#ue5-engine-source

1 messages · Page 6 of 1

stark basin
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so... we're hooking up new branches to github, once that is done, the mirror will resume

limpid light
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Thanks for the update RCL, appreciate it 🙂

stark basin
opaque phoenix
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umm what happened to the branches?

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What does it mean ? I am not that deep into git yet

torpid valve
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main branch started to sync (;

cedar tree
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😉

hazy moat
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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.

ashen kiln
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Waiting for 5.0 branch...

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those duplicate commits in ue5-main doesn't seem nice

oblique mist
hazy moat
oblique mist
hazy moat
oblique mist
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Let me try UE5 next then… UE4.27 didn’t require any copying of files; just a custom script.

hazy moat
static copper
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feels like they kinda gave up giving us new main commits after somebody accidentally doubled the commits

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c'mon... it was getting really interesting

oblique mist
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Build started; Win64 only. Will take a little while... (especially on task 10). Currently on task [3/11]

torpid valve
oblique mist
oblique mist
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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... 🤔

stark basin
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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

oblique mist
stark basin
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oh really? is there a different node that depends on it? Let me see with -listonly

oblique mist
stark basin
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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)

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it does list Linux ones, but if I add -set:WithLinux=false -set:WithLinuxAArch64=false they're gone

oblique mist
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I have yet to explain why, but the build output says otherwise... 🤷‍♂️

stark basin
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would you paste your commandline so I could try?

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kill all the absolute paths if you happen to have them there

oblique mist
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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
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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
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(I successfully auto-built UE4.27 without ios and other platforms using a custom script)

stark basin
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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:

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if I change it to -set it only lists Win64 nodes

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Also in the second commandline for 4.27 (I'm testing 4.27 BTW), you have one missing -set too (for AArch64)

oblique mist
oblique mist
stark basin
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yeah, the syntax is finicky. It's best to debug what nodes are going to be executed for a given target with -listonly first

oblique mist
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Any clues why the required folders are missing? Do I need to add a copy-op to the script?

stark basin
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what's the commandline for that one?

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LocalBuilds is where the installe dbuild will be put IIRC

oblique mist
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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)

stark basin
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would you know what node is erroring out?

oblique mist
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Task [10/11] Build DDC Win64

stark basin
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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=&quot;$(DDCDir)&quot; -FeaturePacks=&quot;$(ProjectsToBuildDDCWin64)&quot; -TargetPlatforms=$(DDCPlatformsWin64) -HostPlatform=Win64 -SavedDir=&quot;$(SavedDir)&quot;"/>

so maybe FilteredCopyList doesn't contain the engine content somehow?

oblique mist
stark basin
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look for differences between your script and the original, particularly lines that Tag Files with #ToCopy

oblique mist
stark basin
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TagDDCEngineFiles seems to be tagging the files

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hehe

oblique mist
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I will try the listonly command and the default script

stark basin
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BTW I'm learning about how that node works together with you, I don't normally deal with these scripts.

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but it sounds like you commented the very line that was supposed to tag the files for copying

oblique mist
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ah, you think... maybe... I'll uncomment and give it a try

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@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. 😆

stark basin
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what's that?

oblique mist
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🤷‍♂️ ...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.

stark basin
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yeah, no idea either. Also, I'm not particularly well versed in BP guts 🙂

oblique mist
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In the audio editors, init code loops through all UClass objects and calls IsChildOf on their parent class.

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Thought it was interesting that this undefined behavior never crashed the editor (unless you built it with Clang12)

stark basin
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IsChildOf probably ends up not needing anything from under this

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also, there are some (rare and old) UObject functions that check if this is null and return if it is

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it doesn't need to dereference this and would survive it being null

oblique mist
stark basin
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(and it is not a virtual function)

oblique mist
stark basin
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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

oblique mist
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let me see if I still have the logs...

stark basin
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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).

oblique mist
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Thanks for your help! I learned a little more about UAT

stark basin
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You're welcome. So did I 🙂

silver ocean
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Is there a macro anywhere to determine if the engine is on UE5 early access vs UE5 main build?

primal night
hazy moat
# oblique mist task [10/11]... no errors so far

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

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I never would launch it full as then download size is enormous and i do not need those

oblique mist
hazy moat
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thats why i have to fight iOS error

oblique mist
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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.

hazy moat
hazy moat
oblique mist
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I can compile UE4 with clang on Windows. Something seems off at the moment with UE5’s project generation.

hazy moat
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good to know, there is hope for future then so clang instead of VS 🙂

oblique mist
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GenerateProjectFiles.bat -Verbose -Compiler=Clang -CMakeFiles

hazy moat
oblique mist
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Is the “exclude=linux” also going to exclude linuxaarch64? I noticed that missing in the args

hazy moat
oblique mist
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If I encounter the error even after using a custom build script, then I would like to track down its dependency.

hazy moat
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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

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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.

cedar tree
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why are there duplicate commits on ue5-main but with different hashes? 🤔

torpid valve
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where do you see duplicate commits ?

