#ue5-engine-source

1 messages ยท Page 8 of 1

random bloom
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Got it thanks guys, sorry about the stupid questions

cursive elk
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when i migrate my 4.27 project to ue5 all my includes are screwed up

echo ravine
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5.0 should be fine though

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Ah, sorry, includes

cursive elk
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normally in ue4 paths like Engine\Source\Runtime\Engine\Public are automatically added in include path

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but in ue5 it is not the case

echo ravine
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Which include is broken specifically ?

cursive elk
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all the public include paths from ue5 solution

echo ravine
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SHow an example, show the compiler output

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There's no general change to includes in 5

cursive elk
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actually there is no problem while compiling
but intellisense or the rider equivalent does not detect the includes

echo ravine
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So what ? Intellisense has never worked

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Buy Visual Assist, Resharper, or move to Rider IDE

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Intellisense flagging perfectly correct code as wrong as literally a decade old issue

cursive elk
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this is happening and this is from the latest version of rider

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if i switch the same code to ue4 then this problem does not occur

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I mean when i switch the same project to ue4

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seems to be a problem with ue5 unreal build tool

echo ravine
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No, it is not

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UBT doesn't run in any capacity when editing

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It only ever runs when compiling

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This is purely, entirely an IDE issue, not an Unreal issue

cursive elk
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i dont know what the name of the program is that creates the visual studion project and solution files , i think its unreal build tool

echo ravine
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No

cursive elk
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also this cant be an ide problem because the same project is fine when i switch to ue4

echo ravine
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Probably because the IDE doesn't update its cache and doesn't realize the entire engine has moved

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If it compiles, then the code is correct and UBT works as intended

fiery magnet
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So I have an i7 8700k (6c/12t) 32gb ddr4 2666, and a 500gb samsung nvme ssd for compiling. Is it normal that UE5 takes around 10 to 12 hours to compile? My cpu usage sits at around 11 to 12% the whole time, and the process priority is low. This is both with vs 2019 and vs 2022.

echo ravine
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Are you compiling the UE5 project or your project with UE5 source ?

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There's like a x2 difference

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But no it's not normal

hazy moat
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Thanks for confirming. ๐Ÿ› ๏ธ

fiery magnet
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Compiling engine source

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It's really a pain haha

echo ravine
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I got that but which project ?

fiery magnet
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No project right now. Downloaded the source from github

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Ue5-main

echo ravine
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When compiling the engine solution, as opposed to your converted UE4 project, there's a shitload more to build

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Compiling in the project solution is faster

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And the CPU is 4 years old so maybe it tracks

fiery magnet
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Yeah I just dont like the super low cpu usage. I plan on upgrading soon anyway so that might do the trick

echo ravine
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Yeah the low usage is suspicious

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Sure the engine is on the NVME disk ?

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Compiler too ?

fiery magnet
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Yep

random bloom
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My laptop been compiling ue5 all day lmao

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Is it because I have it on a HDD?

wheat salmon
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HDD/CPU/RAM a combination of these most likely^^

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but yeah compilation times on a HDD are higher than on a SSD

fiery magnet
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Interesting development. Reinstalled vs 2022 without incredibuild and now my cpu is pinning to 100 like it should haha. Going much much faster

frozen root
spring ocean
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it's not really that bad on a HDD, unless you're using a really budget one

echo ravine
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So for what it's worth I've been able to get DLSS to run outside editor on 5.0 source by modifying the FLegacyScreenPercentageDriver "allow SP" from false to true here

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Works fine, from what I can tell

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Absolutely no idea why though - I have no screen percentage set here AFAIK

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Wonder if other devs here use DLSS on packaged / standalone game on 5.0 source without that ?

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SP set to 100, no TSR

plain lintel
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Is there any guides to building branch 5.0 using VS2022? Most ive found are pretty dated or only for 4.27

quartz garnet
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Latest build crashes when attempting to build lighting using GPU Lightmass. Anyone experiencing this? Comes down to an orphan buffer.

fallen narwhal
scarlet pulsar
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guide provided in ue github readme is more than enough

plain lintel
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Most excellent! Thanks, just uninstalled VS2019 and will power thru it

echo ravine
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Anyone else getting loads of "The game module 'xxx' could not be found. Please ensure that this module exists and that it is compiled." ? When compiling it seems the game module will randomly be generated wrong and somehow unable to load

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No build errors, everything seems fine but the engine will fail to load the game

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That's on 9c737b8c0e3035243b261e82c9ba12adb1aff056

solid cypress
torpid valve
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the work around is to build once, (and get the error) go YourGames/Binaries/TArget/* and delete .modules files

echo ravine
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Nice I'll update asap

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Thanks!

random bloom
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Jeeze my laptop froze overnight compiling it

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Shall I compile on my server?

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Once built can I just upload it and download to my laptop?

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Like do you get a proper executable etc?

