#ue5-engine-source
1 messages · Page 6 of 1
Thanks for the update RCL, appreciate it 🙂
sure thing
umm what happened to the branches?
What does it mean ? I am not that deep into git yet
main branch started to sync (;
😉
Lets hope iOS will be patched out too so there would be no need for hacks anymore to build Unreal, for those who use --exclude=IOS with setup.bat and -set:HostPlatformOnly=true with RunUAT.
You can also exclude IOS (not even build it) with UAT by giving your own script to BuildGraph.
Yeah currently i use that but works like a hack as just before compilation(runuat buildgraph) i have to still use GreenCheck.png, GreyCheck.png, YellowCheck.png to bypass error when starting compilation.
What error exactly?
I run AutomationTool.exe directly, so haven’t tested “RunUAT” yet.
i need to place images into this folder then compilation will be success together with InstalledEngineBuild.xml mod
Let me try UE5 next then… UE4.27 didn’t require any copying of files; just a custom script.
Yes UE5 compilation is stopping with iOS error when i do not download iOS garbage with option --exclude=IOS
feels like they kinda gave up giving us new main commits after somebody accidentally doubled the commits
c'mon... it was getting really interesting
Build started; Win64 only. Will take a little while... (especially on task 10). Currently on task [3/11]
dont worry they are coming ;d
task [10/11]... no errors so far
First error, but it looks unrelated...
LogWindows: Error: ICU data directory was not discovered:
LogWindows: Error: ../../../../../Templates/TP_AEC_ArchvisBP/Content/Internationalization
LogWindows: Error: ../../../Engine/Content/Internationalization
The latter folder exists, so I wonder why it failed... 🤔
Are you producing the installed build? IIRC each platform has a separate switch there. Would you try -set:WithIOS=false ?
something like RunUAT BuildGraph -script=Engine/Build/InstalledEngineBuild.xml -target="Make Installed Build Win64" -nosign -set:WithDDC=false -set:WithIOS=false -set:WithTVOS=false -set:WithMac=false -verbose
-set:WithIOS=false is still going to build ios stuff; it just won't get packaged
oh really? is there a different node that depends on it? Let me see with -listonly
Yes: I even had -set:WithLinux=false as well as -AllPlatforms=false -TargetPlatforms=Win64 -HostPlatformOnly=true and still it tried building the linux parts.
So, just RunUAT BuildGraph -script=Engine/Build/InstalledEngineBuild.xml -target="Make Installed Build Win64" -listonly does not list any Mac/iOS nodes at all for me, which is consistent with this line in xml:
<Property Name="DefaultWithIOS" Value="false" If="'$(HostPlatform)' != 'Mac' And !$(AllPlatforms)"/>
(i.e. it seems to be off for non-Mac hosts by default)
it does list Linux ones, but if I add -set:WithLinux=false -set:WithLinuxAArch64=false they're gone
I have yet to explain why, but the build output says otherwise... 🤷♂️
would you paste your commandline so I could try?
kill all the absolute paths if you happen to have them there
This is the command I tested with UE4.27:
AutomationTool.exe BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -AllPlatforms=false -TargetPlatforms=Win64 -HostPlatformOnly=true -set:GameConfigurations=Development;Shipping -set:VS2019=true
This is the command I'm currently using to test UE5 (I set all the defaults and removed all unwanted platforms in this script)
AutomationTool.exe BuildGraph -Target="Make Installed Build Win64" -script=Engine/Build/CustomEngineBuild.xml
This is the command I tested prior to the simpler version above for UE4.27:
AutomationTool.exe BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:SignExecutables=false -set:EmbedSrcSrvInfo=false -set:GameConfigurations=Development;Shipping -set:WithFullDebugInfo=false -set:HostPlatformEditorOnly=false -set:AnalyticsTypeOverride= -set:HostPlatformDDCOnly=true -set:WithWin64=true -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithLumin=false set:WithLinuxAArch64=false -set:CompileDatasmithPlugins=false -set:VS2019=true -set:WithServer=false -set:WithClient=false -set:WithHoloLens=false -set:WithWin32=false
(I successfully auto-built UE4.27 without ios and other platforms using a custom script)
the first commandline lists Linux nodes for me (I don't have the changes in the script), but that's because you passed -AllPlatforms=false instead of -set:AllPlatforms=false. Unfortunately, variables in the xml cannot be parsed just like switches, you need to preped -set:
if I change it to -set it only lists Win64 nodes
Also in the second commandline for 4.27 (I'm testing 4.27 BTW), you have one missing -set too (for AArch64)
Just figured out the error I was running into...
The path ICU is trying to find is M:/UnrealEngineMaster/LocalBuilds/InstalledDDC/Engine instead of M:/UnrealEngineMaster/Engine, which actually does not exist as the error suggests.
I was going to say it was there but then I noticed the missing prefix
yeah, the syntax is finicky. It's best to debug what nodes are going to be executed for a given target with -listonly first
Any clues why the required folders are missing? Do I need to add a copy-op to the script?
what's the commandline for that one?
LocalBuilds is where the installe dbuild will be put IIRC
right, I know that; the second command above for UE5 (I again manually removed all platforms from the script; I did not remove the DDC lines)
would you know what node is erroring out?
Task [10/11] Build DDC Win64
no solid idea but maybe you edited the file too much? I see that it tries to copy everything into that folder before running the commandlet:
<!-- Get our temp dir -->
<Property Name="DDCDir" Value="$(RootDir)\LocalBuilds\InstalledDDC"/>
...
<!-- Copy everything to a temporary directory -->
<Copy From="$(RootDir)" To="$(DDCDir)" Files="#FilteredCopyList"/>
<Copy From="$(CsToolsDir)" To="$(DDCDir)" Files="#Build Tools CS Binaries"/>
<Command Name="BuildDerivedDataCache" Arguments="-TempDir="$(DDCDir)" -FeaturePacks="$(ProjectsToBuildDDCWin64)" -TargetPlatforms=$(DDCPlatformsWin64) -HostPlatform=Win64 -SavedDir="$(SavedDir)""/>
so maybe FilteredCopyList doesn't contain the engine content somehow?
<Expand Name="TagDDCEngineFiles" ExceptPlugins="Plugins\...\Binaries\Mac\..."/> this is the only line I commented out in that node
look for differences between your script and the original, particularly lines that Tag Files with #ToCopy
(using https://www.diffchecker.com/diff)
I will try the listonly command and the default script
BTW I'm learning about how that node works together with you, I don't normally deal with these scripts.
but it sounds like you commented the very line that was supposed to tag the files for copying
ah, you think... maybe... I'll uncomment and give it a try
@stark basin while that's doing its thing... I figure I might mention: Default__ORPHANED_DATA_ONLY_DmgTypeBP_Environmental_C_0 - I don't know why the editor doesn't crash from a segfault because of that fancy ol' class. 😆
what's that?
🤷♂️ ...others here tell me it's an ancient blueprint class in the engine. Well it's SuperClass is NULL and on editor initialization, a function is called on its SuperClass. Normally that should result in a segfault, but apparently not.
yeah, no idea either. Also, I'm not particularly well versed in BP guts 🙂
In the audio editors, init code loops through all UClass objects and calls IsChildOf on their parent class.
Thought it was interesting that this undefined behavior never crashed the editor (unless you built it with Clang12)
IsChildOf probably ends up not needing anything from under this
also, there are some (rare and old) UObject functions that check if this is null and return if it is
yeah, look at the editor's implementation: https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp#L2198
it doesn't need to dereference this and would survive it being null
I'm on the "Build DDC Win64" node now... lots more files being copied than last time. Fingers crossed.
(and it is not a virtual function)
👍
I was just looking at that. I never noted down the exact error message, but it was a segfault with 4.27 built with Clang12 and not Clang11. Adding that little patched allowed a clang12-built editor to run without crashing. Maybe the issue was fixed in UE5. 🤔
might be clang12 is doing something different when seeing a method called from under null this. The standard allows it to do whatever as it's an undefined behavior
let me see if I still have the logs...
time to hit the hay. Thanks for the logs but please don't sweat it as I don't think they are needed (unless you're curious what clang 12 does differently - then there may be an easier way to learn that on godbolt). The change looks good to me, but I'll leave it to our regular process (I'm sure there's already a JIRA with your PR on audio folks' plate).
Thanks for your help! I learned a little more about UAT
You're welcome. So did I 🙂
Is there a macro anywhere to determine if the engine is on UE5 early access vs UE5 main build?
You can detect if the Engine is early access from Build.cs file.
Did you launched setup.bat with: 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
I never would launch it full as then download size is enormous and i do not need those
I ran Setup.bat as is (because I am testing multiple topics simultaneously). I also ran GenerateProjectFiles.bat with Compiler=Clang (Clang12).
My UAT script does not build any other platforms except Win64.
that is the catch i think that you downloaded everything, including ios garbage gigabytes of size
thats why i have to fight iOS error
I’m reluctant to believe that is the case. BuildGraph scripts are XML scripts where you can even tell it to automagically add those “mandatory” color check images.
I can give your command a try, but right now my UE5 auto-build is stuck on another error, which I think has to do with the code itself.
I definitely do it again again after some time, but i always start fresh with those setup.bat commands
You can compile ue5 with clang on windows?
