#ue5-engine-source

1 messages ยท Page 7 of 1

solid cypress
#

right

cerulean salmon
#

element count != size in bytes

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one element is always 16 bytes, there's 4096 elements at most so that's 4096 * 16 = 65536 bytes

solid cypress
#
const uint32 GConstantBufferSizes[MAX_CONSTANT_BUFFER_SLOTS] = 
{
    // CBs must be a multiple of 16
    (uint32)Align(MAX_GLOBAL_CONSTANT_BUFFER_SIZE, 16),
};

will be GConstantBufferSizes[0] still 4096 if MAX_GLOBAL_CONSTANT_BUFFER_SIZE is 4096?

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Because GConstantBufferSizes[0] is then used in FD3D11DynamicRHI::InitConstantBuffers()

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what will then call new FWinD3D11ConstantBuffer(this, Size)

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Which will assign MaxSize = Size;

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and do the check() I mentioned above

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so the check() will fail if you increase D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT to something bigger than 4096

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I might be wrong as this is not my field ๐Ÿ˜…

cerulean salmon
#

max element count is correct at 4096

solid cypress
#

I am not saying the fix is wrong just that I suspect it will cause that check() to fail, so that check() might need fixing too?

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because MaxSize == MAX_GLOBAL_CONSTANT_BUFFER_SIZE which you set to 65536

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and D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT is 4096

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so the check will be
check(65536 < 4096)

cerulean salmon
#

don't know about dx11, might need a different fix there

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I don't have a source engine build that would run with dx11 atm

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(the fix I PRd is only for DX12 constant buffers)

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in any case, I'll wait for someone to react on the PR

solid cypress
#

yup, I noticed when MathewW pointed it out. I am curious too to see what will be the reply and what is the reasoning behind setting size to 4096 o.O

#

I just tested DX11 with 65536 and that check is indeed failing, so I changed it to
check(MaxSize <= D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 16 && (MaxSize % 16) == 0);
but I have no idea whether it is a correct thing to do. We will see what Epic replies.

storm lichen
#

the unnamed step bug is still in 5.0 i see. i was wondering if they'd notice by now, but i guess no-one uses functional tests much.
all they need to do is change FString StepName = TEXT(""); to
FString StepName = GetCurrentStepName();

ashen kiln
#

did you create a pull request for that? @storm lichen

storm lichen
#

Not yet , mainly due to my continued struggling to make git do what I want. Turns out that an internet speed of approximately a drunk pidgeon doesn't like trying to fetch a repo of unreal size. Once I get my 5.0 build working I'll make up a pr.

solid cypress
ashen kiln
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@cerulean salmonI remember you've mentioned about GPU_DEVICE_LOST crash with dx12 previously, does that PR fix this issue?

cursive finch
#

Hey guys, how is 5.0 behaving so far?

ashen kiln
#

CPU Lightmass seems a bit broken though, I had to workaround some crashes to get it working.

static copper
ashen kiln
#

What crash you're getting, can you share the stacktrace?

static copper
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It's probably identical to yours. Was an empty array iirc

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I guess if it's simple you could show the fix diff

ashen kiln
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That's just for saving the day, definitely not a nice workaround.

solid cypress
static copper
#

Thanks

static copper
#

I think I'm going to wait a bit for main to get more stable before pulling again

spring crown
#

UE5-main is still early access or it is final version?

spring crown
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and it is already final version?

lofty idol
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Is there a tutorial on how to compile UE5-Main from source for people who havent done that before?

open dawn
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Greetings. Is anyone knows if UE5 will have Custom Shading Models support?

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Or ability to write to Custom GBuffer?

cursive finch
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So.. anyone knows what part of the engine checks for the version of an asset? ๐Ÿ˜…

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Is it even centralized in one place?

open dawn
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@cursive finch EnforcePackageCompatibleVersionCheck

cursive finch
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Oh it is even a var. Will give it a shot, thanks!

cursive finch
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@open dawn umm that didnt work. I can't see where it's used in the code. The code that handles the versioning seems to live in PackageReader.cpp in the AssetRegistry

open dawn
# cursive finch <@!156903532346212352> umm that didnt work. I can't see where it's used in the c...

it used in the same file where it's defined...

// Don't load packages that are only compatible with an engine version newer than the current one.
    if (GEnforcePackageCompatibleVersionCheck && !FEngineVersion::Current().IsCompatibleWith(Summary.CompatibleWithEngineVersion))
    {
        UE_LOG(LogLinker, Warning, TEXT("Asset '%s' has been saved with a newer engine and can't be loaded. CurrentEngineVersion: %s (Licensee=%d). AssetEngineVersion: %s (Licensee=%d)"),
            *Filename,
            *FEngineVersion::Current().ToString(),
            FEngineVersion::Current().IsLicenseeVersion(),
            *Summary.CompatibleWithEngineVersion.ToString(),
            Summary.CompatibleWithEngineVersion.IsLicenseeVersion());
        return LINKER_Failed;
    }
cursive finch
opaque phoenix
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I heard there was some backwards compatibility between 5.0 and 4.26 or 27?

ashen kiln
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Once you save an asset with 5.0, there is no turning back to 4.x

umbral sedge
#

differnece of 5.0 branch and ue5-release-engine-staging branch?

spring ocean
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the package versioning is basically 4.26 = 5.0EA < 4.27 = 5.0 < ue5-main (5.1), you can always go forwards but not back

cursive finch
#

Of course that works because they didnt change

bronze badge
#

Hey has anybody run into the issue where creating fast array serializer structs won't compile?

USTRUCT()
struct FTestItem : public FFastArraySerializerItem
{
    GENERATED_BODY()

    UPROPERTY()
    uint8 TestBool : 1;
    
};

USTRUCT()
struct FTestContainer : public FFastArraySerializer
{
    GENERATED_BODY()

    UPROPERTY()
    TArray<FTestItem> Items;

    bool NetDeltaSerialize(FNetDeltaSerializeInfo& DeltaParms)
    {
        return FFastArraySerializer::FastArrayDeltaSerialize<FTestItem, FTestContainer>(Items, DeltaParms, *this);
    }
    
};

template<>
struct TStructOpsTypeTraits<FTestContainer> : public TStructOpsTypeTraitsBase2<FTestContainer>
{
    enum
    {
        WithNetDeltaSerializer = true,
    };
};
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Or am I missing something? Because I have the Engine module added in the public dependencies and its giving me a bunch of linker errors regarding
Error LNK2019 : unresolved external symbol "__declspec(dllimport) public: __cdecl FGuidReferences::~FGuidReferences(void)" (__imp_??1FGuidReferences@@QEAA@XZ) referenced in function "public: void __cdecl TSparseArray<class TSetElement<struct TTuple<int,class FGuidReferences> >,class TSparseArrayAllocator<class TSizedDefaultAllocator<32>,class FDefaultBitArrayAllocator> >::Empty(int)" (?Empty@?$TSparseArray@V?$TSetElement@U?$TTuple@HVFGuidReferences@@@@@@V?$TSparseArrayAllocator@V?$TSizedDefaultAllocator@$0CA@@@VFDefaultBitArrayAllocator@@@@@@QEAAXH@Z)

blissful beacon
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> Last commit, break a lot material, wait for fix [Main branch]

ashen kiln
#

@bronze badge did you include "NetCore" module in your project build.cs file's PublicDependencyModuleNames?

bronze badge
ashen kiln
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It seems like classic missing module linking error, you can fix those mostly by searching class names in unreal source and finding out which module it belongs to

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FGuidReferences belongs to NetCore in that case.

bronze badge
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Ah gotcha, was going off what the documentation's webpage had, where it was saying that its in the Engine module so I was like "WHY ISN'T IT WORKING?! I HAVE THE RIGHT MODULE!"

cerulean salmon
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I used to get lots of device lost errors with my old gtx 780 but haven't had a single one with my rtx 3070

ashen kiln
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I've a 3080ti, and I'm the only one getting that crash in our team, super annoying.

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Another dev with 3080ti is not getting that, so probably related with manufacturer.

cerulean salmon
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check if you're getting it in released Unreal games, for instance Borderlands

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if so then just sell the card - it will probably haunt you for the rest of its days, sadly

ashen kiln
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Can do that, but not sure what this will indicate? I'm getting the same crash also in our shipping builds, not only in editor.

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Oh, lol

cerulean salmon
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it will indicate that your card doesn't like ue4

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my gtx 780 certainly didn't

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fortnite devs have/had a large database trying to correlate device_lost w/ gpus drivers etc but ultimately I don't think a culprit was found

ashen kiln
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Whoever reads here, it's a msi suprim x 3080ti, if you ever considering to buy this card. I really liked it tho :/

cerulean salmon
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fwiw I have an msi 3070 rtx

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my old gpu was a zotac 780 gtx

ashen kiln
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my previous card was an cheap palit 3080, and it didn't have that issue. Probably will try to sell this to replace with something else, thank you so much for the info ๐Ÿ™‚

cerulean salmon
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np

bronze badge
storm lichen
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just built 5.0 from source. noticed this plugin that i haven't seen before. any idea what its for?

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this looks interesting as well, if a little cryptic

opaque phoenix
torpid valve
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it's like symlinks

cursive finch
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@torpid valve what's the difference? AFAIK symlinks just work without it

cedar tree
storm lichen
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I have no idea what fear has. Never played it. But thanks. I'm more interested in some of the other new plug-ins. Common UI and Common Layout look veeeery interesting

opaque phoenix
cursive finch
umbral sedge
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How's the virtual shadow maps performance in ue5-main compared to EA?
I don't see many mentions of it, but the performance cost of Virtual shadow maps is pretty insane

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And it's a nice to have, visuals / shadows get a big quality level up

hazy moat
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Anyone can tell any hints that how much different is 5.0 from 5.1, are Lumen and Nanite has same features and overall works fine? i probably compile 5.0 if it is finer than 5.1. Anything missing currently compared to 5.1? thanks.

tranquil zenith
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How in the smelly stinky butt nips are you suppose to delete actors from world partition

opaque phoenix
tranquil zenith
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Virtual shadow maps are like a middle ground between ray traced shadows and regular dynamic shadows ..I think

storm lichen
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Interesting...

solid cypress
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Anybody else experiencing an issue on 5.0 that project building always builds UBT, that triggers UHT compilation again because UBT assembly changed and that results in full engine rebuild on every single compilation?

lofty idol
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are we far from UE5 releasing main on epic launcher?

hazy moat
lofty idol
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but I dont seem to be very able to build it from source can someone help?