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Sorry I'm really nee to this

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New*

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On the server I got like 32 cores too

echo ravine
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You can build your own prebuilt engine and get a nice launcher style release

solid cypress
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One more, new procedural modelling tools (Geometry Scripting plugin)

random bloom
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@echo ravine I just want to build on my server and be able to upload it and download on my laptop to run it

random bloom
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Thanks

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Wish there was some kind person who hosted pre-built ones xD

echo ravine
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I get the feeling but right now you kinda want to do weekly updates and fix errors yourself

random bloom
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Super annoying on a fiber connection -_-

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wtf

solid cypress
# random bloom

Where did you install unreal? Try something very short like C:/Unreal

tranquil zenith
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Im so confused. In the engine shaders I use... exp(a,b)..but in UE5 this doesn't work. TF did they replace such a common expression with??

random bloom
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@solid cypress It was on the desktop but ive put it in C:

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Now its just sat on checking dependencies for ages

scenic mauve
tranquil zenith
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Man

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volumetric clouds are so broken in UE5

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sometimes they work sometimes they dont

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most of the time you get errors for volumetric output

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that make absolutely no sense

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broken ahder

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shader

quartz garnet
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those have been consistently working fine for me... I'm on latest from the 5.0 branch

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GPU Lightmass is totally broken

tranquil zenith
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Well thats lucky :\

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I cant even use the volumetric output half the time with my own values because it just throws errors

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the IF node also thinks I a plugging in values that arent Floats..

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its just so gnarly

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I know my shaders

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its all I practically do

quartz garnet
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I've been using this material for volumetric clouds and it's been stable and good looking: https://www.artstation.com/artwork/18XRBo

ArtStation

Made a tutorial on creating volumetric clouds in UE4 recently on the Dinusty youtube channel.
I thought I would make some renders of my results making volumetric cloud shaders.
You can find it here if you are interested:
https://youtu.be/oWE_vYiQMoE

I used Ryan Bruck's and the GDC breakdown of Horizon Zero Dawn's clouds by Guerrilla Games.
You ...

tranquil zenith
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I have my own

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which

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not to brag

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is miles better than this

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๐Ÿ˜„

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brag

quartz garnet
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nice!

tranquil zenith
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only because its fundamental to my game..

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and ive been working on it for a very long time

quartz garnet
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awesome! maybe you can offer it in the Marketplace later on

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I'm sure there will be demand for it since the default material is so ugly

trim locust
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anyone else getting a shader compile crash on startup with the latest commit?

scenic cave
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This is probably a super asked question but what is the difference between the ue5 branches?
5.0 and ue5-release ? ๐Ÿค”

echo ravine
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There's a ue5-release branch ?

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5.0 is likely the next engine release, ue5-main is the UE5 dev branch

torpid valve
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ue5-release-staging*

echo ravine
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ue5-release-engine-staging actually

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No idea what that does ๐Ÿ˜„

torpid valve
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it for merging changes between main and release

random bloom
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Jesus how much space is needed to compile UE5?

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It swallowed my whole SSD and then failed compiling

fiery magnet
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My folder is 215gb after compiling

plain lintel
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my recently cloned and built UE 5.0 branch is 244 GB (only building for windows, and only built 1 thing)

echo ravine
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300 for me last I checked

ashen kiln
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109gb, built from game project, virtual production plugins all disabled ๐Ÿ‘€

ashen kiln
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Combined with game project & DDC, it really gets huge tho. I recommend at least a 1tb ssd for development.

echo ravine
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Yeah anything less is just not gonna cut it

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The DDC is absurd stuff

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And I recently found out that virtual textures have some kind of cache too

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So those 2.5GB PSDs aren't any lighter in-engine

static copper
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I really wish there was an option to disable all plugins by default when starting a new project

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there's just a lot of stuff turned on that doesn't need to be

scenic cave
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how can you disable plugins and have it use less space? ๐Ÿค”
I just jump into the plugins and start deleting stuff? ๐Ÿค”

static copper
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I just disable them in the game uproject

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I probably have some built plugin modules left over

echo ravine
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My .uproject is like a megabyte at this point

scenic cave
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I meant to reduce the size of the engine

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๐Ÿ˜…

echo ravine
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Yeah that's what we're saying

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The trick is to not build the UE5 project

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Download the repo, generate the project files, map your project to it

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Build your project

static copper
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sometimes I have to manually edit them in

echo ravine
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You'll be having 100GB instead of double

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Of course creating a new project will always fail

scenic cave
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oooooohhhhhh

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that is smart ๐Ÿ‘€

trim locust
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did anyone compile ue5-main within the last 3 days? And does it start for them?

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i'm getting a shadercompiler crash on startup, wondering if thats platform related or a general issue

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Failed to compile global shader FClearVelocityGridCS

scenic mauve
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Yes, I complied successfully last night. Also I found a discord server that has a compiling bot that checks for you.

trim locust
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and you are able to launch the editor, too?

scenic mauve
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Yea it works

trim locust
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i'm on linux sometimes we get hit with bugs that don't affect windows. so this seems to be one

scenic mauve
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Well it also depends on which was the last commit you've got on your source control.