I can compile UE4 with clang on Windows. Something seems off at the moment with UE5’s project generation.
good to know, there is hope for future then so clang instead of VS 🙂
GenerateProjectFiles.bat -Verbose -Compiler=Clang -CMakeFiles
I'll mark them into my notes....maybe after 1 year or so 🙂
Is the “exclude=linux” also going to exclude linuxaarch64? I noticed that missing in the args
I think you see this iOS error too with buildgraph, if you start setup.bat with this command(fresh start ue5-main)
If I encounter the error even after using a custom build script, then I would like to track down its dependency.
it was weird error as you see that in my .zip i posted, i needed to use fake dummy images to bypass one ios error and in end i had to use that .xml so compilation could finish with success.... and then i got build completed
My first goal is to avoid useless platforms from even downloading as it is waste of time and bandwidth and i build minimally as possible too. For example when i would build for Linux then of course first i would allow Linux(removing --exclude=Linux line) to be downloaded from setup or it would not compile.
why are there duplicate commits on ue5-main but with different hashes? 🤔
where do you see duplicate commits ?
oh ok I see few dups
the answer is probabaly simples, there are various branches
that auto merge between each other
and it seems that it got somewhat broken when trying to add new branches to sync with git (;
it's odd that the diff shows the same additions and deletions even though the previous commit has the same
shouldn't the diff be empty then? 🤔
it's probabaly because how p4 -> git sync work
idk
ue git repo is just dump from various branches directly
worth opening pull requests for crash fixes on ue5-main?
No. In general looking/working in Main isn't really worth it. By the time it gets to the release from the Release branch it will get multiple QA passes and other fixes.
If Main is broken due to an obvious (like, on startup) crash or a CIS error, it probably means that people inside also ran into it. It may be very well fixed already since p4->git mirror has a delay of several hours. So filing a pull request will create a JIRA that will be likely addressed by someone in several days, when the original problem is long gone
it's a minor fix that causes a crash on exit
er, minor issue
I don't want to bother if nobody looks at pull requests for main, though
the exceptions to this general advice would be:
- if you run on a platform that we don't dogfood enough (like Linux)
- if you are compiling with an uncommon compiler (e.g. too new or just different, like icl)
- if the crash is not obvious to get to and may be missed by QA (then please include the repro steps)
- if you think that it is not getting addressed in what you believe is a reasonable time :-)
crash on exit may be worth fixing. Those tend to persist for some time, unless it also happens in a commandlet/cooker
(then it is obvious as it fails automated jobs)
yeah it's timing sensitive so it may well slip by QA, might get caught by static analysis
need to check the validity of calling .Pin before using it
I'll just keep it in my local fork for a while until it either starts conflicting or we start seeing UE5 releases
sounds good
Yes, thank you
Also, my game module fails to load with CouldNotBeLoadedByOS
Been stepping through the code
FModuleManager::Get().LoadModuleWithFailureReason() returns NULL
Not sure what could cause this
Looks like maybe it cant find or load it...?
Missing import: UnrealEditor-Party.dll Missing import: UnrealEditor-TimeSynth.dll
Hmm
Wonder why it can't find those
is the auto exposure bug fixed?
afaik no
@crimson granite using the ACF plugin by chance? I fixed an issue in that source due to recent UE5 changes. Its not the engine code that has the compile error but code that is calling that function. In my case the plugin code was passing an int32 into a function that should only accept float.
To fix it, I changed this line
MaxComboCount = FMath::TruncToInt(FMath::RandRange(combatBehav->MinMeleeComboAttacks, combatBehav->MaxMeleeComboAttacks));
Into this
MaxComboCount = FMath::RandRange(combatBehav->MinMeleeComboAttacks, combatBehav->MaxMeleeComboAttacks);
@hazy moat Figured it out. I was able to replicate your error:
Cannot write to the output file "M:\UnrealEngineFive\Engine\Source\Programs\AutomationTool\IOS\obj\Development\IOS.Automation.Properties.Resources.resources".
Could not find a part of the path 'M:\UnrealEngineFive\Engine\Source\Programs\AutomationTool\IOS\Resources\GreenCheck.png'.
ERROR: Failed to build: M:\UnrealEngineFive\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj
ERROR: Failed to build: M:\UnrealEngineFive\Engine\Source\Programs\AutomationTool\TVOS\TVOS.Automation.csproj
build complete.
I attempted to build AutomationTool itself and ran into the same errors.
In UE5.sln, you will notice that IOS.Automation etc. are added as dependencies to AutomationTool.
UE5.sln is generated by UnrealBuildTool, which means these dependencies are being added dynamically.
Deleting the IOS and TVOS folders under Engine/Source/Programs/AutomationTool fixes these errors.
Don't forget to check how many processes are used to build your code. I have 5950x with 32 threads and 32GB RAM. I am not sure if this system was also in UE4 but UE5 automatically checks your available RAM per core and lowers the process count accordingly. UE5-Main expects ~1.5GB per process, so it was never using all available threads. I noticed only when the builds were too slow. This is also affected by current free RAM, in my case Rider was parsing UE5 source for the first time (therefore taking A LOT of RAM) and the compilation started with just 4 processes on 5950x o.O
I will be updating to 64GB
I did it for 32 processes and my OS got stuck, lol
even windows explorer was unusable
but with 16 processes it was still okayish
how can fix that?
2>G:\Epic Games\UE_5\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\ParticleDirtyFlags.h(61): Error C1060 : compiler is out of heap space
2> [2/2864] Compile Module.Engine.52_of_56.cpp
2>G:\Epic Games\UE_5\Engine\Source\Runtime\Core\Public\Containers\Map.h(117): Error C1060 : compiler is out of heap space
2> [3/2864] Compile Module.Engine.36_of_56.cpp
2>G:\Epic Games\UE_5\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\AABBTree.h(959): Error C1060 : compiler is out of heap space
2> [4/2864] Compile Module.Engine.40_of_56.cpp
2>G:\Epic Games\UE_5\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\BoundingVolume.h(353): Error C1060 : compiler is out of heap space
2> [5/2864] Compile Module.Engine.56_of_56.cpp
2>G:\Epic Games\UE_5\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\KinematicGeometryParticles.h(63): Error C1060 : compiler is out of heap space
2> [6/2864] Compile Module.Engine.37_of_56.cpp
2>G:\Epic Games\UE_5\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\PBDRigidParticles.h(198): Error C1060 : compiler is out of heap space
2> [7/2864] Compile Module.Engine.47_of_56.cpp
2>G:\Epic Games\UE_5\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\RigidParticles.h(310): Error C1060 : compiler is out of heap space
2> [8/2864] Compile Module.Engine.39_of_56.cpp
Get more ram for your system
i had to increase the page file size even with 64gb to stop those from happening all the time
@quiet kraken Well I did attempt to use a non unity build. Not sure if it is because I am using DebugEditor (haven't tried DevelopmentEditor yet), but the engine itself would not compile
hi
sorry, I might be out of context, too many conversations going on every day :)
Were you not pleased with Rider (or ReSharper) showing red squiggles even though your project was building OK?
Have you disabled Unity build for Engine or your Game project? If you are not making any changes to Engine I'd advise keeping Unity builds enabled (for Engine at least).
I love resharper for C#
currently I am not really liking it too much for unreal projects
because of the billions of red squiggles it adds to everything while visual assist x only adds red squiggles that are legit (with about maybe a 4% error margin)
you suggested that I turn off unity builds for my game project, which I did
to see if it would compile
OK, then I'm remembering correctly. Disabling Unity builds for Game doesn't affect the Engine build though.
what errors do you get?
hundreds of errors. I don't have them up at the moment (switched back to a unity build), but I can get htem
*them
lots of errors in engine source files
also, I know that editor text colors can be adjusted, but is this really the default color scheme for resharper and C++?
That hurts my eyes
not sure if I am the only one or not
that light blue text specifically
on first launch you can pick from multiple schemas. There is even VS and Visual Assist one.
Ok
Yeah and you can customize the color of each object type. I was just curious if it was really the default
or if something was broken on my end
I'm not sure there's a VAX scheme in ReSharper C++ though :)
I see, I expected this is from Rider For Unreal Engine. Could be that it is not in VS + Resharper C++.
makes sense
I don't think that switching off Unity builds in Game should affect your Engine build though. Have you built Debug Editor | Win64 before disabling Unity build?
I primarily use DebugEditor - it had been built prior
I'll check on the .build.cd
*.build.cd
cs - I'll type it out right eventually
wait what. I'll need to check it closer. I'm pretty sure you can switch off Unity build in Target.cs for game that uses binary/EGS version of Engine.
huh... I'm pretty sure that's a bug. I'd be pretty pissed of if I'd be forced to rebuild my engine.
... I have so many questions now. Hate this server's convos, they always happen when I'm way past my curfew and falling asleep. ><
my three kids and spouse won't let me anywhere near the pc on Sunday XD Monday it is. I'll need to mess around with UE build shenanigans before touching #cpp nest
anything noteworthy in the commit? Decided to pull every friday cuz the entire thing seems to wanna recompile for some readon every pull
this is miracle fix for me and after that i never ran out of heap space, never. You have to play with core/thead count whatever it is to find your max that build without heap errors. Mine 32GB with 3700x is 12 max that is in that config file. I even have not touched swap and it still works. Of course penalty is slower compile times.
thank you, i try out this hack next time i build, thank you
Why compiled ue5-main engine folder comes at 200gb? Isn't that excessive?
I think this channel is more appropriate
probably all the symbol *.pdb files that you actually only need for debugging
it's not excessive at all, pretty standard for how big the engine is.
Isn't the epic launcher ue5 like quarter of the size?
You can delete intermediate artifacts if you want which will cut down on the size, but it'll result in many things needing to be rebuilt if you try to build the engine again.
The launcher version of the engine doesn't include any intermediate artifacts from the build.
It also doesn't include debug files by default.
I'm only looking for one build to start using the new modeling tool with the grid, that's like my only reason to build it
Also what kind of machine can build it in 10-40 minutes? Took over 7 hours for me, on 3070gtx 32ram and some one of top cpus
Does anyone know when the new grid modeling tool with ue5 is planned to be released in epic launcher?