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I dont know if it is normal to take so much space

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Is it normal for UE5-Main to take up 100GB+ Storage space when building from source?

static copper
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actually it can get to around ~200gb

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welcome to unreal engine

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mine currently is around 167

quartz garnet
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Mine is 185 GB. I'm not building the whole solution, just the Engine (no Programs)

lofty idol
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ok I was just wondering if that was normal

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could someone explain me the reason behind this? I am not so experienced with building engines

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I'd assume it is not in its compressed version just butt naked

static copper
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it's just a huge amount of C++ compiled code and a few decent sized third party libs

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not to mention a few gb of art assets etc

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the .git alone is 30gb

lofty idol
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yea I got the memo

static copper
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I actually got curious and checked the size distribution lol

lofty idol
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yea I get it now I just hope 1 small ssd alone can take all that because I dont have alot of storage :X

static copper
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SSDS are pretty cheap these days

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get a nice m.2 drive

lofty idol
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I really should I was avoiding upgrading storage for way too long

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thanks for the info regardless

thin trail
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Finally got this thing to start building with Rider. How long am I in for?

eager hedge
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depends on your PC specs - Could be anywhere from 2-10 hours if it's a full clean build.

thin trail
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Alright. I guess I'll check on it in the AM. Are there any DevOps tool to automate a pull clone and build? I looked into Jenkins but it seems like overkill for this.

primal night
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Any idea what is SysadminsLV? It's causing my build to fail everytime.

umbral sedge
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How long does it take on avg to build ue5-main for the first time

lofty idol
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and make sure it has enough space to build it

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mine took 160 gb and it built just fine

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is the engine's version 5.0 or 5.1?

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I am confused

limpid light
# lofty idol is the engine's version 5.0 or 5.1?

5.0 is the upcoming release, you can use the "5.0" branch on Github for that. Main branch has moved on to the next version while the 5.0 branch is being stabilized. You should be using the 5.0 branch

lofty idol
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I am using 5.0 but its trying to name my projects as 5.1

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I tried compiling Lightmass did not fix the issue anyone can help?

limpid light
shy willow
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whats the different between main and 5.0 branch?

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engine version?

lofty idol
shy willow
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ahh so 5.0 is the most stable than main right

lofty idol
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I dont know

shy willow
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because rn im on main and for me its pretty stable but if 5.0 branhc is the most stable rn i would like to switch on that one'

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๐Ÿค”

static copper
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Last few commits may not build

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But so far main has been alright

hazy moat
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Still i have not got hold of meaning correctly? is it editor? can i build with setup.bat > generateprojectfiles.bat > runuat ?

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if those are some hardcore way i leave it and never think again, but if there are some sort of chain of commands i would like to use them.

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sorry to sound dumb as i am dumb about coding, just wish to be generate editor builds for myself as hobby art making

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i use pure bat cli chain, can it be used this way?

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i use this compot to get build

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thanks, now i have some hope that maybe one day i can get even more speedup

oblique mist
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Something like msbuild.exe /target:project-name path-to-solution I believe (for cli)

hazy moat
oblique mist
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That is the general command for any visual studio based building

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project-name in this case is a "visual studio project"

hazy moat
oblique mist
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iirc runuat.bat just calls AutomationTool.exe with the standard InstalledEngineBuild.xml project file. It is within the InstalledEngineBuild.xml file that build commands are provided. So if you want to add to or modify the automation steps, this is the file to go to

hazy moat
oblique mist
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Well, just like our last adventure removing IOS stuff, you can simply delete the plugins themselves (or at least the build.cs file for them). There may be a more elegant way, but for a quick solution, this should do.

hazy moat
pale quarry
#

Hey, I'm trying to compile ue5 from source, and it's taking ~8hours to compile.
CPU usage is at ~20%
Memory usage is at ~75%
I've got everything installed to an m.2 ssd and disk usage is at ~5%

I can't figure out why it's being so slow. It feels like it just isn't trying to use the system resources that I have available. Does anyone have any troubleshooting ideas?

static copper
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I'm honestly getting some really weird stats as well

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I guess I could suggest excluding the folder from antivirus

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Also make sure it's using all threads and that you have enough ram per thread (~2gb)

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(and a huge pagefile with free space)

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Off I go to buy a 5950x

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even then I'm seeing rather weird build times

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my binary 4.27 builds game projects like 10x faster

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while 5.1 chills for 200 seconds once build jobs start

pale quarry
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okay, so I excluded the folder from antivirus
I increased my pagefile to ~130gb
I've got a 3900x already, I don't think a cpu upgrade would make a huge difference. Maybe more ram would though.
Yeah, build times feel really weird in 5.1, I could built 4.26 in about an hour, not sure what's going on

static copper
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I'm clueless when it comes to the build system honestly

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I wonder if building a binary would make game projects build faster

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seems worth the effort

pale quarry
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yeah, not sure if it would make a difference after you build for the first time

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I don't really know any better, but at the moment cl.exe is only running one process with a "below normal" priority

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is that normal?

static copper
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It's below normal actually ๐Ÿ™‚

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Just kiddin

pale quarry
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ahaha

static copper
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You can set an ini for shader compilation prio but I don't know about C++ compilation

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even then the time difference seems vast

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my PC is pretty much unusable while compiling anyways

pale quarry
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honestly I kinda wish mine was, at least it would feel like it's doing something

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I thought that normally multiple instances of cl.exe get spawned at once, and they work together to compile faster

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maybe I'm wrong though

eager hedge
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sounds like the process count is set too low

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iirc ue5 changed how the max compilation process count is decided - I think by default it's now limited by ram and cpu cores?

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might be misremembering though. Either way, it can be overridden.

static copper
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I'm still seeing 8 jobs with my 8 threads

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<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
    <BuildConfiguration>
        <MaxParallelActions>8</MaxParallelActions>
    </BuildConfiguration>
    <ParallelExecutor>
        <ProcessorCountMultiplier>2</ProcessorCountMultiplier>
        <MemoryPerActionBytes>0</MemoryPerActionBytes>
    </ParallelExecutor>
    <TaskExecutor>
        <ProcessorCountMultiplier>2</ProcessorCountMultiplier>
    </TaskExecutor>
</Configuration>```
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MemoryPerActionBytes is a cheese strat to stop it from limiting them

pale quarry
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process count is set to 24

static copper
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I'll try and just revert this to see if that helps

pale quarry
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but it's only using 1

static copper
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should have led with that lol

pale quarry
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I think multi-processor compilation might be turned off

static copper
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try messing with your BuildConfiguration.xml to resemble the one I posted sans the MemoryPerAction trick

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and I guess 24 instead of 8

pale quarry
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I thought the buildconfiguration was used for building a project?

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I'm having issues building ue5 from source

static copper
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I believe this one applies to both

pale quarry
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yeah I don't think that fixed it

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still looks like it's only using one thread

static copper
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this is what happens if I don't have that xml

static copper
pale quarry
#

yeah

static copper
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works on my machine I guess ๐Ÿ‘

pale quarry
#

weird...
I'll do some googling

static copper
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I guess there is another buildconfiguration in saved

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no clue if it's using that one for you

pale quarry
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yeah I changed both of them

solid cypress
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Try Build Configuration from pinned post and modify one in Saved/UnrealBuildTool

pale quarry
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yep, tried that, no luck

pale quarry
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I'm testing building using rider instead of visual studio, tentatively looking like it might be working better

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yep, it's working

static copper
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strange, I wonder what VS was doing wrong

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wrong msbuild?

pale quarry
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honestly I don't know much about c++ build related stuff, it felt like visual studio couldn't recognize that the code was c++ code, because it wouldn't let me edit any of the c++ settings for the project.
If anyone else has any weird/similar issues, hopefully this helps them

hazy moat
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just in case asking, is 5.0 compilation works? maybe i compile it and would be waste of time if it has errors.

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couple days ago i heard it wont build but what about now? if anyone compiled today?

tranquil zenith
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Who knows how to delete actors from world partition

opaque phoenix
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how far is 5.0 from release?

eager hedge
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about as far as is required to release it

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tautologies aside, Epic hasn't announced anything and all people have is speculation.

static copper
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At runtime or just in the level?

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Could try making sure the partition is loaded first?

eager tendon
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Error C2039 'bIsInShapePairMap': is not a member of 'Chaos::FPBDCollisionConstraintContainerCookie'

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Some fix code not submitted?

primal night
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That "allegedly" part is Setup.bat has to run without excluding anything. Otherwise iPhonePackager will cause the build to fail.

crystal crescent
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What is the arguments to build ue5 with Vs2022 ?

hearty knot
#

Anyone aware of how to fix this error?```C
1>D:\Development\UE_5.0EA\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\Collision\CollisionConstraintAllocator.h(593): error C2039: 'bIsInShapePairMap': is not a member of 'Chaos::FPBDCollisionConstraintContainerCookie'
1>D:\Development\UE_5.0EA\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\Collision\PBDCollisionConstraint.h(216): note: see declaration of 'Chaos::FPBDCollisionConstraintContainerCookie'

static copper
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I can't even find that file in the repo

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I would try pulling down a newer commit?

static copper
#

is this from EA1 or something? this if this file exists in the regular source I can't find it

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does reflection make a new Allocator file or something?

static copper
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Seems a little bit janky so far with the new msbuild version

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If anyone has some success with it let me know...

static copper
# crystal crescent What is the arguments to build ue5 with Vs2022 ?
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GenerateProjectFiles.bat -2022

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Fuck it, I'll give it a go just for laughs

crystal crescent
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Epic doesnt support it natively ? I have to use this fork ?

static copper
#

we aren't sure how well it is supported

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the engine itself is aware of vs2022

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ultimately if Epic doesn't use 2022 every day we can't really bet on it just working

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unsure if the fork is still required

hearty knot
static copper
#

well I am clueless

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try a different engine commit

static copper
#

I'm getting the same error on latest

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I'll just uh, add the field I guess

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something will explode but I can fix it later (by using an older commit lol)

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//Constraint->GetContainerCookie().bIsInShapePairMap = false; I will just comment it out as I have no clue wtf the intention is

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probably missing some extra changes @hearty knot

hearty knot
#

Hmmm, getting the early access branch now

static copper
#

By older I mean like a week or two

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You probably don't need to revert that far

hazy moat
#

what is that huge python torch libraries that is included with 5.0 compilation? almost 5GB size

limpid light
hazy moat
#

any masive benefits to include so much machine learning libraries

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i just built 5.0 11af29 success

hearty knot
chrome ingot
#

super weird question but anyone get 5.0 compiling on the new m1 macs on monterey? getting stupid access errors when generating the project file (stupid gatekeeper)

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4.27 compiles fine, 5.0 switches over to the new included and bundled net sdk and its not liking it

vale hill
#

so cloning with github desktop is crazy slow now?