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That commit might just have an error it in.

trim locust
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hm, can you post your commit hash?

lofty idol
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will be there third programming/scripting language for ue5? like python

vestal island
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Hi everyone, I was wondering if it's possible to update the packages inside the UE5 Source. A lot of ThirdParty Software or code Is almost 2 years old.

Visual Studio 2022 is not fully supported for compilation ( Someone make a workarround, but it's not getting any VS2022 file - Since it's not using vswhere to detect it ).

If I update those packages, would I need to change anything else ( besides the VS code for full support ) or there are other issues that I need to take care?

Note: It's weird, becuase It's listed as VS2022 Preview, but it's actually a full release by now.

plain lintel
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I can't help much regarding the update. but I am on 5.0 branch, and only have VS2022 installed (Without 2019 build tools or anything). And it was originally still trying to do 2019 stuff up until I just fully removed it from my computer. I am not sure how to force it over to VS2022 besides getting rid of any trace of VS2019, then it all worked for me. I also had got rid of my VS2022 preview version and I had switched to using the VS2022 full installed non preview version as well. No special flags or anything needed.

echo ravine
echo ravine
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Linux support is generally good, but UE5 on Linux for development is probably pushing it a bit

scenic cave
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Just finished building the 5.0 branch with vs 2022

random bloom
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im Still tryin to compile an "installed" build

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Building to a seperate location does not work because it obviously still tries to build on local drive first then copy it over i guess

eager hedge
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Creating an installed build is as simple as running the build graph script in Engine/Build. Not sure what issue you're having, but of course it builds the engine locally first. It has to build it normally to be able to copy everything required for the installed build to the target location.

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step 3: find out the commit you built from has a bug that completely ruins your project
Step 4: start at step 1 again

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Yeah, it builds pretty much everything

static copper
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can you not build the engine binary from a game project?

eager hedge
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I mean, installed builds are meant to be a generic distribution

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You can modify the filters file to change what gets copied

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InstalledEngineFilters.xml iirc

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Also they broke installed builds a few times over the last few weeks where they didn't mark some new required files for copying lol

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For my purposes it means I don't need a real engine install or source control checkout on extra machines. And I can have my CI just download the installed build instead of having it rebuild the engine on (currently very) underpowered hardware.

trim locust
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well, i guess it runs as stable as on windows?! that particular issue from yesterday is sorted out

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the real issue is that Vulkan seems to not get as much attention as DirectX in the first place

eager hedge
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Very few "important" platforms to unreal use vulkan. Linux being primarily vulkan results in them both getting less attention.

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Not that unreal shouldn't support them, but you can't use a branch under heavy development and expect a good experience on the platform with the least priority.

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Yeah, but isn't iOS metal? Which only leaves Android. Which is fine, but mobile dev is also very different.

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And practically none of the reasons to be on UE5 right now exist for mobile.

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Ye

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Yep, that is indeed a platform that does exist mmhm.

echo ravine
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The great thing about Vulkan is that it works on every platform except I think iOS ? Maybe the xbox ?

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The not so great thing is how only Linux based platforms don't have an alternative

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(not counting OpenGL since 2021 etc)

vestal island
echo ravine
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5.0 branch with release 2022 compiles anyway

vestal island
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I was getting problems before. ( Like 4 days ago )

echo ravine
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No I really did mean 5.0 source

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5EA is 6 months old

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This is the engine source channel so I'm assuming you're using a version from this side of 2021

vestal island
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So, up to this point, which one is the updated one? I'm a bit lost with your last statment.
https://docs.unrealengine.com/5.0/en-US/Welcome/#gettingue5earlyaccessfromgithub - Says:
ue5-early-access - This branch contains the same source code used to build the pre-compiled binaries available through the Launcher. Use this branch if you want to work with a stable and QA-tested version of the new UE5 features as they appear in the Early Access release. We may or may not add fixes and improvements to this branch over time.

ue5-main - This branch is the main development trunk for UE5. Use this branch if you want the very latest commits made by Epic engineers as UE5 progresses from Early Access to its eventual production release. However, be aware that this branch comes with an increased risk of instability and disruption.

Logically I first downloaded ue5-early-access since it's the Stable one.

After that I follow his Guide : https://forums.unrealengine.com/t/visual-studio-2022-preview-is-64-bit-and-compiles-and-runs-ue-5-0-ea-approximately-20-faster/237164

Which I stayed with my mistake of ue5EA-vs2022 instead of ue5EA-vs2022p6.

Now, which is the one I need to use to ONLY use VS2022?