An Intel i7 10th-gen with 8-cores (16-hyper-threads) took about 2-2.5 hours. (I was also building from an HDD; an SSD will speed things up even more.)
I took the 10-40m from official documentation, but it just seems unbelievable
I've had it on ssd
That’s about how long it took me to compile UE4. 🤔
I guess for ue5, that's in laboratory conditions, just like car benchmarks are made
not really, ue5 isn't considerably different from ue4
it heavily depends on specs. SSD is good, 32GB RAM is good depending on thread count. Which leaves the question of your CPU. And of course something could just be wrong with your install but we have no way to tell that.
I just followed the instructions, run the .bat to download more stuff, run it in vs2919, make sure it's editor and 64 and that's pretty much it
I would stick to epic build if it had the new grid modeling tool
But the official version doesn't have it
If its taking the 7+ hours on good machine, then you might have a misconfigured Incredibuild screwing things up. I know originally it was taking me MANY hours until someone suggested it, I checked the very start of build logs, saw it gave 1 casual warning, then went to uninstalled incredibuild, and then it built SO MUCH significantly faster (and I have a far weaker computer than you). Most people don't likely have the setup that'd benefit from incredibuild (distributed network of computers that can help compile), so it shouldn't really be installed unless you know exactly what you are doing. (Includes both UE4 and UE5)
where can I find this incredibuild? My builds also take 6-7 hours. 16 gb ram i7 7th gen
10-40m for UE4 on the docs is from years ago iirc
earlier versions of the ue4 used to compile faster (with some variations ofc)
you can still get compile time to around that timeframe, but you will need to fiddle with your build config and avoid building the whole engine etc
somewhere along the line the compiled size of the engine also blew up
@opaque phoenix go to your visual studio installer.
and go to 'modify' and look at individual components, you should uninstall incredibuild.
I am sure it's possible to get it to work correctly, but I've never had luck and had multiple people recommend un-installing it. When it was installed, my machine would only use 1 core to compile unreal, and after uninstalling it, it'd use all my cores.
seems like it was not installed for me in the first place 😦
dang must be something else then 😦
One benefit i found relating to this is that RunUAT builds automation tool automatically as you do not have AutomationTool.exe when running fresh source build. If i do not miss something.
TekuConcept: Deleting IOS and TVOS folder bypassed first compile errors 🙂 compilation began, lets see if it finishes too. Ca 1.6-2h..........
TekuConcept: When i tried directly feed to automationtool.exe those commands instead of RunUAT i got weird hotsfx.dll or whatever error(lots of days ago when i tried). RunUAT runs fine. Weird, dont know but at least it works 🙂
TekuConcept: Nope still ios error, just in the end this time, same like it was with dummy image hacks where it reached almost to the end and then i inserted custom InstalledEngineBuild.xml and then it finished. Now i try with this way: Deleted ios and tvos folders again and when compilation fails(building as we speak) then i use custom InstalledEngineBuild.xml to finish building.
TekuConcept: Yes, build again was successful if i replaced this InstalledEngineBuild.xml with official one and IOS garbage was bypassed. Sadly deleting those folders only byspass compilation error when beginning building(basically it was same effect by dummy images).
I deleted those 2 folders before GenerateProjectFiles.bat
I noticed when running Setup.bat with the same exclude args that the download size was still about 9GB. I’m wondering if excluding iOS content only saves about 500MB-1GB of disk space - whether or not it’s really worth it.
I really hope we'll have the 5.0 release branch show up on Git soon. I'm about to migrate our project to ue5-main, but worried about compatibility once 5.0 ships (since assets will be saved under 5.1)
I do not know, for me IOS trash was around 2gb but idea is that why i need this apple stuff. Glad that there are hacks that bypasses that beautifully. And when running setup.bat together with .gitdepsignore then download is even smaller. My crusade is to build artist edition of Editor without unneeded stuff and build speed increases too. I built 46ad7a with anti iOS hack and it works very well. Love the new category filters on selected objects 🙂
Now i begin wondering... what secret commands are there more that reduces download and runuat commands that excludes building for example plugins that i would not want?
In case you wonder what happened in end, there is log. Modified .xml made success after that of course.
Can anyone please explain me how do I clone ue5-main? I can clone 4.27, or anything on github. But with url, it always end up asking for authentication with user name/password.
First, you need to have private access to the unreal engine repo.
Then you need to run the following in the terminal/command line:
git clone https://github.com/EpicGames/UnrealEngine.git
cd UnrealEngine
git checkout ue5-main
or store your ssh public key on git, and checkout with ssh
lumen and nanite eventually will be coming to forward shading right?
no
Technically that is the only way now to clone private repos from GitHub. 😉
46ad7a build, but this change is change of the century for unreal.... so good to select object options category fast.
Thats why i sometimes like to build Unreal myself, to see upcoming wonders. Thank you devs from EPIC who idea those category filters was.
the nanite page puts VR and forward shading in the not currently supported list which is what confuses me. Not currently would mean it would do so in the future right?
they are finally listening when it comes to ui and quality of life. Thank goodness! hope they make the buttons like bp compile and the toolbar a little bigger to make it a little easier for the eyes.
I doubt epic would make nanite work with forward shading, not unless they make a vr mode for fortnite or something
anything that they don't actively dogfood usually end up stagnating
explains why they never updated the cable component and our team really needs it for our stuff
Epic has already stated that there are no plans to make Nanite or Lumen work with forward rendering :/
Incredibuild cause serious problems with UE btw, just fyi. For example in my case it blocked shader compiling process and even with VS Installer I was unable to remove it. I contacted their support team and together we wasted one week only to find out 'how can we remove the incredibuild' so I could continue compiling shaders in UE (though their support team was one of most nicest, among in the other companies I've seen) 😄
the page confused me it said not currently as it is part of the roadmap
well it was not installed so clearly not the bottleneck. But it still takes an absurd amount of time for a recent pull update to build
I did not read the rest of the conversation, I just saw Incredibuild and triggered
oh
general question for engine modders, how do you keep the changes you made on newer versions of the engine when you make a new pull?
I wanted try modding by doing this tutorial on custom lens flares I saw in an article (the one that mocks JJ Abrahms)
Same way you do in any git-based source project, personally I regularly rebase my local changes on top of UE5-main, you can also regularly merge UE5-main into your branch
I also mark my changes clearly with comment blocks, with a START and END comment along with a comment on what the change was about
Not sure if that's really needed if you're using git, git blame does the same thing.
Also adding those kind of comments makes it harder to merge changes from upstream.
Missing import: UnrealEditor-Party.dll Missing import: UnrealEditor-TimeSynth.dll
Wonder why it can't find these? They are in their normal places in UE5
how large is ue5-main together with the intermediates and build directory after build?
Looks like FWindowsPlatformProcess DllDirectorys is missing those paths...
almost exactly 200gb
perhaps I need to clean git out? no idea
For me git with history is 10.9gb, no history and no dependencies is 2.2gb and the engine after building is 230gb
Because of intermediate files?
yeah @oblique mist
Installed build with Win64 only goes down to 74gb
and here is how it's split up
Nice breakdown! That's what I thought: debug symbols, precompiled headers, and object files
Well, is that really means in future for example we have RTS and in the end AI becomes unwinnable and only "Reset Neural Network" button helps 🤔
....or threatening AI that i delete game 😆 🤣
Is there anyway to use denoiser with path racing in ue5??
Found in NetworkPrediction source
// This is somewhat of a stop gap until a PT blueprint is available.
Will we get PhysicsThread support for BP?
so far the only practical use case I found for neural networks is animation and level testing
though the latter's usefulness is a bit iffy, it's still better than nothing
@stark basin it seems like the p4>git sync is dead again (;
physics thread?
chaos can run async in dedicated physics thread
hi, im trying to run valley of the ancients in the source build on both branches ue5-main and ue5-early-access and both have errors on missing plugins, only the build from epic client can run this demo?
seems to be running, just slow for whatever reason. Sometimes it happens when e.g. people create "pull requests" that contain the whole engine or similar mistakes (the bot is also importing the pull requests into p4)
oh, thanks, good to know, didnt realized you have also automated process for pulling pr into p4, thought it is done manually after review
Can anybody say if 70 minutes is the expected time to a first build of ue5-main in a 5800X? If it isn't I can't say what I'm doing wrong. Unity build is on and I'm only building Win64
it used to be manual in the very beginning (spring 2014), then shortly after UAT got a command to import a PR, then it was automated fully behind the scenes. It helps since a lot of folks either don't have GH accounts or don't care to connect them
on a 64 (logical) core CPU it builds between 10 and 20 minutes (sorry, don't have accurate timings, and they always drift because the code gets added/removed). With 5800x having 4x fewer cores 70 minutes sounds like a right ballpark
make sure you have at least 2 (better 3, 4) GB per core. Also, if building UE5-Main, there was a recent change that limited number of jobs to physical cores only. That was supposed to help people running OOM when building on 128 core CPUs, but in practice it is probably not beneficial and will be changed. You may want to set ProcessorCountMultiplier to 2 if you see UBT only using 8 cores on 5800x
Is the UBT supposed to be the cl.exe in task manager? Because that's the processes that most take resources and I see only 7 of them
this is the compiler itself
@stark basin I wonder why UBT in UE5-main no longer accepts clang.
Whoa, what do you mean?
In UE4, I could run GenerateProjectFiles.bat -Compiler=Clang and then UBT would use clang-cl instead of msvc-cl.
Running the same command for UE5-main works, but the builds still use msvc-cl.