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like 39k/sec

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on fiber that should be 900mb/s

limpid light
tall current
static copper
grizzled birch
#

hello, what's the difference between ue5-release-engine-staging, release-engine-test, and the 5.0 branch? (I know the -early-access and -main.)

gleaming valley
grizzled birch
#

btw, what's the recommended usage of github desktop?

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do I need to fork and then clone my fork?

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or do I just clone Epic's?

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cause I just deleted my very old fork that was stuck on 4.0

grizzled birch
#

this seems to still refer to using a fork.

static copper
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I just clone epic's

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just local changes though

grizzled birch
#

yeah, I am not looking forward to say, create a new feature or something

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just want a repo that can easily be kept up to date.

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if anything I will create as a plugin like most of the modules, compare to modify engine source.

static copper
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I'm mostly thinking of extremely simple stuff like making stuff public or blueprintable

opaque phoenix
#

have they made nanite work for foliage yet?

shy willow
#

Not yet

opaque phoenix
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but ue5 seems to be inching to release

crimson granite
#

Engine source building for anyone this moring?

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Getting LowLevelTests does not exist in the current context

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In HeadlessChaos.Build.cs

limpid light
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I think I saw a fix for that in the 5.0 branch, but for some reason it wasnt in ue5-main

grizzled birch
#

okay, so after build, how do you create a new C++ project like using the launcher version?

opaque phoenix
grizzled birch
#

what does the UnrealFrontend do?

slim violet
#

Using a ue5-main branch from early sept that people said was solid. When cooking, I'm getting this error: UATHelper: Cooking (Windows): LogInit: Display: LogCore: Error: Quat contains NaN: X=-inf Y=-inf Z=-inf W=-inf

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has anyone seen this before? It seems to fail the cook

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I've searched the engine code for that string and the only results I can really find seem to be disabled unless intellisense is just being really slow

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oh nvm. In the engine it is disabled, but looking at the same file from the project's sln, the code is enabeld

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*enabled

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makes sense that that would be default as off globally

hazy moat
#

or it is different thing?

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I ask because without this i could not compile and easily get out of heap space errors, this is miracle cure for me if i limit this.

grizzled birch
#

well, it's nothing miracle and you should just do this according to your system spec.

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how's everyone's method of migrating to new code so far? I mean if you have a C++ 5.0ea project, how do you plan to migrate to 5.0 release or in the future 5.1 and so on?

static copper
#

1 copy paste the project

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2 fix the deprecation warnings

grizzled birch
#

can you somehow setup your own perforce and mimic the perforce workflow even without Epic perforce access?

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(scroll up a bit there is a updating source code link I posted, wonder if anyone tried the 3rd method.)

static copper
#

I guess it's worth mentioning sometimes module names will change etc

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which is harder to immediately figure out unless you look

grizzled birch
#

wouldn't the build tool just go crazy cause you can't find the module?

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I am pretty green but I think you mean the module dependency that you inclulde in your own build.cs?

static copper
#

oh yeah, it's just annoying to track down sometimes

#

I'm just thinking of stuff I've needed to fix on ue4 plugins

#

most C++ migration stuff is pretty self evident

#

It's still so funny to me people have the misapprehension that ue5ea changed everything

grizzled birch
#

I am new so I will definitely stay away from modify engine code if I can.

static copper
#

I guess any serious project that has more lower level engine changes/more art assets will have a tough time though

grizzled birch
#

and just write plugins/project code on top of existing ones.

#

if there is something I think that's a fix/needed addition, I will try send a pull request so it's actually in the official code.

hazy moat
#

anyone have explanation why building Unreal 5.0 now dumps insanely huge log files compared to previous times. Epic devs, any runuat commands to filter out only errors? thanks

static copper
#

It seems to trace insights from the editor too

#

Perhaps some in setting?

exotic parrot
#

Deploy on Android is broken with the new code on ue5-main ๐Ÿ˜ฆ

limpid light
#

Have you guys noticed how the 5.0 branch is usually the first to get fixes now? Feels like they are working directly in there now and just mirroring to ue5-main every now and then

cedar tree
#

yea, if I recall correctly changes to main are currently targeting 5.1

limpid light
#

that is correct, but a lot of fixes are in 5.0 branch and not yet in main

cedar tree
#

I'm guessing fixes in 5.0 are merged into main after 5.0 ships

ashen kiln
#

If you're using UE5 for production purposes, I highly recommend sticking with 5.0

hazy moat
#

someone have compiled 5.0 today? will it compile success? couple days ago it was full of errors and generated huge strange logs that where almost 300mb per log file

torpid valve
#

(Current Release Version) > ue5-release-engine-staging > main

cedar tree
#

ah

neon trellis
hazy moat
#

thanks, i will try again with my build system if it works.

crimson granite
#

Does UE5-main compile today?

#

I can't seem to get it to on my end

#

Errors in SkeletalMeshComponent.h on FConstraintBrokenSignature and FPlasticDeformationEventSignature

chrome ingot
#

not getting 5.0 to compile here as well heh

crimson granite
#

FConstraintBrokenSignature for example, is declared in EngineTypes.h

#

And EngineTypes.h is declared in SkeletalMeshComponent.h

#

So the real error must be all these build.cs files it can't find...?

crimson granite
#

Ok so looks like something like InterchangeCore has moved directries

#

Where are the directories for that set?

#

UE5Rules.csproj? UE5.vcxproj.filters?

#

Right

#

Wondering where the source of that info comes from

#

So there is a UE5Rules.Build.cs file somewhere?

little idol
#

Hey anyone knows how to weld bones runtime? Using
Mesh->GetBodyInstance("BodyA")->Weld(Mesh->GetBodyInstance("BodyB"), T);
but it always put BodyB into world zero and ignoes T???

ashen kiln
crimson granite
#

@ashen kiln Right I saw that

#

Just not sure how to tell the unreal build tool to look for it there

cursive finch
#

Hey guys, anyone knows if the latest commit on 5.0 is compiling right now and there arent any major issues? Found an issue on a commit from last week and wanted to checkout if they fixed it

chrome ingot
#

as of right now I cannot get 5.0 to compile

cursive finch
#

ouch, thanks for letting me know. I will wait a few days then

ashen kiln
#

you can check that file, and ensure all paths are correct

crimson granite
#

The plugin's build.cs file doesn't know which directory it's in

#

Are the paths set in a different file? Maybe a UE5 Rule build.cs?

ashen kiln
#

Not sure what does that mean. build.cs files are automatically detected

#

If you're not using interchange plugin, you can just disable it on your uproject file and compile issues will probably go away.

crimson granite
#

Hmm yeah but the latest UE5 build lists 30 or so plugins that have moved directories that it can't find. Some of them are probably essential.

#

So you're saying the build.cs files locations are detected automatically then?

#

Something like CookedIterativeFile.Build.cs doesn't even exist anymore from what I can tell

hazy moat
#

thank you everyone who keeps compilation status of 5.0 up to date, thanks.

limpid light
#

@crimson granite I dont know how you are updating your source builds, but I really hope you are not just copying files over from somewhere else since that will leave you with duplicates, files that have been deleted and files in the wrong place. If you need that workflow then start by deleting everything before copying in the updated source files

crimson granite
#

@limpid light I'm using git to update

limpid light
#

ok that should be fine ๐Ÿ™‚

gilded pecan
thin tree
#

Hmm.. there is a release staging branch of UE5. Is it new (indicating release might happen this year) or old ?

limpid light
#

full release wont be this year ๐Ÿ™‚ we are hoping for a "preview 1" release soon

opaque phoenix
chrome ingot
#

Early access. A preview of the preview.

#

Preview 1 is "we are done, now it's just cleaning up random bugs" before .0

solid cypress
#

I hope there will be a preview, so that it won't be just big GDC presentation and bang 5.0 out. Would be nice to let Epic tackle bugs of various migrated projects before actually releasing 5.0

torpid valve
#

first there is going to be Fortnite on UE5

limpid light
#

Epic always does a preview cycle where they release multiple previews, sometimes as many as 7. I can't imagine them not doing that for 5.0

limpid axle
#

Iโ€™m about to start setting up UE5 source but see there are currently issues compiling 5.0? Is there a branch that is โ€œstableโ€ in the sense of being able to compile?

grizzled birch
#

I compiled 5.0 branch just yesterday.(latest commit were from 18hr ago)

crimson granite
#

I know other people were in my same boat

limpid axle
#

So guys, could someone be so kind as to give me some pointers? Ive cloned the repo to my machine and opened in GitHub Desktop, do I pull down on the origin/ue5-main branch?

crimson granite
#

Nvm guess I was using UE5-main branch

#

So I should be using the 5.0 branch then?

limpid axle
# crimson granite So I should be using the `5.0` branch then?