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oh ok I see few dups

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the answer is probabaly simples, there are various branches

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that auto merge between each other

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and it seems that it got somewhat broken when trying to add new branches to sync with git (;

cedar tree
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it's odd that the diff shows the same additions and deletions even though the previous commit has the same

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shouldn't the diff be empty then? 🤔

torpid valve
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it's probabaly because how p4 -> git sync work

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idk

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ue git repo is just dump from various branches directly

magic isle
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worth opening pull requests for crash fixes on ue5-main?

stark basin
# magic isle 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

magic isle
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it's a minor fix that causes a crash on exit

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er, minor issue

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I don't want to bother if nobody looks at pull requests for main, though

stark basin
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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 :-)
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crash on exit may be worth fixing. Those tend to persist for some time, unless it also happens in a commandlet/cooker

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(then it is obvious as it fails automated jobs)

magic isle
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yeah it's timing sensitive so it may well slip by QA, might get caught by static analysis

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need to check the validity of calling .Pin before using it

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I'll just keep it in my local fork for a while until it either starts conflicting or we start seeing UE5 releases

stark basin
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sounds good

crimson granite
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Anyone else getting SEE ambiguity errors?

crimson granite
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Yes, thank you

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Also, my game module fails to load with CouldNotBeLoadedByOS

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Been stepping through the code

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FModuleManager::Get().LoadModuleWithFailureReason() returns NULL

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Not sure what could cause this

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Looks like maybe it cant find or load it...?

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

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Hmm

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Wonder why it can't find those

opaque phoenix
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is the auto exposure bug fixed?

ashen kiln
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afaik no

limpid light
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@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.

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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);

oblique mist
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@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.

solid cypress
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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

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I will be updating to 64GB

solid cypress
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I did it for 32 processes and my OS got stuck, lol

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even windows explorer was unusable

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but with 16 processes it was still okayish

minor axle
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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
ashen kiln
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Get more ram for your system

spring ocean
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i had to increase the page file size even with 64gb to stop those from happening all the time

slim violet
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@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

quiet kraken
slim violet
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I love resharper for C#

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currently I am not really liking it too much for unreal projects

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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)

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you suggested that I turn off unity builds for my game project, which I did

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to see if it would compile

quiet kraken
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OK, then I'm remembering correctly. Disabling Unity builds for Game doesn't affect the Engine build though.

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what errors do you get?

slim violet
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hundreds of errors. I don't have them up at the moment (switched back to a unity build), but I can get htem

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*them

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lots of errors in engine source files

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also, I know that editor text colors can be adjusted, but is this really the default color scheme for resharper and C++?

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That hurts my eyes

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not sure if I am the only one or not

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that light blue text specifically

solid cypress
slim violet
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Ok

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Yeah and you can customize the color of each object type. I was just curious if it was really the default

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or if something was broken on my end

quiet kraken
solid cypress
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I see, I expected this is from Rider For Unreal Engine. Could be that it is not in VS + Resharper C++.

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makes sense

quiet kraken
slim violet
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I primarily use DebugEditor - it had been built prior

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I'll check on the .build.cd

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*.build.cd

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cs - I'll type it out right eventually

quiet kraken
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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.

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huh... I'm pretty sure that's a bug. I'd be pretty pissed of if I'd be forced to rebuild my engine.

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... I have so many questions now. Hate this server's convos, they always happen when I'm way past my curfew and falling asleep. ><

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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

opaque phoenix
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anything noteworthy in the commit? Decided to pull every friday cuz the entire thing seems to wanna recompile for some readon every pull

hazy moat
hazy moat
slim crater
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Why compiled ue5-main engine folder comes at 200gb? Isn't that excessive?

I think this channel is more appropriate

gleaming leaf
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probably all the symbol *.pdb files that you actually only need for debugging

eager hedge
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it's not excessive at all, pretty standard for how big the engine is.

slim crater
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Isn't the epic launcher ue5 like quarter of the size?

eager hedge
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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.

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The launcher version of the engine doesn't include any intermediate artifacts from the build.