It’s like the msvc compiler is forced for engine builds in UE5.
probably a bug. FWIW I didn't know you could switch the compiler that way, I thought it always required changing a target setting (i.e. setting a boolean in the project's .Target.cs file)
Figured it out by inspecting GenerateProjectFiles.bat and UBT sources 😉
this is the way :)
this is the way
you can try posting that on the AnswerHub or forum if you want UBT folks to chime in. Or just wait, UE5-Main is pretty far out in the future, maybe it will start working again :)
MassEntity appears to be deleting my entities after I add a 512th instance edit: this appears to be how they size the array chunks and my code was busted
I am almost certainly missing something here
too soon!
rip
If they take out MassEntity I'm gonna cry
please consider this emotional burden before you push repo changes Epic
woo! 
FINALLY!! Will check it out after compiling tonite
nothing changed
(;
I mean there is still a lot of code to write
ie. shadows are utterly broken
Is LWC still supposed to be included in 5.0? Looks like they're going to pull another chaos and delay it a version or two 🤔
that's the plan
nothing changed
there is other LWC branch for general engine fixes
wish they were on github
You mean world limit still applies?
plz check ue5-main Vulkan mode, all objects in wrong position
Hey guys, now that the Apple will probably release new arm processors I was wondering if someone in here knows if the engine compiles fine with the M1?
I understand releasing new branches takes as long as it needs and this is not about being demanding but rather a respectful inquiry: I was wondering if there are any estimates about how long will it take for the ue5-release branch, or any branch with UE 5.0 development (not 5.1), to become public on GitHub. Will it be days, weeks or months from now? Any clues would be very appreciated for planning a current educational project we are working on. Thanks!
I second to that question, especially now ue5-main is getting post-release updates, it doesn't make much sense to get latest commits after version was increased to 5.1. So, we're in kinda limbo state where we should wait for a 5.0 branch is made public.
hi, I try to use Buildgraph, but it says .NETFramework,Version=v5.0 is missing. There are no .NetFramework 5.0. (I'm on ue5-main)
There is a .NET 5.0, and 6.0 is out very soon 🙂
https://dotnet.microsoft.com/download/dotnet/5.0
@crystal crescent
weird, I already installed that
It might need a specific version
I use the latest, 5.0.x ( 5.0.402), so i don't think the issue is from the version
I have the same issue. I also have the latest version installed. I think it's because we need an older version since Unreal uses different .NET packages
While I am not intimately familiar with our github mirroring, as far as I know (and understand), there were two or three more branches needed first (presumably so commit history would make sense? dunno), and mirroring them was under way when I asked last week about the reasons for the stuck mirror. So perhaps the ETA is in days
Thank you for the update!
sure thing
It's really nice to have someone from Epic communicating with us about the source code 🙂 Thank you so much for the update!
❤️
☝️
Doğa I'm still curious how are you getting 6min builds on a 5950x when they are getting 10-20 min on a 64 thread cpu 🤔
I try to install .NETFramework through Vs installer (SDK .NET 5.0 Kit and .NET 5.0 Runtime) but still get issue 😒
Did you run setup.bat?
Correct its just called ".NET 5.0" now, but it is a continuation and replacement for both .NET Core and the older 4.x Framework (just not fully compatible)
Yes, it's the first thing I do.
I downloaded 15GB
Well something is definitely missing in your SDK prereqs, might be the Win10 SDK
The full list is longer, but make sure you have at least this in your VS setup
I already get all of these, unless Win10 sdk, I use Win11 sdk (I updated on it)
I havent updated yet, so sadly cant help you there
my guess is there might be some paths that are explicitly looking for the Win10 SDK
You need to install Win10 SDK (I use 10.0.19041.0)
Ok, I will re install Win10 sdk
hmm sure you need 4.6.2 sdk?
thought it worked with latest sdk and targeting packs
it should, I just havent cleaned up 🙂 this OS has been running for quite some time
Installing Win10 sdk doesnt resolve my issue
I don't have .NET core 3.1
Just see I only have .NET 5.0 runtime but no .NET sdk, maybe I have to install the sdk ?!
I have the 5.0 SDK installed, so yeah probably that
With 5.0.402 .NET sdk still have issue 🙁
FYI, I would like to build horde, through BuildGraph
Ok I found how to fix it.
I have to move the net sdk folder into engine folder
Curious, I dont see a pinned message so wondering if anyone has any info on this, I dont remember UE4 compiling limiting my # of processes based on memory (1.5gb free per compile process) but UE5 does seem to do that. This limits me to less than my true # of cores when compiling on this laptop. Anyone know if this is a VS thing, UBT thing, or something I can change so I can get more than a couple cores compiling on this machine for UE5 source. EDIT: and I scrolled back far enough to find some valid info on this. might be nice if some of the changes were in the pinned messages 😉
Anything specific you'd like pinned? 🙂
sorta. This was the link that I found that was helpful, but theres more info about it a few posts above #ue5-engine-source message
this one is just nice since it basically lets your compiler go back to how it was before the changes and have no limits lol
I know there was a recent change that limited it to 1 thread per physical core, but they are going to revert that back to logical cores
Fix for number of threads being limited by available memory (#ue5-engine-source message)
BuildConfiguration.xml
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<ParallelExecutor>
<ProcessorCountMultiplier>2</ProcessorCountMultiplier>
<MemoryPerActionBytes>0</MemoryPerActionBytes>
</ParallelExecutor>
</Configuration>
Wanted to build UE5 main branch from github and got some rebuild issues.
Originally started a first build and it failed because I forgot that building UE from source requires a lot of storage space.
I moved the folder to another partition with enough space and started a rebuild to try and resume the prior build.
After some time, it failed with these errors
What would be a good way of fixing this error without having to do a clean build from scratch again?
P.S. running latest version of Rider for UE
Fix the errors and do a normal build?
Not sure why you're rebuilding every time.
Rebuild does a clean which means that everything has to be built again. Building normally just builds things that changed/didn't succeed previously.
That's... you know, I'm so used to that terminology because it's pretty standard across programming as a whole, but I can see why that might be confusing to someone who isn't familiar with it.
Do you know if I want to set 22 threads to work on the build, do I add this to BuildConfiguration.xml?
<MaxProcessorCount>22</MaxProcessorCount>
#ue5-engine-source message
if you set nothing for the max processor count it should use all available
the linked build above for me used 16 threads on my 16 thread machine
Got this warning that LocalExecutor is invalid when running GenerateProjectFiles.bat
noticed it was on AppData, updated it to the same as the config above and now I get it twice
Can I use ParallelExecutor instead? What is the difference between it and LocalExecutor?
For me i installed individual components not full preset based components as they draw heavy unneeded bloat that i did not need, thanks to ryanjon2040 i have these installed and ue5-main builds perfect. + i had to install all .NET 4.5.x stuff(not on picture) to be sure build is success.
Mass is now described as Gameplay-focused framework supporting data-oriented processing
yeeeeeeees
the ECS cult grows
Does anyone has world partition working?? The option to enable it is missing in Project Settings (but in DefaultEngine.ini it says True, so I assume is enabled by default), but after creating a new level or whatever, World Partition Setup in World Settings is always None
Try saving the level first (and maybe closing and re-opening it)
I'm using it in ue5-main, but with a project I started in EAP and migrated over.
@chrome onyx It got renamed in world settings btw, just in case you didnt spot it. Do you not see this?
@limpid light ahh I didn't see that, thanks, I'll check
not really a database as much as data-oriented. it just means having things in packed structs of arrays
which means less cache misses and moar framez
that's pretty much what databases are
except the data is on disks
methods of operation are the same
you have rows of stuff and you filter stuff out if need be
there is definitely an element of designing things in normal form too
you might be right
we can't really make fancy queries beyond boolean stuff though
nothing like a join/subquery here (afaik)
other C++ ECS libs like FLECS or ENTT have more features for making cool queries
but I'm so happy with having this at all and it has more than enough features already
data oriented design book from richard fabian literally describes how to put game data to a relational database.
ecs just happens to fit that model, which isn't surprising, because it was designed for MMO's in the first place
hah I was literally about to link that book 🙂
https://www.dataorienteddesign.com/dodbook/
Data-Oriented Design
well there, I guess it is a database then
I actually own the DOD book so I'm a little embarrassed I forgot that passage
Now that you mention that. I have been in the EAP branch for a while and it's quite stable so far (after a few quick dirty fixes in the crashes) but Im thinking to move into Main. Im afraid it isnt that stable though, what's your experience?
It's night and day, you just need to find a stable commit to build from. I honestly regret not switching to main earlier.
Im using this one atm, but I know there are more recent ones that are ok as well.. probably up to the lwc rendering commit that messed up a bunch of things.
https://github.com/EpicGames/UnrealEngine/commit/e0fb0cfce32dcbcaca58838dd950e27b570b2817
@limpid light cool. Thanks man, will give it a shot and also checkout on that commit if it fails
i downloaded this and it works
i pretty much compile engine every day to check if it works
Failed to load '../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64/WinPixEventRuntime.dll'
Failed to load 'VtuneApi.dll'
Failed to load 'VtuneApi32e.dll```
I'm getting these errors when trying to build lights, I built the engine and light mass, and also rebuilt, same issue
Did you start it? I was under the impression that things were broken AF atm because of the LWC rendering refactor?