Im following along here as completely new to source ๐Ÿ™‚ Hope you dont mind if I ask, once ivve selected the 5.0 branch do I click the fetch origin option withing GitHub Desktop? first time using the repo but we all have to start somewhere right ๐Ÿ™‚

crimson granite
#

You'll need to specify the branch

#

git clone --branch 5.0 https://github.com/EpicGames/UnrealEngine.git

limpid axle
grizzled birch
#

Yeah 5.0 branch

chrome ingot
#

@crimson granite I can say that I just got this commit to compile without issue so +1 to that

crimson granite
#

Thanks @chrome ingot will try that branch

#

Does the 5.0 branch have LWC enabled?

ashen kiln
#

yes

hazy moat
spring rock
#

also 85fe411 on 5.0 compiles

#

how do I check how long a build took in rider, I'm not seeing a start time even, just an end time

eager hedge
#

One of the last lines in the build output should be the time it took

#

it should also be showing the start time as one of the first lines in the output

#

admittedly this is with the sln project format, not rider's uproject support. Not sure if the output differs.

spring rock
#

I didnt have the total execution time above succeeded, and I didn't have a start time at the top of the output. I just went into riders build settings > presentation and changed show build results after build completed from only if errors to always

#

and now I get the start times, and after this build I hope to have the total execution time

twin yarrow
#

Trying to build EarlyAccess branch and getting compiler errors in DatasmithCADImporter plugin:
fatal error C1083: Cannot open include file: 'kernel_io/kernel_io.h': No such file or directory
Is there something else I'm supposed to have installed? I don't ever expect to do anything with CAD data. Should I just delete that plugin from my copy?

static copper
#

don't delete it, just build a from a game project that doesn't enable plugins you don't need

twin yarrow
#

Okay. I'm guessing that's what was happening for my UE4 builds. I was trying to get a clean engine build before dealing with updating my game projects.

crimson granite
#

5.0 still does not build for me

#

error MSB3073: The command "..\..\Build\BatchFiles\Build.bat DatasmithSDK Win64 Development -WaitMutex -FromMsBuild" exited with code 6

static copper
#

don't build datasmith. build a game project with only plugins you need

opaque phoenix
crimson granite
#

Failed to build UnrealBuildTool

cursive finch
#

FYI 3140c743cfd0cd64ba03ec376f518baabd5525ff "Add a forward decl to fix the non-unity build." Compiles without issues

grizzled birch
#

I have a rebuild this morning will check if it's successful or not.

grizzled birch
#

build failed:

#

btw, can you make a bookmark for yourself only with the github desktop app?

#

so I can tag which commit has the last successful build

#

I pretty much do this every day now to make my room warmer. XD

spring rock
spring rock
# crimson granite `5.0` still does not build for me

wait sorry actually that was for something else, the reason you are getting this error is most likely your source build in under a folder with spaces. (F:/Epic Games/Unreal Engine would need to be F:/EpicGames/UnrealEngine)I fixed this by making sure the containing folders had no spaces

#

I had put mine under the Epic Games folder, which will throw that eror

grizzled birch
#

build success,

#

last commit I have on 5.0 branch

#

basically,

  1. discard changes, pull origin
  2. setup, generate projects "again"
  3. build/run UE5
#

(now shader compiling, lol)

twin yarrow
#

I've got the engine building (mostly, except for data smith) and changed the engine version for my projects but when I try to generate new VS project files I get the error:
Missing C:/Development/UE4/UE_5.EA/Engine/Binaries/DotNET/UnrealBuildTool.exe after build
It seems to be trying to use the UE4 location for UBT instead of the UE5 one which would be here:
Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe

scarlet pulsar
#

it looks like my 32 gb ram isn't enough to compile the engine 5.0 branch with 8 threads. always got out of heap space at some point
this answer helped me to limit compile threads amount https://forums.unrealengine.com/t/any-way-to-limit-the-number-of-microsoft-c-c-compiler-driver-cl-exe-instances-while-compile/211403/3

Just in case someone needs this fix, this is my BuildConfiguration.xml, just tweak 0.5 number, smaller decimal = less threads, bigger decimal up to 1 = more threads. MaxProcessorCount looks like does nothing, just matched the number of threads at **Building X actions with Z processesโ€ฆ **after tweaking **ProcessorCountMultiplier **just in case.

<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
   <ParallelExecutor>
      <ProcessorCountMultiplier>0.5</ProcessorCountMultiplier>
      <MaxProcessorCount>4</MaxProcessorCount>
   </ParallelExecutor>
</Configuration>
chrome ingot
#

I can say I can compile the 5.0 branch with 16 processes with 16gb of ram without running out of memory

scarlet pulsar
#

are you using visual studio 2019 and standard setup (maybe compile options that monitor memory)?
do you run the compilation from gui or cli?
do you run clean compile or maybe update from previous builds?

#

I literally observed memory commit size crawling up to 4GB on each compile thread at some point. 4x8=32 obviously it didn't make further.
but also I have swap file disabled

chrome ingot
#

using 2019 community, nothing special done at all beyond using the build.xml pinned in this post

#

i do get some compilers going near 2gb, but nothing super out of crazy.

#

and its always a clean build. get the latest from git, run setup, run generate project files, open .sln, run clean, run build on the UE4 project, wait

#

I dont have swap file disabled so maybe thats your issue

scarlet pulsar
#

yeah most likely.

spring ocean
#

the compiler uses the page file a lot, i had to bump it up to 30GB even with 64GB of RAM

static copper
#

I sometimes get them if I have very little space left on drives

opaque phoenix
#

have there been any improvements to lumen now the ue5 has reached staging? Not checked it out for a week

scarlet pulsar
spring ocean
twin yarrow
scarlet pulsar
#

swap file on HDD really helps, and funny thing, it is almost never actually used - the HDD is almost alway idle. probably compiler threads request a lot of memory they don't need in the end.
no need to waste space on SSD, and no need to worry that HDD swap will cause compile performance hit

cyan laurel
#

Does UE5 have console support yet?

eager hedge
#

It's always had console support. Are you asking about something specific?

#

If you're asking why consoles aren't supported out of the box, it's because you need an agreement with the console manufacturer before you're allowed access to their platform.

cyan laurel
#

For the Truesky plugin by default it has references to all COnsoles "PS5 PS4 Xbox XSX switch"

#

Even on a build of ue without the proper Epic zips the engine compiles (Basically on a build of the engine without console support for PS5 and 4 built in)

#

but for 5 it just spouts out a bunch of errors

#

even when i have the proper Zips and the proper SDKs

eager hedge
#

That's probably because the plugin wasn't updated for 5.

cyan laurel
#

the plugin was

#

On the private github there was a UE5 release put out recently

#

UBT spouts out that the platforms "PS5 PS4 XSX XboxOne etc. " arent defined

#

nothing about the plugin being outdated

eager hedge
#

I mean, if it doesn't build with 5 then it obviously wasn't updated correctly. Either that or you're trying to use the plugin against the wrong version of UE5.
Also, certain platforms were dropped or renamed in UE5.

#

The reason for those errors isn't because the engine doesn't support consoles.

cyan laurel
#

also i dont think the platform names were renamed as the Epic Zips still are named the same

eager hedge
#

Well to start... Win32 as a platform is gone.

#

So is XboxOne as it has been replaced by the GDK.

cyan laurel
#

so just GDK?

eager hedge
#

XboxOneGDK. Which is still being complained about, but it's not clear to me why as that target platform does exist.

cyan laurel
#

a quick name replacement should do the trick in that case, but what about PS5 and XSX?

eager hedge
#

those all should exist.

cyan laurel
#

im guessing its just a couruption then, extracting the epic zips for PS5 and 4 spout out more errors, Im going to try moving the plugin to a build of UE5 that isnt Simuls

eager hedge
#

Hmm, interestingly enough the *newer console platforms aren't defined on github.

cyan laurel
#

hmm

#

nvm

eager hedge
#

it's likely that the newer console platforms simply aren't in the publicly available code on github.

cyan laurel
#

UE5s showcases are on the newer platforms

#

and epic has support available for PS5 and 4

#

via the FTP site

eager hedge
#

Yes, because the engine supports those platforms

#

if you have an agreement with the console manufacturers, show epic proof that you have an agreement, and get access to the engine code that supports those platforms.

#

Not sure why that's hard to understand - they likely removed references to those platforms on github because the github codebase doesn't technically support it.

cyan laurel
#

I do have access to PS5 and 4, and have verified with epic

eager hedge
#

then you need to take it up with epic, that code is NDA'd and this isn't really the place to discuss it.

cyan laurel
#

kk

spring rock
#

whats the correct way to update a source build? I was having success last 2 updates but today clean has suddenly failed.
I pull the latest from git, run setup, press Y on changes, run generate project files, clean and rebuild. but clean is failing because just about everything is being used by another process (Engine\Source\Programs\Shared\EpicGames.Core\EpicGames.Core.csproj]) using rider and the 5.0 branch

#

the solution is fully loaded, nothing else is open

crimson granite
#

'ForAnyElementType': symbol is neither a class template nor a function template
Guessing this API got updated?

ashen kiln
#

I don't think so.

ashen kiln
#

Also your method is correct. Just you don't need to clean, or rebuild. Just do a regular build, and compiler will build only changed modules.

spring rock
#

cheers, but thats what made me post to ask, I did restart and I was still getting that which was absolutely bizarre.

I see, I saw someone above was doing a clean whenever they updated, but the last time I updated successfully I didn't clean, I didnt run setup and generate project files, should I still run those?

grizzled birch
#

Like I also mentioned, you need to remove all local changes from your engine github root.(sorry, I 9/10 don't know what those files do, but if I don't need them when I first download and build them, I don't need them in my way just in case)

#

The rider/vs build is probably smart enough where you don't need to do clean rebuild. But I do that anyways to keep my room warm.

spring rock
#

I did have success updating 5.0 originally without needing to discard the changes, thats something I was also going to ask

#

I originally thought to discard changes as well and thought the same thing. I just deleted and re-cloned the whole thing to fix the process in use problem, but going forward I'll try not cleaning the solution

grizzled birch
#

yeah, make sense. It doesn't take long but still would take sometime to rebuild from clean

quartz cloak
#

Hi there, noob question for UE5, is UE5-main the new "main", i.e. is that where head of development for 5 is going? is the old "main" essentially dead? Also, do people here generally agree on a "good" revision of the "5.0" branch, or are they sticking with the latest from day to day?

limpid light
# quartz cloak Hi there, noob question for UE5, is UE5-main the new "main", i.e. is that where ...