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It also doesn't include debug files by default.

slim crater
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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

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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

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Does anyone know when the new grid modeling tool with ue5 is planned to be released in epic launcher?

oblique mist
slim crater
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I took the 10-40m from official documentation, but it just seems unbelievable

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I've had it on ssd

oblique mist
slim crater
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I guess for ue5, that's in laboratory conditions, just like car benchmarks are made

eager hedge
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not really, ue5 isn't considerably different from ue4

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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.

slim crater
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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

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I would stick to epic build if it had the new grid modeling tool

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But the official version doesn't have it

plain lintel
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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)

opaque phoenix
lofty idol
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10-40m for UE4 on the docs is from years ago iirc

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earlier versions of the ue4 used to compile faster (with some variations ofc)

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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

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somewhere along the line the compiled size of the engine also blew up

plain lintel
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@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.

opaque phoenix
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seems like it was not installed for me in the first place 😦

plain lintel
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dang must be something else then 😦

hazy moat
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TekuConcept: Deleting IOS and TVOS folder bypassed first compile errors 🙂 compilation began, lets see if it finishes too. Ca 1.6-2h..........

hazy moat
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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 🙂

hazy moat
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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.

hazy moat
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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).

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I deleted those 2 folders before GenerateProjectFiles.bat

oblique mist
limpid light
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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)

hazy moat
# oblique mist I noticed when running Setup.bat with the same exclude args that the download si...

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 🙂

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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?

hazy moat
torpid valve
celest night
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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.

oblique mist
trim locust
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or store your ssh public key on git, and checkout with ssh

opaque phoenix
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lumen and nanite eventually will be coming to forward shading right?

torpid valve
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no

oblique mist
hazy moat
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46ad7a build, but this change is change of the century for unreal.... so good to select object options category fast.

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Thats why i sometimes like to build Unreal myself, to see upcoming wonders. Thank you devs from EPIC who idea those category filters was.

opaque phoenix
# torpid valve no

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?

opaque phoenix
lofty idol
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I doubt epic would make nanite work with forward shading, not unless they make a vr mode for fortnite or something

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anything that they don't actively dogfood usually end up stagnating

opaque phoenix
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explains why they never updated the cable component and our team really needs it for our stuff

limpid light
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Epic has already stated that there are no plans to make Nanite or Lumen work with forward rendering :/

simple lynx
# opaque phoenix where can I find this incredibuild? My builds also take 6-7 hours. 16 gb ram i7 ...

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) 😄

opaque phoenix
opaque phoenix
simple lynx
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I did not read the rest of the conversation, I just saw Incredibuild and triggered

opaque phoenix
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oh

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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)

magic isle
limpid light
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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

ashen kiln
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Not sure if that's really needed if you're using git, git blame does the same thing.

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Also adding those kind of comments makes it harder to merge changes from upstream.

crimson granite
#

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

vapid bison
#

how large is ue5-main together with the intermediates and build directory after build?

crimson granite
#

Looks like FWindowsPlatformProcess DllDirectorys is missing those paths...

static copper
#

perhaps I need to clean git out? no idea

torpid valve
#

mine is bigger

#

git is the least part of how big it is

pale tiger
#

For me git with history is 10.9gb, no history and no dependencies is 2.2gb and the engine after building is 230gb

oblique mist
pale tiger
#

yeah @oblique mist

#

Installed build with Win64 only goes down to 74gb

#

and here is how it's split up

oblique mist
hazy moat
#

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 😆 🤣

lofty idol
#

Is there anyway to use denoiser with path racing in ue5??

solid cypress
#

Found in NetworkPrediction source
// This is somewhat of a stop gap until a PT blueprint is available.
Will we get PhysicsThread support for BP?

lofty idol
#

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

torpid valve
#

@stark basin it seems like the p4>git sync is dead again (;

solid cypress
#

chaos can run async in dedicated physics thread

fringe marten
#

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?

stark basin
torpid valve
#

oh, thanks, good to know, didnt realized you have also automated process for pulling pr into p4, thought it is done manually after review

strong agate
#

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

stark basin
stark basin
#

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

strong agate
#

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

stark basin
#

this is the compiler itself

oblique mist
#

@stark basin I wonder why UBT in UE5-main no longer accepts clang.

oblique mist
# stark basin 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.

stark basin
oblique mist
#

Figured it out by inspecting GenerateProjectFiles.bat and UBT sources 😉

oblique mist
#

this is the way

stark basin
#

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 :)

static copper
#

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

static copper
#

too soon!

eager hedge
#

rip

static copper
#

If they take out MassEntity I'm gonna cry

#

please consider this emotional burden before you push repo changes Epic

torpid valve
#

Prolly pushed to early from fabled Restricted folder xD

#

but..

limpid light
#

woo! yay

primal night
torpid valve
#

nothing changed

#

(;

#

I mean there is still a lot of code to write

#

ie. shadows are utterly broken

lofty idol
#

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 🤔

torpid valve
#

that's the plan

#

nothing changed

#

there is other LWC branch for general engine fixes

#

wish they were on github

primal night
torpid valve
#

no

#

at least I havent noticed anything like that (;

eager tendon
#

plz check ue5-main Vulkan mode, all objects in wrong position

cursive finch
#

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?

eager tendon
quartz garnet
# stark basin so... we're hooking up new branches to github, once that is done, the mirror wil...