Good to know 🙂 thanks. Since I upgraded to main already, I'll be stuck on that until 5.1 ships 😄
I have the latest main and..
did they change how to enable world partition? There is no eanble world partition anywhere anymore
tf
Same for me. I don't get what's been changed or how to use it
@tranquil zenith yap... couldn't get it to work, it is working on ue5-early-access, but broken in ue5-main
Well that blows lol
indeed
With the stuff thats been changing in each of their commits idk how tf this is gunna be ready next year even
Did you try using the commandlet? I tried that now but it only throws errors about bad parameters
considering so many studios already have stuff in production using UE5 I hope so
the docs on using commandlet to use world partition is a joke
it leaves out a very important step if you didn't understand...and in their example they point to a ue4 4.26 lmao
Who is writing this stuff
World Partition is working just fine in latest main, I'm using it. The settings under world partition got renamed, so be sure you are looking in the right place.
Scroll up a little bit and you can see me answering this question for Gatox earlier today
As for the commandlet, its very finicky. The main thing that a lot of people get stuck on is how to provide the map name parameter, but it has to be without any paths and without the .umap ending.
For reference:
"<full path to UnrealEditor.exe or UnrealEditor-Cmd.exe>" "YourProjectFile.uproject" MapNameHere -run=WorldPartitionBuilderCommandlet -Builder=WorldPartitionHLODsBuilder -AllowCommandletRendering -log=HLOD_log.txt
Remember to wrap the full path with quotes, otherwise spaces in the path will break your cmd
If anything breaks, you can check the HLOD_log.txt for details
What commit are you on in main? and where did it fail for you?
I'm terrified of the commandlet so I'm just making new levels and copypasting actors in
Is GPU Lightmass broken for anyone else in current ue5-main from GitHub? When I enable it in a project, it crashes at opening with
/Plugin/GPULightmass/Private/VolumetricLightmapVoxelization.usf(29,81-125): error X3014: incorrect number of arguments to numeric-type constructor
appreciate the response thjank you
No matter what I do it just says unknown world
it cant find the map
I mean it should be obvious idk what I could possibly be doing wrong
and the project location just adding the projectName.uproject doesn't work it has to be the path to the project. (Unless there's something I an overlooking..because how would it know where the project was just looking at the engine folder??) the map name I put as just the map name. I thought it was to do with it being in some subfolder so I put it directly in the main content folder but still nothing so I have no idea
Ya no matter what I do it says unknown level 'levelname'
Is there something that has to be done in engine first
@tranquil zenith can you paste the exact commandline you are using, its probably some small detail you are missing 🙂
Also, if you use the commandline example I pasted a detailed log file is created, so you can probably find a more detailed error there
"C:\Users\ProjectStorm\Desktop\UE5_MAIN2\Engine\Binaries\Win64\UnrealEditor.exe" "C:\Users\ProjectStorm\Documents\UnrealProjects\partitionTest" -run=WorldPartitionConvertCommandlet Map -Builder=WorldPartitionHLODsBuilder -AllowCommandletRendering -log=HLOD_log.txt
I notice other people have the .uproject at the end of theirs but if I do that it gives me "failed to open desciptor file" error..which if I need to add the .uproject at the end thats probably the issue then.
- second parameter should end in .uproject
- The mapname should be the 3rd parameter
Try this
"C:\Users\ProjectStorm\Desktop\UE5_MAIN2\Engine\Binaries\Win64\UnrealEditor.exe" "C:\Users\ProjectStorm\Documents\UnrealProjects\partitionTest.uproject" Map -run=WorldPartitionConvertCommandlet -Builder=WorldPartitionHLODsBuilder -AllowCommandletRendering -log=HLOD_log.txt
This is exactly what I use 🙂 Is your level really called just "Map" ?
if I include the uproject at the end I get a failed to open descriptor file (which is likely the issue then)
and yea I am just trying to get this damn thing toi work lmao
ah sorry I realized your "partitionTest" is a folder, so this should be:
"C:\Users\ProjectStorm\Desktop\UE5_MAIN2\Engine\Binaries\Win64\UnrealEditor.exe" "C:\Users\ProjectStorm\Documents\UnrealProjects\partitionTest\partitionTest.uproject" Map -run=WorldPartitionConvertCommandlet -Builder=WorldPartitionHLODsBuilder -AllowCommandletRendering -log=HLOD_log.txt
Run this, and take a look at what is in HLOD_log.txt
oh another big problem
you are using the wrong commandlet
This is the correct way
"C:\Users\ProjectStorm\Desktop\UE5_MAIN2\Engine\Binaries\Win64\UnrealEditor.exe" "C:\Users\ProjectStorm\Documents\UnrealProjects\partitionTest\partitionTest.uproject" Map -run=WorldPartitionBuilderCommandlet -Builder=WorldPartitionHLODsBuilder -AllowCommandletRendering -log=HLOD_log.txt
You should have been using "WorldPartitionBuilderCommandlet" instead of "WorldPartitionConvertCommandlet"
What is the name of your Level? did you really name it Map.umap ?
100% it is called map 100% it exists lol
I made a fresh project..created the level just to test this conversion thing
because ther was no option to just enable in engine that I can see
Where did you save it? Is it under Content/Map.umap ?
it doesnt, mine is too
what does HLOD_log.txt say?
its just this; [2021.10.15-23.29.25:359][ 0]LogInit: Display: LogWorldPartitionBuilderCommandlet: Error: Unknown world 'Map'
[2021.10.15-23.29.25:329][ 0]LogWorldPartitionBuilderCommandlet: Display: Execution started...
[2021.10.15-23.29.25:358][ 0]LogPackageName: SearchForPackageOnDisk took 0.029s, but failed to resolve Map.
[2021.10.15-23.29.25:358][ 0]LogWorldPartitionBuilderCommandlet: Error: Unknown world 'Map'
[2021.10.15-23.29.25:358][ 0]LogWorldPartitionBuilderCommandlet: Display: Execution took 29ms
no idea why it is there
ive rebuilt the project and opened and triple checked
try saving a new level under a different name
and you did change the order? so the map name is now the 3rd param? it was wrong in your original cmdline
yea I am running it as you showed me
new level still nothing. I dont get it
makes zero sense to me
making me question my sanity lmao
I delete binaries and ran the commandlet again.. ..its..doing something... .......I think
only other thing I can think of is your map being configured to use world partition and set for 1 file per actor?
I havent done anything to it I only created the level and changed nothing
well, set up the world partition at least 🙂 set up a grid
it might just be dismissing the map if there is no work to be done
I'm in e4862334857b9c9515974ea9de315cafc57cf256 ... updated yesterday, I tried yesterday switching to ue5-early-access, and everything was fine... but when switching to what was latest yesterday on ue5-main, World Partition stopped working, the World Partition Setup in World Settings always remain on None and I don't see the Runtime Hash you mentioned
Is there any way to prevent vs from recompiling the entire ue5 project on each pull. I have like 5.3k modules every build which is annoying
no
:(
Any workarounds as it takes 12 plus hours on my laptop
Aww rats
It’s door 1 I guess
If only I had a better rig
Uploading the files to the cloud is surely extreme, no?
My internet would dc me if I tried to push up 100gb of UE source
Assuming that's how it works to rent build server time
Oooh
Thanks for the explanation
so this even applies if I say modify one cpp file in the engine?
Try disabling unused plugins in your project settings if possible, that may help to reduce your built object count. Otherwise, as long as one of the commits modifies a header file in core modules of engine, it will compile the whole thing again.
I mean engine not project. I was thinking of trying the lens flare tutorial but thid compile thing scares me (new to engine modding).
so the only way would be reducing the frequency at which I make pulls if I am working on a project?
Yes, disabling plugins on your project will make full engine build from project exclude those.
Make sure you're always building from your game project
that will only build required modules, not the whole thing
Wait this is about building the engine source not a game project that part about plugins I know
does world partition have a tool to create distance LOD of landscape
Couldn't get the commandlet to work in latest main so made world partition in early access and tried to bring it into latest built and now I get assertion failed lmao
moving from ue4 to ue5 supposidly so smooth for so many people and ue5 cant even handle its own shit
Cpp files should be easy and only needing one file or module to be recompiled, seconds or a minute. Touching engine headers is different, if that engine header is included as a part of a shared precompiled header then everything needs to be compiled again.
afaik world partition doesnt support landscape yet, dunno if they will later or not. I just marked the landscape tiles as always loaded
I think with nanite and other rendering tech, Epic might be working on something new for landscape but not sure what. Maybe the virtual heightfield mesh is the way forward instead of the older heightmaps?
If trying to build UE5 from source... should I grab this fork or just go with epics?
https://forums.unrealengine.com/t/visual-studio-2022-preview-4-now-builds-and-runs-ue5-main-vs2022/255060
(first time trying to build from source 😅 )
Is there an Epic staff (please ping me) that I can DM with a question regarding distribution?
Any idea what part module/program in the sources handles copying the code from Windows into Mac in order to make an iOS build from Windows?
@cursive pawn here's one of the new physics network prediction examples
it's a co-op tank game where players work together to refuel and pilot a physics tank
I'm all for working vehicles in multiplayer
i guess its safe to assume they will, they work good enough in FN (;
The measure of anything working well in Unreal is “do they use it in Fortnite?”
Which Branch is Working main or early access ?
...uhm. How on earth am I suppose to load these actors? They are way off in the distant sky. There's no option to load them anywhere. All the grids are loaded in world partition
hold up let me find it
keep in mind I can't get physics to actually replicate correctly (I just do np2.enable 1 which is not enough to get it going? I am missing something)
TestMap_Physics_Tracks
you need to disable throttling
I thought it forces throttling off in UNetworkPredictionComponent::CallServerRPC
any cvars I can change?
net.DisableBandwithThrottling=1
i added it under [ConsoleVariables]
though it still spam on hud that I should set it -;-
Yeah, NP have now like 3 indepedent systems, and idk which one is going to be further developed, one is the "old" one, one for physics and one for async
also idk if chaos physics for "simple" sims is somewhere deep in engine or is working on np.
i have force attractor on map for testing physics and it is perfectly in sync on clients by using fixed async tick, and no NP components
at this point I'd really like to see some bigger picture sample, on how to use it. Like should all interactable objects have NP components by default, should I add it later, maybe I should not add it at all (just rely on chaos) or mix both NP for more imporant objects and rest just "let it do whatever" ;
for non-physics stuff is the component even required entirely? as long as you are following a modeldef with input/syncstate doesn't it just work? I haven't looked at it in months
Hello guys i just cloned the Early access branch and when i build it i get these errors
I changed nothing just build solution
Did you run setup.bat?