At least until the 5.0 release then UE5-main is the "new main" and the old main only for UE4. That might change when UE5 5.0 is released.
The only way to currently see a "good" revision of the 5.0 branch is to see people posting here. There is a Discord server that a member here maintains that builds ue5-main regularly and reports on build success/fail, but it doesnt test features and currently doesnt do the 5.0 branch

limpid axle
#

Hi Guys, does it matter if once we sync the repo with any new commits that we build or rebuild the UE5.sln? Ive successfully built UE5 but never updated a build before.

quartz cloak
#

You only need to do that to get any new files to be reflected in the Visual Studio editor.

chrome ingot
#

it probably cant hurt to update your source code, run setup to grab any missing files, update generate project files to integrate any new files

limpid axle
limpid axle
chrome ingot
#

you have to rebuild yes, your question was if you needed to build or rebuild the .sln which I realize you mean if you rebuild the project lol

#

I personally always do the above, then open the .sln and clean the ue5 project then build to eliminate as many possible issues as possible

opaque phoenix
#

I am currently on ue5-main and wanna switch to 5.0 what do I type in bash as

git checkout 5.0 does not seem to work

chrome ingot
#

if you do git branch do you see the 5.0 branch?

#

its possible you havent fetched in a while to have the 5.0 as a valid branch for your repo

opaque phoenix
chrome ingot
#

that I dont know, I use a GUI and just fetch all to make sure I am up to date

opaque phoenix
#

I never got gui lol command line was the only one I understood

opaque phoenix
cyan laurel
echo mural
#

I've just built 5.1 from source. And I'm opening a new project to see what's different tween the launcher version and this version.

#

What's the best way to see what's changed (in list form preferably) from the launcher version to this version?

#

I'm a bit of a git noob... it's prolly something as simple as "git log someTag..HEAD"?

crisp root
trim locust
stone crown
#

@echo mural i would not use ue5-main, use the 5.0 branch.

#

ue5-main will always be ahead of 5.0 branch which will be the new UE5.

hazy moat
#

I wonder if 5.0 plans to respect -Set:HostPlatformEditorOnly=true(if not inside Apple system) or -set:WithIOS=false flags so no more IOS hacks are needed to finish build. It could be simple to do i do not know. This is modified .xml that has certain iOS parts deleted but commands could make ignore those parts and problem solved.

#

Someone interested can compare diff againtst official one.

ashen kiln
hazy moat
ashen kiln
#

you can disable nanite and lumen in your engine config file, this may help

hazy moat
ashen kiln
#

I think you have options to disable those in rendering part of project settings, so you can just disable them beforehand in your .ini and launch the project.

#

I don't think you can do that with commandline, that's not how unreal engine works and parses parameters.

lofty idol
#

cant compile on macos

#

Pixelformat.h file not found

chrome ingot
#

which branch/tag are you building against?

lofty idol
lofty idol
limpid light
limpid axle
zealous yarrow
#

you can remove the version field completely

limpid axle
limpid light
#

Yep I've been removing the version field too ๐Ÿ™‚

eager hedge
#

In case anyone else runs into this issue on recentish 5.0 commits and searches for a solution... AutomationTool is broken in at least the very specific case where you run it from a custom "installed" build with compile disabled (ie RunUAT BuildCookRun -nocompile -nocompileeditor).
Spent way too much time trying to figure out why - turns out creating an installed build via BuildGraph (Engine/Build/InstalledEngineBuild.xml) won't copy over some files that's necessary for AutomationTool.
The fix I found was to add Engine/Intermediate/ScriptModules/... to CopyEditorFilter in Engine/Build/InstalledEngineFilters.xml before running BuildGraph again. Not sure if that's the "right" way to fix it, but it at least got things working for me.

lofty idol
#

Please help!

willow flame
#

Looks like missing files (and pants)

#

Sure you downloaded everything and ran the setup batch files?

ashen kiln
#

p.s, you can take screenshot in macos with command + shift + 4

lofty idol
chrome ingot
#

I've got to say thats weird for sure, I had no issues with main, 5.0, and 4.27-release last week on my macbook. (latest xcode and el monterey). downloaded using the .zip option as I couldn't be assed to install any git client lol

cyan laurel
#

Where do you download UE5.1 from?

#

It's ue5 main or ue5 staging test right?

crimson granite
#

5.1?

#

Y'all be trippin' 5.0 isn't out for another 6 months at least

storm lichen
dim yewBOT
#

:triangular_flag_on_post: snovak#6819 received strike 1. As a result, they were muted for 10 minutes.

willow flame
#

Well now my pants comment just looks weird. Thanks Manny.

ashen kiln
#

At least now he knows how to take screenshot on mac, instead of using phone camera.

fallen narwhal
#

guys im kind of a noob here so i did downloaded 5.0 source and compiled it but for daily updates what should i need to do ? replacing the updated git files and rebuild UE5 ?

limpid axle
#

hi guys get this error on compile newest 5.0 branch:
Error C4458 declaration of 'ValueWidget' hides class member UE5 F:\UnrealEngineSource\Engine\Plugins\Runtime\Metasound\Source\MetasoundEditor\Private\SMetasoundGraphPin.h 78

Any ideas? Does that mean the compile will fail?

eager hedge
#

Hmm... found what seems like an odd bug with custom installed builds and UBT - creating an installed build and setting your project's EngineAssociation to it will work perfectly fine (compiles and runs as expected). But... the generated UE5 vcxproj ends up with missing include paths (it doesn't set the include paths for the engine source at all). It doesn't affect compilation since UBT doesn't use the vcxproj, but it means that IDEs (including Rider running in sln mode) can't navigate between h/cpp correctly and engine cpp files are full of errors due to missing include paths.
Anyone else seen this? Or am I the only one trying to make installed builds with 5.0 ๐Ÿ˜›

cyan laurel
#

Why does UE constantly freeze at this

haughty sundial
#

linking is a time-consuming process for big libs (like Engine module)

cyan laurel
#

it did this in 4

#

and stayed like that

#

For an entire day

haughty sundial
#

oof

grizzled birch
#

build success today at this commit.

hazy moat
#

If anyone interested, i patched IOS library requirements out of latest 5.0 InstalledEngineBuild.xml as still -set:WithIOS=false do not do exclusion automatically with RunUAT.

hazy moat
#

Anyone with today 5.0 branch build, do your landscape material work?

austere cradle
#

are they going to fix all the duplicate git commit logs?

spring rock
#

failed 5.0 build at this commit

#
  Unable to instantiate module 'HeadlessChaos': System.IO.DirectoryNotFoundException: Could not find a part of the path 'F:\MyUESource\Engine\Restricted\NotForLicensees\Build'.
  Microsoft.MakeFile.targets(45, 5): [MSB3073] The command "..\..\Build\BatchFiles\Build.bat HeadlessChaos Win64 Development -WaitMutex -FromMsBuild" exited with code 6.```
eager hedge
spring rock
eager hedge
#

Anyone else seeing an issue with LODs having vertices in weird positions on recent commits? I think things were fine until I jumped forward to a recent commit from one a few weeks ago. Now LOD1 and higher on most meshes have vertices in the completely wrong places, without having made any changes to the assets whatsoever.

eager hedge
#

Ok, this is definitely something introduced between 85fe411 and 6181239.... guess I'm digging through a week's worth of commits to figure this out.

whole crest
#

Does someone know how to fix this

#

i already have it selected but it doesn't work

hazy moat
#

Please, can anyone confirm about latest days commits on 5.0 have landscape material painting broken?

minor axle
#

Does lightmass still broken in main branch?

#

i have error here if i build light

#

on skybox material

half oxide
modest badge
#

Hey, folks, migrating pretty simple project with dedicated server and few replication/GRPC calls. Getting
Failed to load Chaos body setup bulk data. Expected fp precision to be width 4 but it was 1
Any ideas what do I miss? I dont use any of chaos functionality at all. UE5 build from source, and starts other proejcts just fine

half oxide
cyan laurel
#

๐Ÿ™ƒ

shy willow
#

Is WP okay to use now in 5.0 branch?

#

Heard there are some issues with it cuz I wanna migrate from LWC

zealous fractal
#

is there a flag I can set to force UE5 to use PhysX?

static copper
#

so even if you could enable it in build settings it's not going to last

strong hull
#

yeah if you need its overall easier to stay with ue4 i think you could build it at some point but not really worth it

zealous fractal
#

oh.. ok

strong hull
#

is there a specific reason your looking to use it?

zealous fractal
#

theres an issue with my mesh as the complex collision is working on PIE, but not in the packaged game

#

i've been looking at the internal code to figure out if theres a WITH_EDITOR_DATA section that enables it in PIE but not in packaged, but no luck so far

half oxide
# half oxide Wow, thanks. I was just now looking for any Target.cs for UE4Game and realized t...

I managed to get past that build step thanks to your suggestion @spring rock , but when reaching "Build Tools CS" it fails. It's trying to build SwarmCoordinator.csproj with .NET Framework 4.5 but I don't have it installed and even if I did I can't use it with VS2022. The error message suggests retargeting as another possible fix, but if I do that manually (to 4.8) it won't really help since it looks like the .csproj files are being overwritten at some point in the build process, even if I don't specify the -clean option. I'm not sure where in the build process this overwrite happens, and if there's any way to make it so the files are created for 4.8. Do you guys have any suggestions?

cedar bone
half oxide
# half oxide I managed to get past that build step thanks to your suggestion <@!7022719542451...