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!

ashen kiln
#

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.

crystal crescent
#

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)

limpid light
crystal crescent
#

weird, I already installed that

limpid light
#

It might need a specific version

crystal crescent
#

I use the latest, 5.0.x ( 5.0.402), so i don't think the issue is from the version

thin trail
stark basin
stark basin
#

sure thing

ashen kiln
#

It's really nice to have someone from Epic communicating with us about the source code 🙂 Thank you so much for the update!

zealous yarrow
crystal crescent
limpid light
#

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)

crystal crescent
limpid light
#

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

crystal crescent
#

I already get all of these, unless Win10 sdk, I use Win11 sdk (I updated on it)

limpid light
#

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

primal night
crystal crescent
#

Ok, I will re install Win10 sdk

vapid bison
#

thought it worked with latest sdk and targeting packs

limpid light
#

it should, I just havent cleaned up 🙂 this OS has been running for quite some time

crystal crescent
#

Installing Win10 sdk doesnt resolve my issue

vapid bison
#

you have .net core 3.1?

#

or environment variable for it inside the engine?

crystal crescent
#

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 ?!

limpid light
#

I have the 5.0 SDK installed, so yeah probably that

crystal crescent
#

With 5.0.402 .NET sdk still have issue 🙁

#

FYI, I would like to build horde, through BuildGraph

crystal crescent
#

Ok I found how to fix it.
I have to move the net sdk folder into engine folder

chrome ingot
#

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 😉

ember finch
chrome ingot
#

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

limpid light
#

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

zealous yarrow
#

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>
spice cedar
#

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

eager hedge
#

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.

spice cedar
#

ooh

#

thought rebuild and build were opposite 😅

eager hedge
#

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.

spice cedar
#

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

chrome ingot
#

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

spice cedar
#

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?

hazy moat
static copper
#

Mass is now described as Gameplay-focused framework supporting data-oriented processing

#

yeeeeeeees

#

the ECS cult grows

cedar tree
#

games as a database

#

or is it databases as games?

chrome onyx
#

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

limpid light
#

Try saving the level first (and maybe closing and re-opening it)

chrome onyx
#

Yep, tried that, I'm in ue5-main

#

but no luck so far

limpid light
#

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?

chrome onyx
#

@limpid light ahh I didn't see that, thanks, I'll check

static copper
#

which means less cache misses and moar framez

cedar tree
#

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

static copper
#

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

lofty idol
#

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

limpid light
static copper
#

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

cursive finch
limpid light
cursive finch
#

@limpid light cool. Thanks man, will give it a shot and also checkout on that commit if it fails

torpid valve
#

i downloaded this and it works

#

i pretty much compile engine every day to check if it works

slate dust
#
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
limpid light
torpid valve
#

that was like

#

ancient history

#

at least by my standards 😄

limpid light
#

Good to know 🙂 thanks. Since I upgraded to main already, I'll be stuck on that until 5.1 ships 😄

tranquil zenith
#

I have the latest main and..

#

did they change how to enable world partition? There is no eanble world partition anywhere anymore

#

tf

tranquil zenith
chrome onyx
#

@tranquil zenith yap... couldn't get it to work, it is working on ue5-early-access, but broken in ue5-main

tranquil zenith
#

Well that blows lol

chrome onyx
#

indeed

tranquil zenith
#

With the stuff thats been changing in each of their commits idk how tf this is gunna be ready next year even

tranquil zenith
opaque phoenix
tranquil zenith
#

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

limpid light
#

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

limpid light
static copper
#

I'm terrified of the commandlet so I'm just making new levels and copypasting actors in

quartz garnet
#

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

tranquil zenith
tranquil zenith
#

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

tranquil zenith
#

Ya no matter what I do it says unknown level 'levelname'

#

Is there something that has to be done in engine first

limpid light
#

@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

tranquil zenith
#

"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.

limpid light
#
  1. second parameter should end in .uproject
  2. 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

tranquil zenith
#

tried that way

#

that was the first time

limpid light
#

This is exactly what I use 🙂 Is your level really called just "Map" ?

tranquil zenith
#

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

limpid light
#

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

tranquil zenith
#

ya no good same thing

limpid light
#

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"

tranquil zenith
#

unknown level 'Map' .. :.....