Yes and i run the Generate.bat
And i get this error after build
Are you building the entire solution or just the UE5 project?
Those errors are coming from UnrealFileServer which shouldn't build if just building UE5.
Entire solution
I forgot how i was building the UE4 before was the ue4 or the entire solution
It success when build the UE5
I keep getting engine modules out of date while opening a project even after compiling. Any ideas why?
sadly engine compiles take forever and I just finished 2 hours ago after starting in yesterday 😦
making a fresh pull as I need to do it anyways
hmm
seems like setup.bat has some stuff to install
ok
this goes in default engine or editor?
in hindsight, lesson learnt pull once a month unless a major fix
wait where is this one?
I found a BaseEditorPerobjectUserSettings
that should be it?
ok made a new ini by the name and added
also, what are these water fixes they are making in ue5-main?
Mass is the ECS one (I think)
Hello, i tried that too but Bridge just crashes editor when i try to add content. Did yours worked fine?
I didn't test Bridge and ended rolling back to pre 5.1 commit.
Until we get access to the 5.0 branch
Guys im trying to build the Advanced Vehicle System plugin with engine
im getting this errors
I see no error
thanks, probably bridge just don't work. thanks for letting me know.
@kind root NetPositionTolerance should be double, or cast it to double.
Yep, if you see math errors it's likely LWC related
what could be causing this ?
why
readonly?
Vulkan view fixed
Yes i will change it and try today thanks
Is the 5.1 branch public somewhere?
yes, that is ue5-main on Github
How big is the ue5-main when compiled? I've run out of space like 7 damn times so far, it's up to almost 300gb before it fails.
Big problem as it takes like 24 hours to try and compile
you need a beefy cpu with lots of threads and ram to do comfortably do this
and yeah it's going to be close to 300gb at times
yeah, my pc is like 5-7 years old at this point. I wanted access to stuff like the cubegrid(?) new modeling tools which look fantastic for actual level design (as they're not in the alpha release yet), but i might need to just wait cuz i've blown alot of time on this crap.
there is a way to get precompiled main builds
i'm listening
😄
I figured it would be in pinned messages but it wasn't 🤔
but anyway someone had his own discord and he made builds of main every day
maybe someone else here knows more
I'll take alook around, much appreciated.
@quaint plover https://forums.unrealengine.com/t/ue5-main-branch-almost-daily-build-with-results/238184
Do you want to compile ue5-main but afraid it might compile or not? Fear not young warrior for I come to rescue. Well, I’m not gonna give you access to super computer but I decided to compile ue5-main branch (almost) everyday (if new changes are available) and post the results to my new Unreal Binary Builder Discord I just created. There you wil...
oh wait, I'm not sure if he distributes the binary..
🤷♂️
that would be pretty cool but I assume there is some legal obligation
yea that crept to my mind too
Yeah, i mean it's good to know that some of these commits i was spenting a day trying to compile could fail. so i'll def keep that inmind regardless.
but yeah fuck it i'll just use the released alpha if i really care, new tools are neat but i'll deal. Much appreciated.
@static copper I don't mind uploading it to Git but not sure if its legal. I would appreciate if someone from Epic could confirm.
may not be feasible to upload 20-100 gigs every day to git, even if it was legal.
Its only 6 or 7GB without PDBs. With PDB it comes around 20GB.
Zipped
Any public Distribution (i.e., intended for Engine Licensees generally) which includes Engine Tools (including as modified by you under the License) must take place either through the Marketplace (e.g., for distributing a Product’s modding tool or editor to end users) or through a fork of Epic’s GitHub UnrealEngine Network (e.g., for distributing source code).
Mm it says this.....but still an official word would be helpful
🤔
Ran into a roadblock converting my project to 5.0.0 Early Access 2. My game relies on the Physics Constraint Component, and it is missing functionality from the chaos physics engine. Led me to find this lol
oof
I've uploaded custom engine builds as GitHub releases in the past on UE forks
Not an official word but I don't think you'll get one without emailing legal
At least, it'd be weird for an epic employee not on a legal team to provide legal advice 😄
if it's a fork you technically need access to the original repo, right?
that makes sense
damn i just switch to the latest 5.1 build and holy moly the ui look clean
and the performance got better
in EA2 my fps in the default map is like 90 now its 144-162fps
👀
Mass can export dependency graphs
I wonder if those ass to world updates are faster or do they still run into the fact that updating component locations is slow
you save a bit on icache there but if they are moving scenecomps
i probabaly shouldnt tell you, but it should be obvious
;d
there is demo in the works showcasing what mass can do
sick
right now the representation stage group is setup wrong somehow
I have no clue what it really wants
the amount of simulated entities is in ten of thousands
but only some of those entities are "agents" <- which is word for entity with assigned actor
that means that yes actor update is still slow
yeah, the idea still seems to be to have entities that become actors when they need to do anything besides moving around
it's a start!
ive been thinking how to integrated ability system with Mass recently
coz i want to do real hero game, where you can apply dots to 100 enemies
almost certainly you have effects as entities
haha
that one solution
i thought about different
you can have single manager actor with ASC
which will map effect to entity
after all you only need to clear id of effect
once effect tick you iterate over assigned entities and do something
how long until we get flecs' monitoring webpage lmao
they're like a few steps away from basically doing that
I mean, most of the stuff on that page is already in the engine for general profiling. But having some UI showing specific system dependencies would be awesome.
I guess it's really not that complicated to do
but even just that dependency graph is a nice touch
ugh, it's not adding the broken dependencies to the graph
something about representation is set wrong
ah, fixed it
not sure what the intended way is but I forced the main representation process on here
bAutoRegisterWithProcessingPhases = true;
anyone know how the lane pathfinding works in broad terms?
I mean, plain old navmesh pathfinding has "lanes" too
from navmesh poly edge to edge
the funnel that forms along the path
@stark basin sorry to bother, but do you happen to know how often is Release-Staging merged to main ?
probably asleep
IIrc new lanes have width. In case of Recast, width was baked as nav mesh agent radius (mesh offset from obstacles)
With recast you need multiple nav meshes for agents of different sizes
odd
I mean, I imagined the polygon edge length would've been readily available in the data 😄
you need different size navmeshes for agent to fit the triangle size
or rather voxel
I thought you could just "slide" the edge verts towards the edge center by the radius of the agent during path finding
and then check if the path is still open
Hello, can anyone ease my mind that Horde is not affecting future classic buildgraph(1:setup, 2 Generateprojectfiles, 3: RunUAT) and is just for those who is making Jenkins like automated builder system?
i do not understand it excatly and what i have heard that it is just a Jenkins like a build system or similar meaning
Think about it as a web page which runs your RunUAT buildgraph script periodically/when change is submitted
Thank you, good to know
A question for people using UE5 in production on small teams: How do you keep up with engine updates? Do you have GIT forks/custom builds and you add commits by hand when something interesting comes along, constantly checking to ensure that it doesn't break something you added? Do you do you make plugins for your modifications and always update to the latest "stable" ue5-source branch version that builds? I'm a tech artist trying to learn a bit more about this stuff but I'm unsure about were to begin. Cheers.
Something like once in a couple of weeks.
Engine source code lives in game project with Perforce / Unreal Game Sync workflow. Unreal source is also tracked by git, and after each git pull, we're running a "Reconcile Offline Work" in perforce and submitting the diff with git commit hash as the description. Works pretty well.
That's actually a lot nicer than I imagined it being. So what are you doing about 5.1-branch commits? Avoiding them up until 5.0 Rocket Engine comes out, so you can still migrate over to the "most stable" release version?
Also, I've read through #ue5-engine-source and #ue5-general and Sequencer / Distance Field Shadows seem to be completely borked (so I imagine Lumen / AO and everything doesn't work either) in the most recent ue5-main commits?
we stopped updating after 5.1 bump commit is made into ue5-main, currently waiting for 5.0 branch to continue updating.
So waiting for backports from 5.1 to 5.0-main ?
Nope, just 5.0 branch to get published on github
We're currently at 5.0 era of ue5-main
I see.
After it's published, I will just pull that branch and reconcile again in perforce. should be easy.
And is anything other than what I mentioned currently DOA / in horrible shape on ue5-main ?
We jumped on the latest in main (5.1), which means that I'll be stuck with a less stable 5.1 until that gets officially published.
That seems like a very scary prospect, considering the fact that 5.0 is probably 3-5+ months away (QA'd launcher version)
The commit we've checked out is pretty stable, it's before they pushed huge commits for LWC type changes across source code
Cheers.
I owe you a beer and a half.
Could there be chance that Unreal 5 release is marked just a 5.1? maybe 5.0 was meant to be EA phase? Just a thinking of mine, do not take this seriously.
or is there still coming 5.0.x release?
Yup, 5.1 is late summer 2022. Until then I'll be cherry picking and doing manual source updates. Thats fine, been there done that.. I was in the UE4 alpha back in the day 🙂
There is 100% a 5.0 release. internally Epic has a 5.0 release branch, main moved to 5.1. This is normal for them and how they scope and stabilize a release.