Upon looking in the InstalledEngineBuild.xml I found that the "Build Tools CS" node copies the source for the tools from Engine/Source/Programs and Engine/Source/Editor/SwarmInterface. Went to those locations and searched for all .sln files and retargeted them (if needed) to .NET Framework 4.8, then did the same for .csproj files that weren't part of a solution (I think there was only 1 or 2 though). Upon doing this, the build completed successfully!

graceful trellis
#

Anyone know if the Quixel Bridge has been integrated into the 5.0 branch?

brave sonnet
graceful trellis
#

Can't find any reference of it in the code or engine, is it hidden away somewhere?

limpid light
graceful trellis
#

Nope, but I'm not running an up to date 5.0 so I'll just have to keep my eye on that when I update it

limpid light
#

Im running ue5-main from like 6 weeks ago, and I have it

graceful trellis
#

I think im on the 5.0 branch from 2-3 weeks ago

limpid light
#

You dont see that in your repo?

graceful trellis
#

Probably not added at that point, and no I searched through the engine earlier today to see if I could find the plugin somewhere

limpid light
graceful trellis
#

Odd

#

Wait

#

For some reason isn't packaged with an installed build I'm guessing

limpid light
#

uh I thought you said you were using a source build ๐Ÿ˜›

graceful trellis
#

Well, I'm building an installed engine from the source

#

Or from 5.0 to be more precise

limpid light
#

ok then that is probably your packaging process yeah ๐Ÿ™‚ You using Unreal Game Sync?

graceful trellis
#

Nope, we aren't using Perforce sadly

#

Using Plastic SCM and couldn't find a easy way to get those two to work together

limpid light
#

ah gotcha, yeah I forgot that is P4 only

graceful trellis
#

We can still use the bridge app to import assets so its not all too bad, just got asked where the bridge thing was ๐Ÿ˜›

half oxide
#

Anybody here using Rider with UE5? If so, does RiderLink work for you? Also, in my case Rider detects 5 errors in 3 engine files, but that is obviously wrong since the engine was compiled from those files.

quiet kraken
quiet kraken
half oxide
next onyx
#

ahh nvm.

half oxide
# quiet kraken what are the files and errors?

\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs:42 - cannot resolve symbols RegistryKey, RegistryHive, RegistryView (hence 3 errors here)
\Engine\Source\Runtime\Core\Core.Build.cs:219 - cannot resolve symbol Registry
\Engine\Source\ThirdParty\Windows\VisualStudioDTE\VisualStudioDTE.Build.cs:56 - cannot resolve symbol Registry

#

All of the errors seem to be registry related

quiet kraken
#

yeah, you can ignore them, it'll be fixed later. UBT implicitly adds dependencies to Build.cs files, including Registry one that we didn't figure out how to resolve yet

#

tbf, they are all hard-coded in UBT, so we might simply hardcode them as well

quiet kraken
half oxide
quiet kraken
#

or better yet check game.uproject file that you haven't disabled it)

half oxide
#

Huh, turns out I'm dumb. The plugin that really was enabled was not RiderLink but RiderSourceCodeAccess. If I go into the Plugins/Developer folder I see an empty RiderLink folder.

#

I tried reinstalling the plugin (for the game, not engine) from rider and while I got the RiderLink plugin installed message, it turns out it was actually wrong. I get the following error above it:

Running AutomationTool...
Parsing command line: BuildPlugin -Unversioned -Plugin=C:\Users\<user>\AppData\Local\Temp\UnrealLink\Xagulus\RiderLink.uplugin -Package=C:\Users\<user>\AppData\Local\Temp\UnrealLink\Vehuqyf
ERROR: Exception occurred between AutomationToolDriver.Main() and Automation.Process()System.Exception: Found no script module records.
          at AutomationToolDriver.Program.InitializeScriptModules(String ScriptsForProjectFileName, List`1 AdditionalScriptsFolders, Boolean bForceCompile, Boolean bNoCompile, Boolean bUseBuildRecords, Boolean& bBuildSuccess) in D:\UE5\UnrealEngine\Engine\Source\Programs\AutomationTool\CompileScriptModules.cs:line 107
          at AutomationToolDriver.Program.MainProc() in D:\UE5\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 422
          at UnrealBuildBase.ProcessSingleton.RunSingleInstance(Func`1 Main, Boolean bWaitForUATMutex) in D:\UE5\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Build\Automation\ProcessSingleton.cs:line 63
          at AutomationToolDriver.Program.Main(String[] Arguments) in D:\UE5\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 393
AutomationTool executed for 0h 0m 0s
AutomationTool exiting with ExitCode=0 (Success)
Updating environment variables set by a Turnkey sub-process
The system cannot find the path specified.
The system cannot find the path specified.
Failed to patch RiderLink.uplugin
Failed to set `EnableByDefault` to true in RiderLink.uplugin
You need to manually enable RiderLink in UnrealEditor
cyan laurel
#

Do you need VS 2022? Or is 2019 still fine?

chrome ingot
#

for 5.0? 2019 is probably what it will be validated against

lofty idol
#

help! my UE5 from ue5-main branch stopped building! in visual studio 2019 on Windows 11 it says

#

11>C:\UNREAL\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Platform\Windows\UEBuildWindows.cs(11,17,11,29): error CS0234: The type or namespace name 'VisualStudio' does not exist in the namespace 'Microsoft' (are you missing an assembly reference?)
11>Done building project "UnrealBuildTool.csproj" -- FAILED.

hot cedar
#

Hi guys! Can anybody help me with copy of Engine? I built the Engine from source and want to copy my built version to other developer, but when he tries build a project with that copy of the engine project always starts rebuild engine. It also works for me when I created a copy and start build project from the copy.
How properly must I copy engine? Or maybe I must set some parameters?

lofty idol
#

why only one machine is helping?

hazy moat
grizzled birch
#

branch 5.0 build success at this commit.

swift panther
torpid valve
graceful trellis
chrome ingot
#

my build on the 8th from 5.0 branch has bridge plugin

swift panther
#

I'm guessing your InstalledBuild build graph might be mis-configured somehow.

chrome ingot
#

There was also 4 hours on 5.0 where there was no bridge plugin, maybe they got unlucky and downloaded it then. they were upgrading from 2021.0.3 to .4

opaque phoenix
slim violet
#

I keep checking this channel to get a hint on when I should try to upgrade my September 9th build of ue5-main to current and so far I haven't found anything that suggests a stable commit to use ><

#

I'm going to have to soon though, VS2022 support is kind of weird on the current commit I am using

ashen kiln
#

vs2022 builds fine, but you can't open source code from blueprints with vs2022

chrome ingot
#

I had a usable commit from the 8th. Im doing one from today and its got a compile issue (fixable) and some crashy crashy in pointers lol

ashen kiln
#

it says you don't have any ide installed.

slim violet
#

the 8th of this month?

#

I don't suppose you have that commit ID available do you?

#

What stopped me from just trying it last week is someone reported some really weird display issues with LODs

#

end of last week

eager hedge
#

5.0 is what I've been using... hasn't been too unstable, though it has had a couple of compile breaks and other misc bugs.

#

not actually sure if it's meant to be the "stable" branch though

torpid valve
#

right now ? main is most stable ๐Ÿ˜„

#

5.0 is under heavy development

#

release-engine-testing/staging is for merging changes from 5.0 to main

#

doest not exists

#

if launcher will get preview of 5.0 that will be it

#

or if by some miracle next fortnite season will be on 5.0

#

you think to much about version numbers

#

they are for assets

#

not for you to think it's somewhat stable ๐Ÿ˜„

#

main chunk of development happens on 5.0 branch to have assets compatibile, that's all there is to it

torpid valve
#

versioned release branch = development branch until release ;

solid cypress
#

Use 5.0, it is upcoming full release minus x months of work. Stability is a commit lottery, however it is usually more stable than not.

eager hedge
#

I'd hesitate to use ue5-main right now if they've rev'd the asset version number anyway... would make it a pain to go back to a stable version of 5.0.

torpid valve
#

(nearly impossible) depends on amount of content

eager hedge
#

You could just bypass the check and then resave everything... or revert the commit where they rev'd the version number before using the newer build...
But you'd probably break something while doing so.

next onyx
#

oof how long does 5.0 take to compile, I'm here and it's been 40 minutes

next onyx
#

so everytime if I wanted to use the latest on 5.0 branch, I would have to reclone, re-setup/re-generate and re build?

storm lichen
# next onyx oof how long does 5.0 take to compile, I'm here and it's been 40 minutes

you generally dont need to compile all 5k+ modules. once you have the source downloaded and have run setup/generate, then you can right click on a uproject and switch engine version to your custom one. then, once you open and compile that project it will compile only the modules your game uses, which in my case cuts it down to around 2300-2600. manually editing the uproject file to tone down on plugins helps a lot, especially if you flag the project with "DisableEnginePluginsByDefault": true like I do.

#

*when using that flag the plugin "PluginBrowser" must be added to the uproject tho, so you can at least open the plugin list to add your bare minimum plugins, otherwise you cant do much with the bare engine

#

you dont even have a working content browser

next onyx
#

ahh gotcha, thank you both!

echo ravine
zealous yarrow
#

What cpu?

echo ravine
#

Mine's a midrange i7 from last year

#

Wish I waited a year for those sweet AMD rides

limpid light
#

Intel is back on it, almost matching AMD again ๐Ÿ™‚

#
cedar tree
#

but still slower? ๐Ÿ˜›

hazy moat
#

Is it true that new Intel cpu's has overkill power draw now? i have not checked yet, but power prices crisis makes me especially think that.

#

i have 3700x and hostplatformonly mode compiles editor between 1.7-2.1h variable

steep wharf
#

anyone share any insight into what's changing at a high level with network prediction, why encapsulate all that in a plugin?

echo ravine
#

Most new engine features are plugins by design, the goal is to make the engine (and games themselves) a lot more modular

#

That way you can simply opt into them

steep wharf
#

Now just have to go through them all ๐Ÿ˜„

#

so many cool things happening

#

I just thought prediction would always be tied into features like GAs and movement comp

#

I see some things are moving to more static library calls, which seem sensible

#

seeing how they added a lot more movement component types it probably all will make sense eventually

#

right now I'm overwhelmed keeping up

opaque phoenix
#

more movement component types?

echo ravine
#

Yeah, dunno about that one, but I also don't know the prediction plugin much

opaque phoenix
#

hmmm

#

nevertheless I am hyped for the new stuff

echo ravine
#

Yeah i'm fairly certain there is no new movement component though

limpid light
torpid valve
#

still waiting for new HEDT CPUs

#

once you have it, you cant go back

limpid light
#

what's your definition of that? i9's or threadrippers?

steep wharf
#

more modular bits, the movement components inheritance looks the same apart from Chaos/known stuff

#

the specific one I'm interested in at the moment is motion trajectory component and how it ties into animation changes

#

it mentions prediction, very cool!