#

idk

limpid light
#

What is the name of your Level? did you really name it Map.umap ?

tranquil zenith
#

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

limpid light
#

Where did you save it? Is it under Content/Map.umap ?

tranquil zenith
#

it is

#

it is a c++ project idk if that effects it in anyway

limpid light
#

it doesnt, mine is too

tranquil zenith
#

This seems so weird to me because its so elemtarty

#

elementary

limpid light
#

what does HLOD_log.txt say?

tranquil zenith
#

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

limpid light
#

try saving a new level under a different name

tranquil zenith
#

I did that

#

🙂

#

lmao

#

but I will do it again

limpid light
#

and you did change the order? so the map name is now the 3rd param? it was wrong in your original cmdline

tranquil zenith
#

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

limpid light
#

only other thing I can think of is your map being configured to use world partition and set for 1 file per actor?

tranquil zenith
#

I havent done anything to it I only created the level and changed nothing

limpid light
#

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

chrome onyx
# limpid light What commit are you on in main? and where did it fail for you?

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

opaque phoenix
#

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

torpid valve
#

no

opaque phoenix
#

:(

opaque phoenix
#

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

static copper
#

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

opaque phoenix
#

so this even applies if I say modify one cpp file in the engine?

ashen kiln
opaque phoenix
#

so the only way would be reducing the frequency at which I make pulls if I am working on a project?

ashen kiln
#

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

opaque phoenix
tranquil zenith
#

does world partition have a tool to create distance LOD of landscape

tranquil zenith
#

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

swift panther
limpid light
#

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?

scenic cave
#

(first time trying to build from source 😅 )

primal night
#

Is there an Epic staff (please ping me) that I can DM with a question regarding distribution?

cursive finch
#

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?

static copper
#

@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

cursive pawn
#

I'm all for working vehicles in multiplayer

torpid valve
#

i guess its safe to assume they will, they work good enough in FN (;

cursive pawn
#

The measure of anything working well in Unreal is “do they use it in Fortnite?”

kind root
#

Which Branch is Working main or early access ?

tranquil zenith
#

...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

static copper
#

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

torpid valve
static copper
#

any cvars I can change?

torpid valve
#

net.DisableBandwithThrottling=1

#

i added it under [ConsoleVariables]

#

though it still spam on hud that I should set it -;-

static copper
#

no dice on the physics blocks

#

I think I'm going to wait for more info from Dave

torpid valve
#

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" ;

static copper
#

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

kind root
#

Hello guys i just cloned the Early access branch and when i build it i get these errors

#

I changed nothing just build solution

static copper
#

Did you run setup.bat?

kind root
#

And i get this error after build

barren silo
#

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.

kind root
#

I forgot how i was building the UE4 before was the ue4 or the entire solution

#

It success when build the UE5

opaque phoenix
#

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)

hazy moat
#

Hello, i tried that too but Bridge just crashes editor when i try to add content. Did yours worked fine?

quartz garnet
#

Until we get access to the 5.0 branch

kind root
#

Guys im trying to build the Advanced Vehicle System plugin with engine
im getting this errors

#

I see no error

hazy moat
ashen kiln
#

@kind root NetPositionTolerance should be double, or cast it to double.

static copper
#

Yep, if you see math errors it's likely LWC related

cursive tinsel
#

what could be causing this ?

cursive tinsel
eager hedge
#

why what

#

the size? yes, welcome to building the engine from source.

static copper
#

readonly?

eager hedge
#

that's normal for folders on windows

#

it's not actually readonly

eager tendon
#

Vulkan view fixed

torpid valve
#

151GB ? Pfff

kind root
umbral sedge
#

Is the 5.1 branch public somewhere?

limpid light
quaint plover
#

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

static copper
#

and yeah it's going to be close to 300gb at times

quaint plover
#

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.

cedar tree
#

there is a way to get precompiled main builds

quaint plover
#

i'm listening

cedar tree
#

😄

#

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

quaint plover
#

I'll take alook around, much appreciated.

cedar tree
#
#

oh wait, I'm not sure if he distributes the binary..

#

🤷‍♂️

static copper
#

that would be pretty cool but I assume there is some legal obligation

cedar tree
#

yea that crept to my mind too

quaint plover
#

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.

primal night
solid cypress
primal night
#

Zipped

crystal crescent
primal night
# crystal crescent https://www.unrealengine.com/en-US/eula/publishing

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

#

🤔

static copper
#

Need a way to guarantee that are a licensee?

#

IANAL

marsh sage
#

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

static copper
#

oof

ember finch
#

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 😄

static copper
#

if it's a fork you technically need access to the original repo, right?