So anything that people are working on now that is not due to be released with 5.0 is going into main branch (and not in the 5.0 release one)
Thanks, was just interested. Wont affect me as i only practice world building & lighting & art so usually my test projects are learn, build light, build world and dump 🙂 EPIC has done right thing to label everything 5.x related with heavy warning that is not suitable for projects.
wait so if I am working on something in the ue5-main branch, I have to wait longer than after ue5 ships??
If you have a project using the ue5-main branch then your assets are versioned against UE 5.1 and you wont be able to use them with the shipped 5.0 correct
oh crap
back porting assets is a PITA, I recently went through some of that and easiest way was to re-create the assets in an older version manually
fortunately the important stuff is in cpp and I was just starting up on my project
cpp is fine 🙂 only the .uasset will give you problems
I will have to rebuild my behavior trees :(
or just do like me and stay on 5.1 for some time 🙂 when 5.0 ships, the ue5 main branch will have all that code too, just with more and a bit less stable
how long until 5.1 ship then? 3 months after 5.0?
nooo idea
based on usual patterns?
based on older release cadence, I'd say around 4 months after 5.0 release
Epic really needs to get the 5.0 release branch, or better yet preview 1 out soon 🙂
its close to 6 months old yeah :/
how are current studios managing who are already in production?
Some have access to Epic's Perforce server and pull from branches there, some are taking more risk and using main branch directly.
perforce?
The source control provider Epic uses internally
UE5 licensees have access to that instead of Git. Thats for studios that make a custom deal up front on royalties and fees
so that is even more updated?
Github usually lags behind around 4 hours, but it doesnt have all the branches that are available on the Perforce server.. including the 5.0 branch where that release is being stabilized now.
hmmm
how much of a loss am I at if I decide to go back to preview? At least vs 4.
dont go back to preview, its... bad 🙂
so I have to wait almost another year then 😐
compiling has been a nightmare with its duration already
My plan is to pull in changes from main every now and then, or when a feature or fix gets posted that I need.
so anything worthwhile lately?
I am kinda new to the engine source (got in after our team needed a dedicated server build)
a lot of stuff 🙂 best source is this channel, so scroll up a few weeks 😄 ECS system, new AI system to name a few things
I'd say do not expect 5.1 until Q3 2022
I did hear about ecs but the ai on is the built in tick aggregation? or something else?
Its a new gameplay and AI framework built on top of the ECS framework
yes
Rubbing hands eagerly, waiting😋 ...any info when landscape starts to join with Lumen GI system?
is it matemathically hard to do?
Dots isnt all bad 🙂 jobs system and Burst compiler are truly good 🙂 the ECS part.. in constant flux with no end in sight 😛
I believe when they started .NET wasnt really on the SSE optimization path?
a lot has happened in .NET in the last few years, some low level optimizations and things like Span<T>
I know Unity is considering moving to a new .NET runtime, but that seems like a huge change...
I dont really see any real direction in Unity's process since 2018. That storm of what is production ready and what is not. They introduced so many things but did not really show commitment or give a roadmap for it being prodcution ready.
One thing I really appreciate Epic does. It tells you what is deprecated and what is not clearly and it gives you a proper alternative, at least from how I saw niagara being handled
For me biggest thing about Unreal is that you have full code, it is proprietary but at least whole planet can access it , with Unity you have in mercy of Unity to modify or fix things. Personally i am **afraid **of learning closed things that can rob big chunk out of your life if they decide some changes that shuts it down(catastrophe, huge change or whatever you can think).
Yeah you could get Unity source..... if you rob a bank, win jackpot, mine diamods or gold or mine Bitcoins with huge farms..............😛
It is worth to learn Unreal even if it takes/wastes/benefits half of your life.... at least i think so personally
Agreed, I think Epic is better.. but they also leave systems with no changes or development for years 🙂
Wait, this is 5.1 branch?
I thought main just recently switched to 5.1
So this is incorrect then.
Only recent commits are 5.1
This was in response to someone who recently synced to Ue5-main
not as frequently as Unity tho. They amde almost half of the asset store obsolete after 2018 and no way of telling apart which ones are actually compatible (at least Unreal seems to check stuff)
if you are using code older than this then yes you are safe, as long as you dont update until 5.0 release
The last 5.0 ue5-main branch should be pinned on here.
yeah that too. I yhink they should stop hiding their source behind a paywall and allow the community to contribute.
Big UE5 Chaos update, merged from 4.27: https://github.com/EpicGames/UnrealEngine/commit/04b200d3072e5d52a00dbf1f9203fa4d9be0154a
Chaos …
- Copying //UE4/Release-4.27-Chaos to //UE5/Main (all new solver work accumulated in development stream)
- New Chaos solver
- Persistent collisions, islands
- Manifold changes
- Groundwork for future optimizations
Interesting, I had no idea 4.27 had newer chaos stuff
yes, If I remember correctly, core of the chaos is still developed on UE4
there are not that many chaos commits in ue5-main
does not compile (;
good news is, it appears to be already fixed on p4
can somebody elaborate on why is it possible for these duplicate git commits to exist? I know from where these are coming when Epic is duplicating its P4 but I don't get how git can live with it. I would expect git to enforce consistent repo and these commits seem to be against any source control logic, especially because both commits are Add for same lines.
I would atleast expect that the second (duplicated) commit will show something like "no changes" or remove and re-add same lines. But it acts like the previous one did nothing.
I suspect it is related to commit parents because duplicated one has the first one as parent
Is this 5.0 or 5.1? I'm having a hard time following new stuff on ue5-main. Could that mean that Chaos wouldn't hit stable until 5.1?
technically 5.1 on main?
Interesting, thanks for details!
...as a world builder learner, lighting, texturing etc.. for me at least 5.1(ue5-main) is much MUCH more stable than EA2. Just a observation and applies only from my perspective, i do not touch high complexity stuff so much as i do visual side of things more.
Is fix reached to git? maybe i compile today or tomorrow and would not want to stumble on that error.
basically almost latest, thanks, good to know error is passed.
I have not started using UE5 at all, yet. Has the codebase changed any more than the usual amount between ue4 versions?
Did someone checked at Mass ? Looking at it right now, with MassSpawner but it does not spawn my mesh, I have the visualizer Trait set up and the spawn poing generator to current location
Yes, loads. Both existing features and new ones being added. It feels like 3 major versions or so 🙂
Yikes. TY for the answer!
is UE5 on c++ 20
you can attempt to build with C++20, but the base standard unreal supports is still C++14.
ok just wonder cuz some people on another server though UE was in c++ 20
You need at least VS 2019 afaik. I was getting compiler errors with ue5-main on a computer that had some weird leftover registry key that forced it to use an older C++ compiler.
Question about a fresh compiled version of ue5... I am getting a UnrealBuildTool failure. It seems to not be able to find the F:/UE5/UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe but the files are put into the F:/UE5/UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool/ FOLDER.
debugging already done:
0. clean/rebuild
- rebuild only the UnrealBuildTool
- move stuff around sketchy like
1>------ Build started: Project: UnrealBuildTool, Configuration: Development Any CPU ------
1>UnrealBuildTool -> F:\UE5\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll
========== Build: 1 succeeded, 0 failed, 2 up-to-date, 0 skipped ==========
On the rebuild that seems incorrect
Which then when 'Generate project files for client repos' I get Building UnrealBuildTool in F:/UE5/UnrealEngine... Running: C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe /nologo /verbosity:quiet "F:/UE5/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj" /property:Configuration=Development /property:Platform=AnyCPU Missing F:/UE5/UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe after build
Resolved: Install Epic Game Launcher, then install another version of the engine, then run UnrealVersionSelector-Win64-Shipping in the ue5
I believe it is C++17 at this point
That explains why someone in #cpp was asking about a [[nodiscard]] error from engine code the other day.
Hello!iam new and i need help about
anyone know what could cause a packaged project to force boot you to the startup level every few seconds?
when are they gonna fix the rider plugin in ue5-main, still throwing errors my side
it's working fine?
I have been using VS as well. Rider anyways refuses to work without throwing starvation errors every 2 minutes anyways. Surprisingly VS works better for me.
Working fine here. Try deleting the RiderLink folder, re-add it and re-compile
or just don't use RiderLink if you don't want. It's hardly required to use Rider.
been using VS instead
...ok? You asked about RiderLink, ostensibly because you wanted to use rider. I don't care what you use, I'm just letting you know that the plugin isn't at all required.
would you be so kind to be a little more specific on what's not working for you with RiderLink? Except, of course, the issue with not being able to install it to the Engine, that's on Epic Game's side :)
It's still working for me on recent main commits
So uh. How the heck do you delete an actor from world partition. Deleting it just.. ..'
'unloads' it
I hear deleting the level works pretty well 🙂
Anyone know what the latest most stable commit ID would be for ue5-main?
I think I'm on d814632d088e90e111718a8abfc4e95fe134f993
Do you know what date that was committed (roughly)?
nevermind, I can just look it up on github
Ok, well that is not coming up at all for some reason when searching github
Rider does work but keeps give the starvation errors
try d814632?
it's called "Fix invalid groom bound where simulation is enabled but not bound to a skel. mesh."
I'm sorry I'm not familiar with the term "starvation error". Are you referring to the "Not enough memory" popup?
And you've mentioned "Rider plugin", what plugin are you referring to? There are 2 plugins:
- RiderSourceCodeAccess (bundled in Unreal Editor, adds option to select Rider as your code editing tool)
- RiderLink (bundled in "Rider for Unreal Engine", you install it by selecting "install RiderLink plugin" option in "Rider for Unreal Engine". It provides few extra features but is not required for the majority of functionality of "Rider for Unreal Engine")
I need to check again on the plugins after I get bacj from work and the starvation error is likely the memory error (strangely VS works fine).
