anyone notice this little bit in the video above? ๐ This must be very recent since its not in the UE5-main build I have locally, or I'm missing some other condition.
it was there
but i dont remember if it is on by default on enabled by some cvar config
oh looks like its an optional plugin
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)
seems like we have two competing systems
xD
one is Mass which is actively developed
this and the ECS entities? possibly
and other Lightweight Instances which seems to be relagetd and used only for editor
Is there editor time support for the Mass entities yet? ie placing and editing entities in a level
You mean that "Elements"?
Yeah thats what I thought, this is needed for level designers who are working on huge worlds
it is separate systems, which wraps itself around actors
Lightweight instances on the other hand seems to be used only for instanced static meshes right now
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
i dont know where is the problem
you turn on world partition
set grid size to about 64 meters
and nobody is forcing you to load everything (;
that and if you have truly massive amount of actors you should reconsiders to convert them into ISM/HISM or spawn at runtime
reallly depends, but just placing each blade of grass as an actor was never the intetion and LW wont solve it
did all that, but the editing experience is not nice when you just want to move one rock "a bit to the left"
these lightweight instances will give you about the same runtime perf, with a much better editing experience
Well, we have a map with over a million mesh instances ๐ trees, rocks, cliffs etc
my point
at that scale
you should avoid manual editing anyway
just scatter proceduraly everything
thats the plan ๐
with small adjustmants in really important places
yeah thats exactly the approach, and even long term it will all be runtime scattering
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
@stark basin seems like the sync of ue5-main to Github died a couple days ago?
someone just closed the laptop that's running the bash script
Or the cleaning lady unplugged the server while vacuuming. Both are things that I've known to happen IRL ... ๐
thanks for the headsup, asking around