#

that makes sense

shy willow
#

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

#

👀

static copper
#

Mass can export dependency graphs

cedar tree
#

I wonder if those ass to world updates are faster or do they still run into the fact that updating component locations is slow

static copper
#

you save a bit on icache there but if they are moving scenecomps

torpid valve
#

i probabaly shouldnt tell you, but it should be obvious

#

;d

#

there is demo in the works showcasing what mass can do

static copper
#

sick

#

right now the representation stage group is setup wrong somehow

#

I have no clue what it really wants

torpid valve
#

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

static copper
#

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!

torpid valve
#

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

static copper
#

almost certainly you have effects as entities

torpid valve
#

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

eager hedge
static copper
#

I doubt we are going to get that fancy

#

but we can pray

eager hedge
#

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.

static copper
#

I guess it's really not that complicated to do

eager hedge
#

but even just that dependency graph is a nice touch

static copper
#

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;

cedar tree
#

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

torpid valve
#

@stark basin sorry to bother, but do you happen to know how often is Release-Staging merged to main ?

static copper
#

probably asleep

solid cypress
cedar tree
#

I thought it was just visualized

#

instead of actually baked into the mesh 🤔

solid cypress
#

With recast you need multiple nav meshes for agents of different sizes

cedar tree
#

odd

#

I mean, I imagined the polygon edge length would've been readily available in the data 😄

torpid valve
#

you need different size navmeshes for agent to fit the triangle size

#

or rather voxel

cedar tree
#

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

hazy moat
#

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

solid cypress
#

Think about it as a web page which runs your RunUAT buildgraph script periodically/when change is submitted

hazy moat
#

Thank you, good to know

gilded pecan
#

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.

stark basin
ashen kiln
gilded pecan
#

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?

ashen kiln
#

we stopped updating after 5.1 bump commit is made into ue5-main, currently waiting for 5.0 branch to continue updating.

gilded pecan
#

So waiting for backports from 5.1 to 5.0-main ?

ashen kiln
#

Nope, just 5.0 branch to get published on github

#

We're currently at 5.0 era of ue5-main

gilded pecan
#

I see.

ashen kiln
#

After it's published, I will just pull that branch and reconcile again in perforce. should be easy.

gilded pecan
#

And is anything other than what I mentioned currently DOA / in horrible shape on ue5-main ?

limpid light
#

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.

gilded pecan
#

That seems like a very scary prospect, considering the fact that 5.0 is probably 3-5+ months away (QA'd launcher version)

ashen kiln
gilded pecan
#

Cheers.

ashen kiln
#

Oops, sorry

#

It's 3bd472151bd193b832d2a32db38bbbe07f4334b4

gilded pecan
#

I was just about to comment that I can't find it

#

:))

gilded pecan
hazy moat
#

or is there still coming 5.0.x release?

limpid light
limpid light
#

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)

hazy moat
opaque phoenix
limpid light
opaque phoenix
#

oh crap

limpid light
#

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

opaque phoenix
#

fortunately the important stuff is in cpp and I was just starting up on my project

limpid light
#

cpp is fine 🙂 only the .uasset will give you problems

opaque phoenix
#

I will have to rebuild my behavior trees :(

limpid light
#

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

opaque phoenix
#

how long until 5.1 ship then? 3 months after 5.0?

limpid light
#

nooo idea

opaque phoenix
#

based on usual patterns?

limpid light
#

based on older release cadence, I'd say around 4 months after 5.0 release

opaque phoenix
#

rats

#

but the current binary version has not been updated for a while

limpid light
#

Epic really needs to get the 5.0 release branch, or better yet preview 1 out soon 🙂

limpid light
opaque phoenix
#

how are current studios managing who are already in production?

limpid light
#

Some have access to Epic's Perforce server and pull from branches there, some are taking more risk and using main branch directly.

opaque phoenix
#

perforce?

limpid light
#

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

opaque phoenix
#

so that is even more updated?

limpid light
#

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.

opaque phoenix
#

hmmm

#

how much of a loss am I at if I decide to go back to preview? At least vs 4.

limpid light
#

dont go back to preview, its... bad 🙂

opaque phoenix
#

so I have to wait almost another year then 😐

#

compiling has been a nightmare with its duration already

limpid light
#

My plan is to pull in changes from main every now and then, or when a feature or fix gets posted that I need.

opaque phoenix
#

so anything worthwhile lately?

#

I am kinda new to the engine source (got in after our team needed a dedicated server build)

limpid light
#

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

ashen kiln
#

I'd say do not expect 5.1 until Q3 2022

opaque phoenix
limpid light
opaque phoenix
#

oooh

#

so kinda like how unity is doing its dots thing for physics?

limpid light
#

yes

hazy moat
#

Rubbing hands eagerly, waiting😋 ...any info when landscape starts to join with Lumen GI system?