Learn what to expect from the UE5 Early Access program.

echo ravine
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Third time I say it ๐Ÿ™‚

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Not ue5-main, not ea, not anything

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Just "5.0"

vestal island
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Thanks

graceful trellis
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@eager hedge how do you have your ci setup with installed builds? I used to have it automated through Jenkins but at some point it just kinda stopped working, just wondering if you have any tips

elder raptor
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Has anyone had issues where bridge crashes the engine on MacOS

eager hedge
elder raptor
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Does anyone know how to fix this

vestal island
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Ok, so I downloaded the 5.0 branch. Just integrated the new Steamworks SDK 153 and got 413 errors, probably most of them are due to not having the Linux, Mac, TVOS... etc building tools. But still can't start the instance. Is there any full and updated guide to follow?

echo ravine
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Should be no need to integrate anyrhing

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You just the need the ini changes in your project

vestal island
echo ravine
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This still wasn't relevant in UE4

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There is no need to add anything but the ini setup

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Those steps are for updating the Steam SDK which almost no one needs to - doc has always been very unclear on that

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Start from "configuring your app settings" and it should work from there

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Other poorly documented facts include how the editor removes all online support, and how shipping builds require to be started from Steam

vestal island
echo ravine
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You very likely don't need the very latest steam sdk

vestal island
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Ok, thanks

echo ravine
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If you do then yeah follow those steps, never done it

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Check out advanced sessions if you didn't, it's a somewhat foolproof way to get Steam working, with the caveats above

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I forgot one that's "need two machines with two steam accounts" but hey....

vestal island
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No, I didn't finish it ( you mean the advanced section on the doc, right? )

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If it would bother too much, I don't want to waist both our times ( you answering my questions, me trying to compile something that would def not work xD ), I will post what I'm doing and you point if there's something wrong with it, ok?

First i clone the repo:
git clone https://github.com/EpicGames/UnrealEngine.git 5.0 -b 5.0

Then, add the steam SDK files ( as you pointed out, I won't be doing it again )...
Then Setup.bat, and then GenerateProjectFiles.bat -2022 - I guess that -2022 is not needed?

I do this with a batch file, since it was getting tired to repeat it over and over, I just removed the POPD on the Setup.bat at the end to close it and go to GenerateProjectFiles.bat. I run it with admin rights, (but shouldn't bother), right?

echo ravine
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Advanced sessions is a plugin

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-2022 is not needed if you don't have 2019 on the machine

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And no should be fine

vestal island
vestal island
echo ravine
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Btw I wouldn't start multiplayer with UE5, you'll spend your time wondering if it's an engine bug or you

vestal island
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Thanks, again, for all the help @echo ravine ^^

crimson granite
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Anyone know if the latest commit is any good?

plain lintel
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The other day I was having issues with the latest (which is no longer the latest), and someone else had mentioned commit af527720b209577ba981c8b5351b7fef8c68718c which is only about 300 commits back (about a week or so) and I've been using it without much issue. But all depends there could be some other bug or something that I am just not hitting

opaque phoenix
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how far are we from stable release?

vestal island
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Well... finally I build it... latest version available ( 5.0 branch ).

Now, whenever I try to create a New Project it just opens a command prompt without doing anything :
C:\Windows\system32\cmd.exe /k cd /d "C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\Common7\Tools\..\.." & "C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\Common7\Tools\vsdevcmd.bat" "
And if I open old projects (or after New project ) it's says:

Meesaje: "The following modules are missing or built with a different engine version:
<Project Name>
Would you like to rebuild them now?"
Yes / No```
If yes clicked:
```Title: "Missing Modules"
Engine modules are out of date, and cannot be compiled while the engine is running. Please build trough your IDE."
Accept```
Anything I could do?

Note: **__Things I tried__**

On New File Creation
* Switch to C++ only - New
* Toggle RayTraycing
* Different Locations and/or Drive

On Explorer:
* Regenerating Project ( Even for the New one ).
* Search for differences between the default created project and an old one.

If Default project is rebuild ( Because of baking lights and stuff ), UE just hangs. It is not reported as "Not responding" on task manager, but your can't do anything with, except terminate it. Once terminated, project can't be open again.
vestal island
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I don't know if it was here that I messed it up. Should I set 4.8 or stay in 4.5?

chrome ingot
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i went to 4.8 because I couldnt find 4.5 in 2022 and didnt feel like reinstalling the older VS

vestal island
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So... it's totally safe? Then, what on earth did my error come from...

chrome ingot
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im not saying is totally safe, its what I did tho. I did not create any C++ projects tho so I cant say thats not an issue

spring rock
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Anyone getting random freezes with 5.0? no crash reporter, just freeze when doing trivial things like translating objects and wiring blueprints. I can't go 20 minutes without a freeze. wondering if it's because I improperly updated my branch.

my process is: Fetch > Pull (should I rebase instead?) > Setup.bat > GenerateProjFiles.bat > Build

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Also, any git gui recommendations over sourcetree?

chrome ingot
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i personally use fork

spring rock
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ahh cheers, I used that a long time ago and forgot about it, going to try again

vestal island
eager hedge
spring rock
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(PS, anyone have a dark mode alternative to BareTail?)

chrome ingot
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@vestal islandI can say creating a C++ project with 2022 and the latest 5.0 doesnt seem to "work" out of the box. It does create the project but it wont compile. When I tell it to rebuild it fails. If I then open the solution file and build from VS 2022 directly it compiles fine then the .uproject loads as expected

vestal island
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Can someone give me the role of Absolute Newbie, please? hahaha

chrome ingot
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project doesnt compile the module on creation which it should so I have to build the project inside VS

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im sure its a vs 2022 issue but it does work once I manually build the project

vestal island
chrome ingot
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open the solution file in your project, right click on the project name on the right in the solution explorer, click build

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then it should build the module and you can open the project as expected

vestal island
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I should do that every time I start the editor or new project?

chrome ingot
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if using C++ and vs 2022 i am guessing yes? I dont know for sure but thats my experience so far with it. Im sure theres a proper way to get the engine to recognize vs 2022 as the proper compiler but I dont know

vestal island
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Let's hope someone knows anything about it, for know, I know that 5.0 is the latest version available for VS2022. Let's hope it works, if not, I'll try that. Thanks.

chrome ingot
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well vs 2019 is still probably going to be the recommended version on launch, no real need for 2022 right now

vestal island
eager hedge
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You can use 2022 as your IDE with the 2019 compiler.

vestal island
plain lintel
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I got VS2022 without 2019 compiler/build tools to work with UE5 and a project, it generated proper sln/projs, and was able to build everything but headlesschaos which I just disabled(don't need) and have been using it for a week or so on my game.
I couldn't get it to generate proper stuff unless I fully removed vs2019 from my machine first though

vestal island
ashen kiln
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vs2022 compiler builds the whole engine without issues

weary zealot
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True, but the syntax highlighting doesn't work that well

ashen kiln
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From my knowledge, that's problem of IDE, but not compiler.

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The syntax highlighting was always problematic tho, you can go with other IDEs like Rider.

weary zealot
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I tried every way KEKrecord

ashen kiln
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Nah, Rider doesn't have any syntax highlight issues. vs2022 build tools + Rider is best combination for development imo at the moment.

weary zealot
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Rider runs so far, but with limited syntax highlighting

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hmm

ashen kiln
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Not sure what's the problem, it works without single issue.

weary zealot
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Even macros ?

ashen kiln
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Yes, everything.

weary zealot
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omg

plain lintel
graceful trellis
random bloom
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Guys any ideas?

plain lintel