#

I think I'd be happy to just get distance matching working first though

wheat salmon
#

on which branch are you? not happening for me, I'm on latest ue5-main

#

Someone got the Lightmass to work again? I was able to identify that one crash comes from the fact FVector4 is now 64bit but It seems the lib giving us a buffer doesn't know that and just allocates for a 32 bit vector which results in an access violation

torpid valve
#

lightmass is dead

hazy moat
# torpid valve lightmass is dead

I hope not as future would be bright for semi static lighting+lumen to produce ultra quality levels but with less GPU requirement, even mobiles could run those levels perhaps. Hi end GPU's has become luxury too.

torpid valve
#

it is dead

#

period

#

GPU lightmaping is going to be future

hazy moat
#

CPU lightmass is so ancient that it should stay within ue4 only

#

I just hope that GPU Lightmass would be able to utilize cpu too for full force of baking, like Blender Cycles.

blissful torrent
#

Yes, Lightmass in UE5 is completely broken at the moment due to large world coordinates changes

#

oops, replied to the wrong one

torpid valve
#

and at least 8 memory slots ;

spring ocean
slim violet
#

Does anyone know roughly when dedicated servers started to really break with ue5-main?

#

I think I might try to upgrade my older commit (from back in September) to something more recent

#

But my current setup requires that I launch a dedicated server session in order to test my game and I don't have the time currently to try to write hybrid support as a work around for now

spring ocean
#

it's supposed to as far as i can tell, but it just ends in DXGI_ERROR_DEVICE_HUNG, TDR settings don't work either. it's been broken since 4.27

echo ravine
#

Anyone got DLSS to work on 5.0 ?

#

Slate build errors are easy but then it keeps failing asserts on screen percentage

ashen kiln
#

just comment out that assertion (the one about lying about screen percentage) @echo ravine , it'll work. We're currently actively using it on our project like that.

echo ravine
#

Thanks !

ashen kiln
# echo ravine Thanks !

also do not forget disabling variable rate shading as denoted in FAQ on https://developer.nvidia.com/dlss-getting-started#ue-version

#

r.VRS.Enable 0

echo ravine
#

Thanks a lot, justneeded that DLSS checkbox

next onyx
#

did you have to do anything special to get it working with vs2022?

crimson granite
#

@hot granite Is that ue5-main branch? Don't see it in 5.0 branch

#

I see it now

next onyx
#

nice

#

is it typical to just use a specific commit or just pulling all the latest changes?

#

nice, yeah, I have the git gui, so everyday I see 30-40 new commits and i'm just not that interested on being on bleeding edge, i heard more issues with the 5.1 branch tho

#

5.0 is so much better than EA2 tho

static copper
#

5.0 commit e68424dc870b6e85360f2acdc6ca4fd31216701b builds for me

oblique basin
#

not sure if this is the right place to ask, but is there any tutorial on adding a specular shader to UE5? I need to work with assets that use specular color and unfortunately UE4/5 don't support it natively

eager hedge
#

Unreal's PBR model supports a specular channel, do you mean something else?

oblique basin
#

sorry, I meant to use specular color

eager hedge
#

Yeah, if you want something that isn't covered by the built in channels you need a custom model. I don't know if I'd call it difficult, but it involves engine modifications and isn't well documented.

oblique basin
#

yeah thats what I figured. hoped someone already shared how to do that stuff, unfortunately most I find about the subject is complaints about the lack of it ๐Ÿ˜„

eager hedge
#

There's definitely a few articles out there to get you started, but nothing super comprehensive

#

search for "unreal custom shading model"

oblique basin
#

problem is the color would still be derived from Base Color, and I have two separate textures for Base Color and Specular Color

eager hedge
#

it's worth trying other options though

#

you can do a "fake specular color" using certain other channels - might give you the look you want, might not

#

stuff like screwing with emissive color

oblique basin
#

he pasted the mateiral into text but it only creates the comments when I paste it, no nodes.

eager hedge
#

It won't be perfect

#

but if it's good enough it'll save you the headache of implementing a custom shading model

oblique basin
#

yeah I need it for an entire level

#

I found this code from Activision's Research presentations for Call of Duty Infinite Warfare, that's how they convert color + spec color to base color + metallic

#

I'll try that, see what results I get

torpid valve
#

Unreal does not use specular color

#

there was presentation long time ago tl;dr version is that grey is good enough

#

but it doesn't matter

#

there is new shading model in the work codenamed Strata

#

there might be what you want or not we will see ;

torpid valve
#

yes

#

mainly developed on 5.0 branch

hazy moat
#

Thats why Landscape materials was broken(last test i made lot of days ago)?

steep wharf
#

Strata is on ue5-main, r.Strata

indigo leaf
#

How is Strata different to current shading?

steep wharf
#

looks like a custom layered/tiled solution for landscape

static copper
#

I just finished a 5.0 build and now here comes a brand new thing to get excited about, jeez

#

I wonder if that will help with the tessellation woes

indigo leaf
#

Tiling, distance blending, and displacement would be a dream. Maybe triplanar too

indigo leaf
#

Cheers! For those curious: https://blender.stackexchange.com/a/786

marble sedge
#

What is Strata again? Can't find anything about it on public internet

steep wharf
#

It's a feature in early development, on second look it is likely it has nothing to do with landscape.

marble sedge
#

The commit 76708f915725efaf0acd27a664a0ebac08957505 has led me to the paper about rendering layerd materials using statistical method

#

Seems like a cutting edge way of dealing with multi-layerd materials in real time

echo ravine
#

Assertion failed: (((ResultEvaluate) & 0xFFF00000) != NVSDK_NGX_Result_Fail) [File:D:\UnrealEngine\Engine\Plugins\Marketplace\DLSS\Source\NGXD3D12RHI\Private\NGXD3D12RHI.cpp] [Line: 311]
NGX_D3D12_EVALUATE_DLSS_EXT failed! (3134193669 NVSDK_NGX_Result_FAIL_InvalidParameter), SrcRect=[0x0->1485x836], DestRect=[0x0->2560x1440], ScaleX=0.580078, ScaleY=0.580556, NGXPerfQuality=Balanced(1), bHighResolutionMotionVectors=1, bNonZeroSharpness=1, bUseAutoExposure=0, bReleaseMemoryOnDelete=1
UnrealEditor.exe has triggered a breakpoint.

#

Guess DLSS on 5.0 is still a problem

ashen kiln
#

Make sure you're on TAA

#

and not using any resolution scale stuff

echo ravine
#

Yeah I am

#

Only crashes outside editor too

#

Edit build works after your help

#

The dest rect is also consistent with my resolution, screen percentage is 100

solid cypress
#

I suspect others are not having this issue as I am running 5.0 just fine and others probably too as they mentioned some confirmed commits here recently.

#

Does it mean you can not run 5.0 at all, no matter which commit you choose?

hazy moat
#

If anyone have running latest (day here or here) build, do your landscpape materials works again, painting layers and so on? i do not want to compile until it is ok again. thanks.

solid cypress
#

Could be Alder Lake related?

#

I think there are some settings in bios which can make it behave more like standard cpu

#

that probably is not the case as I guess all of us are running 5.0 just fine

ashen kiln
#

Can confirm alder lake works fine with 5.0 though

limpid light
#

Those with Alder Lake, are you running Win11? Apparently you need Win11 to properly take advantage of that cpu?

cyan imp
#

Hi all, does anyone knows a good UE5 commit that is compatible with HoudiniEngineForUnreal ?
I've build an UE5 successfully from a few days ago, but it wont work with any HoudiniEngine version from SideFX github.

ashen kiln
#

Afaik the new p/e core manager exists in Win11

#

So, it's highly recommend to use Win11 to take full advantage

limpid light
#

Win11 has a scheduler that makes better use of the high efficiency cores yeah

ashen kiln
#

Yep, just go for it, I'm using Win11 for UE development on a 12900k for a week, and no issues so far.

#

Win 11 comes with core isolation mode enabled by default, and it causes minor performance impact tho.

limpid light
#

yeah I was just wondering if the OS was factoring into your problems with running 5.0

echo ravine
#

Alright, well, DLSS on 5.0 still seems to fail. Using all recommended flags, tried two commits from this week, latest DLSS release.

Assertion failed: (((ResultEvaluate) & 0xFFF00000) != NVSDK_NGX_Result_Fail) [File:D:\UnrealEngine\Engine\Plugins\Marketplace\DLSS\Source\NGXD3D12RHI\Private\NGXD3D12RHI.cpp] [Line: 311]
NGX_D3D12_EVALUATE_DLSS_EXT failed! (3134193669 NVSDK_NGX_Result_FAIL_InvalidParameter), SrcRect=[0x0->1485x836], DestRect=[0x0->2560x1440], ScaleX=0.580078, ScaleY=0.580556, NGXPerfQuality=Balanced(1), bHighResolutionMotionVectors=1, bNonZeroSharpness=1, bUseAutoExposure=1, bReleaseMemoryOnDelete=1, GPUNode=0, GPUVisibility=0x1
UnrealEditor.exe has triggered a breakpoint.

#

Only fails in standalone (not packaged) - editor works fine and DLSS performs as expected

#

Already added r.VRS.Enable 0, commented an assert in scene rendering per DoฤŸa's advice (which let DLSS work in editor)

#

Soooo if you anyone's got any idea ๐Ÿฅณ

grizzled birch
#

build success from this commit last night.

#

it also fixed the broken landscape render from my previous build(the advanced vehicle template)

#

but chaos physics gets really jittery when not moving the car.(plus other issues, like you go fast enough you can't go up the 360 loop track)

hazy moat
#

5.0 branch landscape material is still heavily broken, interesting why? some heavy interesting feature is slowly coming to landscape?

ashen kiln
#

I don't think 5.0 will get any further features from now

#

maybe 5.1

torpid valve
torpid valve
static copper
#

5.0 is getting lots of latest plugin updates

solid cypress
#

Did you compile whole solution? I think most of us build editor against specific project what will exclude stuff like datasmith

echo ravine
#

Pretty sure we all build the same thing and Datasmith is part of it

solid cypress
ashen kiln
#

Yep, building from project with only enabled plugins is better

echo ravine
#

I build from the project, I don't have Datasmith and I'm pretty sure I saw that go through the build

solid cypress
#

UnrealEditor/UE target builds everything

ashen kiln
#

Right click your game project in solution and build that one @lofty idol

#

not ue

solid cypress
#

So there are roughly three levels of things you can compile. Whole solution / UnrealEditor project / YourGameEditor project.