#

is it matemathically hard to do?

limpid light
#

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...

opaque phoenix
#

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

hazy moat
#

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

limpid light
gilded pecan
#

I thought main just recently switched to 5.1

gilded pecan
#

Only recent commits are 5.1

limpid light
#

This was in response to someone who recently synced to Ue5-main

opaque phoenix
limpid light
#

if you are using code older than this then yes you are safe, as long as you dont update until 5.0 release

gilded pecan
#

The last 5.0 ue5-main branch should be pinned on here.

opaque phoenix
solid cypress
#
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
static copper
#

Interesting, I had no idea 4.27 had newer chaos stuff

solid cypress
#

yes, If I remember correctly, core of the chaos is still developed on UE4

#

there are not that many chaos commits in ue5-main

torpid valve
#

good news is, it appears to be already fixed on p4

solid cypress
#

indeed

#

seems like trivial errors

solid cypress
#

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

solar sierra
static copper
#

technically 5.1 on main?

torpid valve
#

most of changes on main are mirrored to 5.0

#

only those which break assets are not

solid cypress
#

Interesting, thanks for details!

hazy moat
#

...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.

hazy moat
hazy moat
#

basically almost latest, thanks, good to know error is passed.

lunar oracle
#

I have not started using UE5 at all, yet. Has the codebase changed any more than the usual amount between ue4 versions?

rocky oyster
#

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

limpid light
lunar oracle
#

Yikes. TY for the answer!

eternal mason
#

is UE5 on c++ 20

eager hedge
#

you can attempt to build with C++20, but the base standard unreal supports is still C++14.

eternal mason
#

ok just wonder cuz some people on another server though UE was in c++ 20

limpid light
#

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.

final forum
#

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

  1. rebuild only the UnrealBuildTool
  2. 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

stark basin
eager hedge
#

That explains why someone in #cpp was asking about a [[nodiscard]] error from engine code the other day.

fading knoll
#

Hello!iam new and i need help about

bright niche
#

anyone know what could cause a packaged project to force boot you to the startup level every few seconds?

opaque phoenix
#

when are they gonna fix the rider plugin in ue5-main, still throwing errors my side

ashen kiln
#

it's working fine?

opaque phoenix
#

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.

limpid light
eager hedge
#

or just don't use RiderLink if you don't want. It's hardly required to use Rider.

eager hedge
#

...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.

quiet kraken
static copper
#

It's still working for me on recent main commits

tranquil zenith
#

So uh. How the heck do you delete an actor from world partition. Deleting it just.. ..'

#

'unloads' it

slim violet
#

I hear deleting the level works pretty well 🙂

#

Anyone know what the latest most stable commit ID would be for ue5-main?

static copper
#

I think I'm on d814632d088e90e111718a8abfc4e95fe134f993

slim violet
#

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

opaque phoenix
static copper
#

try d814632?

#

it's called "Fix invalid groom bound where simulation is enabled but not bound to a skel. mesh."

quiet kraken
# opaque phoenix Rider does work but keeps give the starvation errors

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")
opaque phoenix
#

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).

ashen kiln
#

@quiet kraken isn't that issue related with udp/tcp communication between riderlink & unreal?

#

"starvation" sounds like that.

primal night
#

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?)
spring ocean
#

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

hazy moat
#

anyway, EPIC what is up with that IOS thing that have to be hacked out to able to compile successfully every time?

chrome ingot
#

I have come to the conclusion that 16GB is no longer enough memory to compile UE5 on newer CPU lol

pure jackal
#

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

opaque phoenix
#

wait you can do that? So like a dummy project with all useless stuff disabled?

hazy moat
#

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

gleaming iron
#

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.

opaque phoenix
#

interesting. So basically, trick the IDE into compiling only what is needed 🤔

gleaming iron
#

Not sure it's a trick. More just one of the few settings that actually works and does what it says.

eager tendon
#

Seems latest code has memory overflow, class vtbl crashed

#

I'm buiding Debug Editor to see what's wrong

eager tendon
ashen kiln
#

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.

static copper
#

I see commits for it every week

#

still seems heavily in development

#

(but I'm glad they are working on it)

eager tendon
#

check failed ( low chance)

solid cypress
# ashen kiln I just played around with Horde, installed server and an agent, but have no idea...

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.

hazy moat
gleaming iron
#

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.

ashen kiln
#

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.

ashen kiln
#

It started to get populated with new commits

#

👀

ashen kiln
#

the branch also got updated to 5.1 lol

cedar tree
#

any new juicy mass commits?

ashen kiln
#

it seems like even with ue5-main, sadly pepehands

#

there is also a new ue5-release-engine-staging branch now

#

I think they're just pushing everything to github one by one.

torpid valve
#

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

ashen kiln
#

Are you sure? Because test has 5.1 version number, and same commits with ue5-main @torpid valve

torpid valve
#

yes

ashen kiln
#

So, it's not 5.0?

torpid valve
#

no

ashen kiln
#

I hope the next branch they push will be 5.0. We'll see after staging branch stops being populated.

spring ocean
storm lichen
#

😮

ashen kiln
#

yeehaw 🤠

spring ocean
#

looks like it's still processing, be nice to be able to update again

solid cypress
#

oooh

idle ember
#

😮

quartz garnet
#

It's updating! Now it's showing last commit 8 days ago, a few minutes ago it was 14 days

solid cypress
#

yes, even if you refresh it every second :D

idle ember
#

ea3?