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I did use VS+resharper for a long while, but there were just a few features that felt better inside rider (specifiaclly Rider for Unreal Engine). After 5.0 offically relases and vs2022 is standard i might revisit and compare again. Also maybe after Rider for UE fully integrates with regular rider too, might be better in VS

crisp root
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How could I add my own template, and update the template menu to only show my template, and show it by the right name?

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Please ping me if you answer so I can see it later.

stone crown
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seems new build is broken

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even ran Setup.bat.. urgh lol

torpid valve
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it's working

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just disable those enterprise plugins

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seems like nobody cares abouut them 0o

storm parcel
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I thing I saw people mentioning that Rider works just fine with 5.0, but I've encountered a few problems

  • it uses all RAM and CPU while processing assets (and few times noticed that during other activities). Got fatal error C1060: compiler is out of heap space few times, suppose it is connected with this
  • sometimes all context actions and syntax highlighting just stops working (or never actually start)

Is it just me doing something wrong or am I remembering it wrong and Rider is broken for 5.0?

For context

  • I'm using a source build from 5.0 branch (in a bit stale state though, rn the latest commit here is from Nov 16, this might be the problem)
  • Same Rider works fine on 4.26 source build on a project with a lot more content
strong agate
storm parcel
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Yeah, I don't expect it to work flawlessly, just want to figure out, is it something I did wrong/can fix or should I just wait for the fix
Thanks, I will try!

strong agate
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You can get away with 2gb per thread but then you will need a huge pagefile

storm parcel
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I have 32 gigs, and Rider takes them all for ue5, without even starting the editor. On 4.26 I have ~16 gigs taken when I have Rider and editor running

strong agate
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The heapsize problem appears when compiling regular code or the source?

storm parcel
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Regular, my suspicion is that compiler just don't have enough memory because it is all taken by backend process

strong agate
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Yeah that's pretty bad

storm parcel
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To be clear, this is not a regular thing, happened a few times

strong agate
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But yeah, UE5, Rider, VS 22, they are all getting memory hungry, it seems that 32gb of today is the 16gb of yesterday

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My next upgrade will be 64gb because the pagefile is eating my SSD

limpid light
eager hedge
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Both rider and resharper can eat massive amounts of memory on their initial parse of engine code. Let them finish initial indexing and their memory usage will drop

slim violet
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@stone crownDid you ever get those fixed or did you just end up disabling the,

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m

storm parcel
storm parcel
#

Isn't it used for finding references/variable usage in blueprints? I do wish to have it

#

Though yeah, will try to remove it as well, good idea

quiet kraken
storm parcel
#

Ah, yeah, makes sense, I saw it is parsing a lot of assets with really generic names. Gotcha, thanks for help

solid cypress
lavish grove
#

material instances of instances seem to be broken in 5.0 and ue5-main (I think for at least versions going back a couple weeks)
if you change any values in the child instance and re-open it, it resets all the values in the UI (but the values are still there but 'hidden') and when you change a parameter it resets all the parameters back to the parent instance

slim violet
#

Crap, I know I have seen someone else run into this error before, but discord search is not returning any results for me

#

I just updated to the latest on ue5-main and I'm getting this exception when calling .\GenerateProjectFiles.bat:

Exception while generating include data for HeadlessChaos: Unable to instantiate module 'HeadlessChaos': Syste
#

It's complaining about a directory not found exception. So the directory really isn't there of course, but I'm not sure how I am supposed to fix that

#

Could not find a part of the path 'C:\src\UE5Main\Engine\Restricted\NotForLicensees\Build'

#

Well I just created the directory and the exception went away. Not sure if something was supposed to actually be in there or not

storm parcel
solid cypress
#

Something I would also suggest to incorporate in Rider testing flow is downloading Epic's full P4 repo. They have there many sample projects next to the engine and it is not really helping Rider ๐Ÿ˜…

storm parcel
#

Which leads to the next question, we don't even see any options from here https://docs.unrealengine.com/5.0/en-US/WorldFeatures/OneFilePerActor/ in our project. Was this feature disabled for 5.0 or should it be enabled somehow? Iirc, when I was testing EA, it was working straight out of the box
Update: turns out it needs to be enabled in editor preferences separately

quiet kraken
quiet kraken
storm parcel
#

But anyway, disabling Blueprints Support indeed fixed the problem, thanks for the help

limpid light
#

FYI - ue5-main as of commit 0e7aa10d compiles and works. My landscape even looks normal.

However, main seems to be quite a lot behind the 5.0 at this point with many changes in 5.0 branch now having been synced down to main.
I guess not all commits to 5.0 are marked to be integrated to ue5-main

torpid valve
#

nah, they are updated at the same time now

limpid light
#

nope, compare this for example

torpid valve
#

main branch look like because there are suplicated commits

#

(im lookin at p4)

limpid light