#

Whole solution will probably fail because of some Programs not compiling. I think unreal File server it was.

hybrid abyss
#

i got ue5-main and compiled ue5 and UnrealLightmass, but when I try to build lighting it stays at 0% for like 10 seconds and then stops

#

Switching maps also does not work

ashen kiln
#

So, crash is gone?

ashen kiln
#

lol

tender anvil
#

I installed the source version but I can't edit source code

eager hedge
#

What do you mean you "installed" the source version?

tender anvil
#

cloned from git and built

eager hedge
#

It looks like you're trying to edit headers from a launcher build, not a source build.

#

Source files in launcher builds are marked as read-only because editing them can only result in breaking things. You sure that path is where you cloned the repo?

tender anvil
#

Yes

#

For some reason the files are still read-only

#

Doesn't let me uncheck readOnly

#

When I download source as .zip I uncheck readOnly before compiling

#

When I clone it to github I didn't get a chance to uncheck readOnly. Am I missing a step?

solid cypress
# tender anvil

I would also suggest you installing your source engine to some other dir than program files. These have specific admin rights requirements. Try C:/Unreal

solid cypress
hybrid abyss
#

Getting LNK2011 when trying to compile the 5.0 branch

#

Could this be happening because I moved the ue5 folder to a different drive after generating the visual studio project?

spring rock
fallen narwhal
#

last 5.0 branch compile error with visual studio 2022, any help please ?

echo ravine
#

Start with the compiler output

#

But looks like a real error, use another commit

ashen kiln
#

Just disable neural network plugin on your uproject file and build your game project in VS solution (not unreal editor) @fallen narwhal

echo ravine
#

Anyone else stuck on "waiting for X to be ready" in UE5 ? Literally stuck at 100% CPU for many minutes now

echo ravine
#

Alright it wa just really slow ๐Ÿฅฒ

hybrid abyss
#

jesus thats tiny

hybrid abyss
#

Pretty much the same thing

#

1>D:\Users\user\Documents\ue\UnrealEngine-5.0\Engine\Plugins\Experimental\NeuralNetworkInference\Intermediate\Build\Win64\UnrealEditor\Development\ORT\Module.ORT.cpp(38): fatal error C1083: No se puede abrir el archivo incluir: '../Plugins/Experimental/NeuralNetworkInference/Source/ThirdParty/ONNXRuntime_2021_11_18/Private_DML/Windows/core/providers/dml/DmlExecutionProvider/src/Operators/DmlOperatorLocalResponseNormalization.cpp': No such file or directory

#

is there a way to simply skip it and not compile the neural network plugin?

static copper
#

Build from a game project

hybrid abyss
#

does it matter if my project is an ue4 one?

static copper
#

You can change the version it uses by right clicking the uproject

hybrid abyss
#

is there a tutorial on how to build the engine from a game anywhere? i searched and couldn't find any

#

Nevermind, I deleted the ML plugins folders and it compiled

hybrid abyss
#

Damn, seems like building lighting is broken in every ue5 branch

grizzled birch
#

last night's build went through on this commit.(no running unit tests or whatever test, just build success and can open up chaos vehicle template project )

cursive elk
#

what is the difference between branches ue5-main and 5.0

#

?

grizzled birch
#

basically, changes to 5.0 will go to ue5-main as well. But changes to ue5-main may or may not go to 5.0.

echo ravine
#

Did anyone got DLSS to work outside the editor on 5.0 ?

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Works perfectly in editor - with some minor changes - but will crash when started with -game, black screen in packaged.

Assertion failed: (((ResultEvaluate) & 0xFFF00000) != NVSDK_NGX_Result_Fail) [File:D:\UnrealEngine\Engine\Plugins\Marketplace\DLSS\Source\NGXD3D12RHI\Private\NGXD3D12RHI.cpp] [Line: 311]
NGX_D3D12_EVALUATE_DLSS_EXT failed! (3134193669 NVSDK_NGX_Result_FAIL_InvalidParameter), SrcRect=[0x0->1485x836], DestRect=[0x0->2560x1440], ScaleX=0.580078, ScaleY=0.580556, NGXPerfQuality=Balanced(1), bHighResolutionMotionVectors=1, bNonZeroSharpness=1, bUseAutoExposure=1, bReleaseMemoryOnDelete=1, GPUNode=0, GPUVisibility=0x1
UnrealEditor.exe has triggered a breakpoint.
Tried resetting game user settings, removing all custom rendering settings, went through the doc to apply all suggested cvars. Not sure what else to do !

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Latest 5.0, latest DLSS, latest video driver

grizzled birch
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don't have a nvidia card so I can't test that.

crimson granite
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@echo ravine what commit are you on?

spring rock
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I think nvidia has their own branch of unreal with a more updated path tracer and DLSS publicly available (IIRC, which I may not be)

spring rock
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PSA: don't set the near clip plane to 0

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setting it to 0.000001 appears to work normally

sweet plover
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is there any other way ( button ) to trigger the live reload my key combo doesnt seem to be doing shit all the sudden?

spring rock
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reload doesn't work properly, it still can't properly reload header files, chances are your key combo is working, but the reload isn't, try closing the editor and building your project

spring rock
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in the latest 5.0 commit, the transform gizmo doesn't move anything lol

echo ravine
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Guess I can look at nvidia's branch

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Doesn't look like there's a public 5.0 branch on the NvRTX repo though

swift panther
high basin
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hmm

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what is this

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default third person project

ashen kiln
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What's output log?

high basin
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absolutely nothing

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no log

ashen kiln
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you should see console log

high basin
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basically the same thing

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i didn't read most of the source code but is logmass MassEntity?

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this was the culprit

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i didn't enable a few of those dependencies

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will try now

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still says unresolved dependencies

static copper
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UMassRepresentationProcessor I think

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this is a mass ECS processor issue and not a plugin issue

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enabling MassGameplay might cause the processor to see it though? let me try...

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wait actually my shit is too tied to massmovement to check, oh well

high basin
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@static copper

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thanks for making me think of something

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i just searched mass

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and enabled the 2 other Mass plugins

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and it worked

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by work i mean no more error message

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no documentation though so no idea how to use them yet haha

static copper
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It's an archetype style ecs. Check the existing processes to see examples of usage

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No bp support yet besides the trait definitions afaik

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As for the crowd systems I will have to read it more

slim violet
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Well that's odd. I keep seeing these errors during build all of the sudden:

1>CVTRES : fatal error CVT1107: 'C:\src\UE5Main\Engine\Plugins\2D\Paper2D\Intermediate\Build\Win64\UnrealEditor\Debug\Paper2DEditor\Module.Paper2DEditor.cpp.obj' is corrupt
1>LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
limpid light
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Do a clean and then try rebuilding ๐Ÿ™‚

slim violet
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Yeah I was hoping to avoid that, but I think there might not be a way around it.

limpid light
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just be sure to build a game project, then you dont need to build the whole engine

slim violet
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Ok

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I'm not sure just cleaning the project will do it, because the corrupt file is located in the engine path.

limpid light
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It's under an Intermediate folder, so it's built by you

slim violet
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I fixed it by deleting the intermediate build folder for just that plugin, targeting just the unreal editor folder

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then rebuilding of course

spring rock
ashen kiln
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I was about to update our engine source, I'm lucky I saw about that issue lol. Otherwise level designers in the team would riot kekw

opaque phoenix
lofty idol
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Can i delete obj files after building from source? Engine itself is more than 150gb right now and its just on development configuration.

echo ravine
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You can

lofty idol
echo ravine
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The obj files aren't required, no

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Though of course if you do build that'll need a full rebuild from scratch

spring rock
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@swift panther @ashen kiln, hey, really sorry to ping you guys but I figured I would update you with the gizmo issue, turns out when you set the Near Clip Plane to a very low value (0.000001) you can't move anything with the transform gizmo. Now that I've set it back to the default of 10, things are movable again. We have a massive CAD scene that we couldn't unit convert, so it imported to ue very very small, which is why we set that value in the first place. Sorry for the false alarm! Although I would recommend setting the minimum value of near clip plane to 1, since issues seem to occur going below 1. Cheers!

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is there a setting for far plane?

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im not seeing it in editor or project settings

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oh the far view plane in the viewport settings, got it, will keep that in mind, thanks

hazy moat
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Anyone who built Unreal 5.0 last days, can you please tell state of landscape material? broken still like it has been couple of weeks or i myself miss something and older materials are not meant to be working anymore at all?

cursive elk
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anybody using visual studio 2022 and getting their whole include setup screwed up ??

opaque phoenix
random bloom
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If i want to build UE5 from the source, which branch do i download?

opaque phoenix
random bloom
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Thanks

cedar bone
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If anyone spots that it's been fixed, would hugely appreciate a notification!

fallen narwhal
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im still getting d3d crash errors in windows 11 i don't know what is wrong with 3000 rtx series and nvidia doesn't seem to want fix the problems that been there for almost a year

echo ravine
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Using 5.0 branch on GitHub ?

indigo leaf
fallen narwhal
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EA and github version

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even my own projects

indigo leaf
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Yeah but with what project? I can work fine with EA, but Valley of the Ancients crashes at predictable times

fallen narwhal
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i get that offten

indigo leaf
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Oh, wacky. I have a 3080 but don't get that crash. Using any custom plugins, like DLSS? Verified your memory/ VRAM?

fallen narwhal
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nah no plugins, most of 3070 users complain this issue on nvidia froums

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win 10 works flawless

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but 11 is a mess for that

echo ravine
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Yeah, don't use W11

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Using Windows versions that aren't at least a year old is just asking for your disk drive to be literally wiped

fallen narwhal
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Agreed

random bloom
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Does this mean i need .net installed for visual studio?

indigo leaf
# random bloom

The engine (and building/ compiling) is a mix of C# and C++, so yes. I believe it's specifically .Net 3.1 as well

echo ravine