solid cypress
#

I don't think so. 5.0 stabilizing for release next year.

quartz garnet
#

no, release 5.0

#

I mean, what @solid cypress just said

#

now it's at 6 hrs ago...

spring ocean
#

the build version is actually 5.0 unlike the other two that popped up

quartz garnet
#

It seems to have stopped updating. Last commit 6hrs ago.

solid cypress
#

yes, the last commit matches ue5-main

hazy moat
chrome ingot
#

I didnt have any issues with ue5-main compiling to completion (on windows)

solid cypress
hazy moat
#

and that xml is cure to complete build success

solid cypress
#

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.

limpid light
#

Nice! Lets hope ue5-preview1 is not far off .)

quartz garnet
#

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

limpid light
hazy moat
quartz garnet
limpid light
#

Yeah false alarm, its utils to read/write json data 🙂 sry

hazy moat
quartz garnet
#

I'm going to try an installed build with this new 5.0 branch.

limpid light
quartz garnet
#

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

limpid light
#

it opens, but assets that have since been saved with 5.1 wont

spring ocean
#

the project file is just the initial gate, the assets themselves will not load if assets were bumped in versions

limpid light
#

as long as you dont re-save in newer version the format stays unchanged

quartz garnet
#

for some reason it did, I had nanite and regular assets and all of them appeared

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ah! maybe that's the key

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I didn't resave any assets

limpid light
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Yeah you probably created those in 5.0 before and just haven't resaved them in 5.1

quartz garnet
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indeed

hazy moat
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If anyone wonders how i build then i have this combo bat files and this far i always completed building(with IOS bypass).

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perfectly builds with my 32GB ram on 3700x cpu, no heap errors, default swap, i collected this plan very long, very long

limpid light
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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

hazy moat
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I just personally need just a editor for messing with envirnoment, lighting, blender assets, all visual stuff only

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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

quartz garnet
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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

hazy moat
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copper cables that are over 40 years old

limpid light
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ah, gotcha

hazy moat
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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)

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thus according to my plan, every time it stops on error, i replace it and build is resumed&completed

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in beginning i have 2 tricks to avoid those errors, deleting 2 folders or placing dummy images, both work

torpid valve
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just fyi, I do advise again using testing/staging branch3es

hazy moat
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i just prefer deleting folders

torpid valve
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these are only for merging changes between release and main

solid cypress
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so there is no need to experiment anymore

lofty idol
solid cypress
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not early access. This will be eventually final release when the time comes

lofty idol
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is it production ready by any means?

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or at least for starting a project for later release there?

chrome ingot
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not until they say it is

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and no its not

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and in other words, no

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things can change, if you are ok with fixing them yourself or having things break or not working then you can use it.

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it looks like 5.0 branch fixes the weird motion blur issue with ue5-main, so thats good

lofty idol
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by things can break you are talking only about new features and that UE4 features are stable as is?

chrome ingot
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nope, old features that are being upgraded could be broken

lofty idol
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thats a bummer

chrome ingot
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things being replaced like physx

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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.

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with that said you might run into 0 issues using 5.0 or even 5 EA right now shrug

lofty idol
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I have noticed on the EA that theres heavy fps drops

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even with most new features disabled

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compared to UE4

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so its quite hard to just start there in general I guess

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but its cool to know that the release is getting closer

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thanks for the info

chrome ingot
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more than likely even 5.0 release will have changed performance compared to 4 😦

lofty idol
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that could be the case but

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Unreal engine 5 has insane potential for long run performance maintaince

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compared to UE4

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Nanite and world partitions can make a huge difference on large scale projects

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or detailed ones

chrome ingot
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thats the idea for sure 🙂

lofty idol
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while UE4 is stuck with an expected performance delivery

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I believe even with the release of UE5 some developers will benefit more using UE4

cerulean salmon
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hey what branch do I PR against for UE5?

lofty idol
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if nothing UE5 offers makes a huge difference for their own final rpoduct

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but its still cool to have both as options

solid cypress
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and some PRs are getting accepted

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but I did not see any official info

cerulean salmon
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thanks

solid cypress
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if 65536 is not crashing, will it crash if you set it even higher?

cerulean salmon
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I don't have CBs larger than 65k

solid cypress
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I see

cerulean salmon
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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

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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

solid cypress
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Can you try to run DX11 with that change

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I suspect it will crash

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void FWinD3D11ConstantBuffer::InitDynamicRHI()
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has check

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check(MaxSize <= D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT && (MaxSize % 16) == 0);
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D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT is 4096

chrome ingot
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his change is to the dx12 rhi so hopefully it wouldnt crash with that change