#

quite a few in 5.0 that are missing in main

#

maybe its squashed into those merge commits, taking a look now.

Update - yeah that seems to be the case!

hazy moat
#

on my 3700x cpu, you might have to lower count even more if you still get heap error.

storm parcel
quiet kraken
limpid light
#

yes, large maps are now leaving thousands of files under ExternalActors

storm parcel
quiet kraken
#

I'm using this build at the moment, P4 based UE takes up around 4GB of RAM at idle eg after indexing everything.

storm parcel
#

Yay, this sounds nice!

limpid light
#

That's fantastic news!

solid cypress
#

Looking forward to build!

wild imp
#

hello, which commit of ue5-main can be built on MacOS Monterey with M1 chipset?

fiery magnet
#

I havent been able to build ue5 for a bit now. There is an include that is missing a file or directory, and I get a message that shader compile worker exited with code 6 or something like that.

chrome ingot
#

which branch?

chrome ingot
#

I was able to build 5.0 from this morning without any issues here

fiery magnet
#

I will try it this morning

hazy moat
chrome ingot
#

I dont know what to test to even know if they are broken

#

I mean I can make a landscape material with 2 layers and paint it, beyond that I dunno

lavish grove
#

landscape (and landscape materials) works fine for me on latest 5.0, though there is an issue I mentioned here #ue5-engine-source message

limpid light
lofty idol
#

Made a clean install of UE5 and VS 2019 for it, tried making a new C++ project and this is the error I get, whats up with this?

An error occurred while trying to generate project files.

Running D:/EpicGames/UE_5.0EA/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe -projectfiles -project="D:/Unreal Projects/IntroToCPP/IntroToCPP.uproject" -game -rocket -progress
A fatal error occurred. The required library hostfxr.dll could not be found.
If this is a self-contained application, that library should exist in [D:\EpicGames\UE_5.0EA\Engine\Binaries\DotNET\UnrealBuildTool].
If this is a framework-dependent application, install the runtime in the global location [C:\Program Files\dotnet] or use the DOTNET_ROOT environment variable to specify the runtime location or register the runtime location in [HKLM\SOFTWARE\dotnet\Setup\InstalledVersions\x64\InstallLocation].

The .NET Core runtime can be found at:

Microsoft

Official .NET downloads for Linux, macOS, and Windows. .NET is a free, cross-platform, open-source developer platform for building many different types of applications.

#

Do I need to install the .net workloads as well in VS to use c++ with ue5?

chrome ingot
steep wharf
#

works for me

lofty idol
#

So I can just get that from the VS installer?

#

No need to download seperately

steep wharf
#

yes

lofty idol
#

Gotcha

#

I'll try that and see if it works out

#

Do I need all of those or just the newest ver?

steep wharf
#

I have 4.8 there and targeting packs

#

but maybe some targeting packs are not needed

lofty idol
#

Alright, thanks!

#

Last question under what workload is that I cant find them

chrome ingot
#

open the installer, click modify on your version you are using, then individual components at the top

lofty idol
#

Ahhh

#

And all I need is game dev with c++ and desktop dev with c++

chrome ingot
#

depending on what you re doing yes? if compiling source it might need the C# desktop stuff

#

I dont even bother with the game stuff, just .net desktop and C++ desktop and I an do source builds and C++ projects

lofty idol
#

Looking to do c++ projects in unreal but that failed

chrome ingot
#

should try installing that runtime I linked, its for the hostfxr issue

lofty idol
#

I'll try this first and see what happens

real mirage
slim violet
#

I updated to latest last night

#

for ue5-main

#

and nothing will compile in the project now

#

but the engine compiles

#

thousands of errors

storm lichen
#

yeah that happened to me as well a couple times. try deleting all project level intermediate and binary folders, regenerate project files completely and try to build again. once the new correct intermediates are generated, all those errors went away for me

#

@slim violet

slim violet
#

Ah ok

#

Yeah I haven't done that yet. I'll do that now

storm lichen
#

i dont know about vs, but rider detects when project files are regenerated and so i dont need to restart the IDE, but you might also need to close and re-open vs after regenerating

#

anyway it should still compile fine, those arent actually errors, just the IDE complaining about shit being out of sync

hazy moat
slim violet
#

Now I'm getting an error at every UE_LOG() usage

#

It doesn't look like the UE_LOG macro has changed any

#
1>E:\Repos\Raevin 5.0\Source\Raevin\Private\AI\RaevinEnemyAIController.cpp(430): error C2065: 'L': undeclared identifier
1>E:\Repos\Raevin 5.0\Source\Raevin\Private\AI\RaevinEnemyAIController.cpp(430): error C2143: syntax error: missing ')' before 'function_string'
1>E:\Repos\Raevin 5.0\Source\Raevin\Private\AI\RaevinEnemyAIController.cpp(430): error C2143: syntax error: missing ';' before 'function_string'
1>E:\Repos\Raevin 5.0\Source\Raevin\Private\AI\RaevinEnemyAIController.cpp(430): error C2059: syntax error: ')'
slim violet
#

This is ridiculous. I'm going to have to delete all 1k+ occurrences of UE_LOG apparently.

ashen kiln
#

Anyone else getting permission errors with Setup.bat on latest commits of 5.0?

full depot
#

Hey guys,
Maybe an interesting question... Where would you look in the editor slate code to adjust the location of the tabs bar or the menu bar ?

In UE4 the topmost bar on the screen is the tabs bar, and I liked that very much. In UE5, the topmost bar is the menu bar. I'd like to swap the menu and tabs bar's location

steep wharf
#

I believe you're looking for Editor\UnrealEd\Private\Toolkits\SStandaloneAssetEditorToolkitHost.h and need to change the DefaultMenuWidget.

#

Something like that.

steady forum
#

After 16h of building UE5 from source I get this... ๐Ÿ˜…

echo ravine
#

Close the error list and never open it again, look at Output log for errors

#

Sounds like not enough memory though

slim violet
#

Anyone have luck building a project with UE_LOG macros with the latest ue5-main?

slim violet
#

I'm using VS2022

#

Before I upgraded the engine from ue5-main last night, it was working fine

#

My previous commit I was on was back from Sept.

#

The engine itself builds fine