@quiet kraken isn't that issue related with udp/tcp communication between riderlink & unreal?
"starvation" sounds like that.
Whats up with this new error while compiling Engine? Is there anything I have to install separately? I can remove iPhonePackager to (hopefully) compile but just curious
\Engine\Source\Programs\IOS\iPhonePackager\MachObjects.cs(15,7): error CS0246: The type or namespace name 'SysadminsLV' could not be found (are you missing a using directive or an assembly reference?)
it's mostly better cpu and solid state storage. trying to remove things you're not using would be an option but would also add overhead each update, not something i got into
Is it a new thing again? will it affect me or old patched .xml still works?
anyway, EPIC what is up with that IOS thing that have to be hacked out to able to compile successfully every time?
I have come to the conclusion that 16GB is no longer enough memory to compile UE5 on newer CPU lol
i'm noticing that during the linking part of a source build (which seems to take the longest), it barely uses any of my system resources. Is this expected behavior?
I'm using VS2019. 32gb RAM with an i7-10700K with 8 cores
wait you can do that? So like a dummy project with all useless stuff disabled?
i would be interested too, what are runuat commands?
This is my current RunUAT chain that works and finishes Editor building
I have wondered how to disable plugins aka exclude from compiling at all
You can add "DisableEnginePluginsByDefault" : true to the uproject file. Not tried with UE5 but I'd assume it's still there.
There are a few you'll need to explicitly enable to make the editor usable, but it's the simplest way I've found to cut out the junk.
interesting. So basically, trick the IDE into compiling only what is needed 🤔
Not sure it's a trick. More just one of the few settings that actually works and does what it says.
Seems latest code has memory overflow, class vtbl crashed
I'm buiding Debug Editor to see what's wrong
I just played around with Horde, installed server and an agent, but have no idea how to run some build jobs. That seems more like an internal Epic Games tool, instead of public use in current state :/
Also it's sad server part is designed for windows server.
I hope they add support for linux in the future.
I see commits for it every week
still seems heavily in development
(but I'm glad they are working on it)
check failed ( low chance)
Epic confirmed it is also for third party and some studios are already using it. It looks less intuitive compared to typical CIS because there is very little config on the web. That is also a good thing. You need to configure it in json. There is probably no good example of that, so you will need to find fields in C# and add them to default (almost empty) config. I am sure Epic will eventually provide examples and docs but at the moment they can not talk about it because it is unannounced thing (just like most of ue5-main stuff).
In the config you will need to create your project, configure perforce, agent types used by this project, create templates for your BuildGraph scripts and optionally also create schedule, so that builds start automatically
on the web you will need to configure your agent pools
windows server limitation is indeed sad as (I believe) it is more expensive to get windows server hosting. However, it is at least much easier to setup.
So this is meant for packaging game? but i mean to build only editor and would like to exclude plugins from download & compile.
In the case of a project linked to a source-built engine, if you build the project target with this value set, then it will build the engine minus all plugins.
If you're only building the editor target itself, I don't know if there's an equivalent.
I wonder if they'll update that with latest source 🤔
or from the name, they're probably testing git mirroring for the release engine branch, which is expected soon.
the branch also got updated to 5.1 lol
any new juicy mass commits?
it seems like even with ue5-main, sadly 
there is also a new ue5-release-engine-staging branch now
I think they're just pushing everything to github one by one.
it is the latest
its branch for well name tells it
staging merges from other branches (;
the test/staging branch have commits from release 5.0
and 4.27
Are you sure? Because test has 5.1 version number, and same commits with ue5-main @torpid valve
yes
So, it's not 5.0?
no
I hope the next branch they push will be 5.0. We'll see after staging branch stops being populated.
😮
yeehaw 🤠
looks like it's still processing, be nice to be able to update again
oooh
😮
It's updating! Now it's showing last commit 8 days ago, a few minutes ago it was 14 days
yes, even if you refresh it every second :D
ea3?
I don't think so. 5.0 stabilizing for release next year.
the build version is actually 5.0 unlike the other two that popped up
It seems to have stopped updating. Last commit 6hrs ago.
yes, the last commit matches ue5-main
I just wonder, do 5.0 branch have IOS fix too or i still need to use this same xml for completing build?
I didnt have any issues with ue5-main compiling to completion (on windows)
iirc he is doing some custom thing of building engine with fully excluded IOS dependencies.
Yeah i do not need iOS garbage as i build host platform only
and that xml is cure to complete build success
I suspect it is not used by Epic, so maybe they don't even know it is not working or are not interested in fixing it. Might be best to do PR for it if it is not already fixed.
Nice! Lets hope ue5-preview1 is not far off .)
The last time I did an Installed build using ue5-main, on Windows, I didn't have any issues other than the Quixel Bridge plugin not copying
No way! Is it happening!! "Json for Blueprints"
Nevermind, its BP nodes for dealing with JSON data 🙂 not a non-binary serialization format like I hoped it was...
https://github.com/EpicGames/UnrealEngine/commit/446e5a6934c9d0b3df1f5c53d2cc4ff5798adc4d
btw i tried manual copy that you wrote somewhere, but opening bridge it crashed
Strange, it worked for me, and I did several builds
Yeah false alarm, its utils to read/write json data 🙂 sry
After compiled success(rocket build) then i copied bridge plugin to right place into plugins folder but when i pressed add quixel content it failed, tested this with quite some compilations over again but same
I'm going to try an installed build with this new 5.0 branch.
Just remember you wont be able to open projects that were done using the ue5-main (5.1)
might not work... or might work. A few days ago I opened a 5.1 project with 5.0 (from ue5-main before they changed to 5.1) and it did open apparently.
I just manually changed the version in the uproject file
it was a cinematic project so no major logic, so maybe that's why it worked
it opens, but assets that have since been saved with 5.1 wont
the project file is just the initial gate, the assets themselves will not load if assets were bumped in versions
as long as you dont re-save in newer version the format stays unchanged
for some reason it did, I had nanite and regular assets and all of them appeared
ah! maybe that's the key
I didn't resave any assets
Yeah you probably created those in 5.0 before and just haven't resaved them in 5.1
indeed
If anyone wonders how i build then i have this combo bat files and this far i always completed building(with IOS bypass).
perfectly builds with my 32GB ram on 3700x cpu, no heap errors, default swap, i collected this plan very long, very long
Why are you focusing so much on IOS? You making a game for the platform, or you developing on a Mac? Will probably be reduced support because of Epic's troubles with Apple
I just personally need just a editor for messing with envirnoment, lighting, blender assets, all visual stuff only
i do not focus phones at all and i do not need stuff that i do not want, reduces download time too on my copper cables
This is what I use that has worked. Only Windows
RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=C:\Users\x\Documents\UnrealEngine\Engine\Build\InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithDDC=false -set:SignExecutables=false
copper cables that are over 40 years old
ah, gotcha
i just do not need iOS and i do not download that garbage at all if you see and only tiny tiny thing inside that xml is that causes errors(official InstalledEngineBuild.xml)
thus according to my plan, every time it stops on error, i replace it and build is resumed&completed
in beginning i have 2 tricks to avoid those errors, deleting 2 folders or placing dummy images, both work
just fyi, I do advise again using testing/staging branch3es
i just prefer deleting folders
these are only for merging changes between release and main
there is 5.0 now
so there is no need to experiment anymore
not early access?
not early access. This will be eventually final release when the time comes
is it production ready by any means?
or at least for starting a project for later release there?
not until they say it is
and no its not
and in other words, no
things can change, if you are ok with fixing them yourself or having things break or not working then you can use it.
it looks like 5.0 branch fixes the weird motion blur issue with ue5-main, so thats good
by things can break you are talking only about new features and that UE4 features are stable as is?
nope, old features that are being upgraded could be broken
thats a bummer
things being replaced like physx
5.0 is the start to 5.0 release, once they lock down for previews and release then you have a better chance of making a product with the least amount of issues.
with that said you might run into 0 issues using 5.0 or even 5 EA right now shrug
I have noticed on the EA that theres heavy fps drops
even with most new features disabled
compared to UE4
so its quite hard to just start there in general I guess
but its cool to know that the release is getting closer
thanks for the info
more than likely even 5.0 release will have changed performance compared to 4 😦
that could be the case but
Unreal engine 5 has insane potential for long run performance maintaince
compared to UE4
Nanite and world partitions can make a huge difference on large scale projects
or detailed ones
thats the idea for sure 🙂
while UE4 is stuck with an expected performance delivery
I believe even with the release of UE5 some developers will benefit more using UE4
hey what branch do I PR against for UE5?
if nothing UE5 offers makes a huge difference for their own final rpoduct
but its still cool to have both as options
people use ue5-main
and some PRs are getting accepted
but I did not see any official info
thanks
very hesitant to be PRing this as it seems like a very silly oversight but I got bit by it just recently - if anyone has a counter argument I'm very open
https://github.com/EpicGames/UnrealEngine/pull/8552
if 65536 is not crashing, will it crash if you set it even higher?
I don't have CBs larger than 65k
I see
even if it doesn't crash 65k is the official limit in DX12 - some IHV drivers might let you (seem like you can) get away with it but that's just bad practice at that point
what's so weird is that 4096 bytes is so tiny I really don't get how this never got caught - unless of course I'm wrong, which I really want to be tbh :P
Can you try to run DX11 with that change
I suspect it will crash
void FWinD3D11ConstantBuffer::InitDynamicRHI()
has check
check(MaxSize <= D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT && (MaxSize % 16) == 0);
D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT is 4096
his change is to the dx12 rhi so hopefully it wouldnt crash with that change