#

it's my game project that doesn't build anymore

#

if I remove all UE_LOG instances, then the error goes away

#

and I thought branch 5.0 was even less stable than ue5-main?

#

it's 5.0 a staging branch for ue5-main?

#

*isn't 5.0 a staging branch for ue5-main?

indigo leaf
#

He mentioned it above, like 10-15 messages ago

chrome ingot
#

no issues here

#

latest 5.0 build

#

using latest VS 2019 for reference, and the build was from an hour ago

flint loom
#

Using VS2022 community, tried to create a C++ class in the ue5 editor, "The framework 'Microsoft.NETCore.App', version '3.1.0' (x64) was not found." download and install the framework seperately from the VS installer? which doesnt list it in the options?

chrome ingot
flint loom
#

k

#

ok, it generated project files and loaded in editor, thanks

slim violet
#

I'm using VS2022 and I just grabbed the latest from ue5-main

#

just hnow

#

*just now

#

I'm recompiling the engine and I reverted my game project changes. Hopefully this time it works w/ UE_LOG

chrome ingot
#

5.0 is probably a better choice than main

#

it should more accurately reflect what we will get when it comes out

slim violet
#

Oh

#

I thought ue5-main was the stable version of the upcoming release

storm lichen
slim violet
#

What's the purpose of ue5-main then? I've already edited my blueprints in it, so I probably can't open my assets off of the 5.0 version

#

granted, I edited my assets off of the sept version of ue5-main, so maybe I'd be ok

#

They

#

They're already developing 5.1 and 5.0 is still in alpha?

chrome ingot
#

at some point they have to lock down features for 5.0, but its not like the other teams stop working on their progress

#

so yep

storm lichen
#

5.0 is in polish phase now. They are not going to rock the boat with brand new stuff now

slim violet
#

Oh ok

#

Well crap

#

I wish I hadn't been confused by that.

flint loom
#

they sent it to poland? ...sorry. I only saw the one ue5 branch when I looked at github, I didnt know there were different versions

slim violet
#

I've made code changes based off the ue5-main to make it compatible, even updating some plugins to work with it

#

They've made OSS changes in ue5-main for example

flint loom
#

my zip download of the engine is called "UnrealEngine-5.0" so am I on the correct branch?

storm lichen
flint loom
#

oh good. Finally did something right

slim violet
#

I wonder how long until 5.1 will come out

#

probably 2023

#

I guess it doesn't matter too much since my game won't be done until around 2024

#

but I will suffer from lack of plugin support for a long while and I won't be able to use the houdini fx plugin or other big ones

indigo leaf
slim violet
#

Houdini works for UE5EA

#

but not ue5-main. I don't know if it works for 5.0 or not. I thought this whole time I was using the latest ue5.0 branch code

#

so maybe their plugin does work for 5.0, but I know that it does not work for ue5-main (ue 5.1)

#

so if I stay on ue5-main, I won't get to use their plugin for a while

indigo leaf
#

I'd downgrade project to 5.0 if possible tbh, fuck knows when 5.1 would see release + external support.

Doesn't work how, wants to be recompiled or?

slim violet
#

Breaking changes. It won't compile.

#

Yeah I guess I will try to downgrade

#

and hope that it works

#

The good news is most of my work has been done in C++. Only the characters and the UI has had much blueprinting done

indigo leaf
#

BTW for the source builders, is 5.0 different to EA in any significant capacity? I've had a mostly OK experience, but things like renaming and dealing with references etc can take a weirdly long. Not sure if UE thing, or a 5EA issue however.

And random, fairly infrequent crashes ๐Ÿคท

indigo leaf
#

Is the end result of a build going to be CPU-dependant? Like if I build on Zen 3 and share it with a friend on i9 9th gen, or vice versa, would one of us be negatively affected in terms of performance or even compatibility?

I've heard sharing builds can be a pain to set up, but we can just both pull to a ref and build locally, worst case scenario.

real mirage
#

r5 3600 other stuff is quite good. Before it took up to 2-3 hours.

#

Ok. I give it a try soon. Thanks.

slim violet
#

< so I re-cloned the unreal repo and pulled the latest 5.0 branch

#

pointed my project to it, and I still can't use the UE_LOG macro

#

I've deleted the binaries, intermediate, and derived data cache folders from my game project

#
1>E:\Repos\Raevin 5.0\Source\Raevin\Private\Core\RaevinLootComponent.cpp(40): error C2065: 'L': undeclared identifier
1>E:\Repos\Raevin 5.0\Source\Raevin\Private\Core\RaevinLootComponent.cpp(40): error C2143: syntax error: missing ')' before 'function_string'
1>E:\Repos\Raevin 5.0\Source\Raevin\Private\Core\RaevinLootComponent.cpp(40): error C2143: syntax error: missing ';' before 'function_string'
1>E:\Repos\Raevin 5.0\Source\Raevin\Private\Core\RaevinLootComponent.cpp(40): error C2059: syntax error: ')'
#

I am definitely on the 5.0 branch

#

it's a brand new local repo folder, so nothing can be from a cache of some kind left over

#

I just don't get it

#

I don't see any changes to the UE_LOG macro

#

My commit ID is 639e3508c4c93f3e22726c2a63836f480e9df522

indigo leaf
#

Like hardcode a string into the third parameter instead

slim violet
#

Sure I can try that, but it seems to ve complaining about several parts of the statement

slim violet
#

It might be all UE_LOGs using the TEXT(__FUNCTION)

slim violet
#

All right, well I used a regular expression to comment all of the UE_LOGs with the TEXT(FUNCTION) out. Let's see what happens.

slim violet
#

That seems to have done it

#

Just removing TEXT(FUNCTION)) was not enough. I had to remove any instance of UE_LOG that was using a formatter

indigo leaf
slim violet
real mirage
#

How to do that?
Usually I would:
Setup.bat
Generate project files.
Open VS and build.

So far I built EA, and UE4.
But I cant get UE5.0 to work.

waxen socket
#

Hello, I have some trouble with compiling UE5 from source...

So! I managed to do it in the past several time but I'd like to get the latest update. I don't even manage to do it with my old commit (but maybe i'm not on the commit on which I managed to do it)

Here's the process:

I get the latest release staging branch for ue5
I run Setup.bat
I run GenerateProjectFiles.bat
I open the UE5.sln with visual studio (never tried with rider for unreal engine)
I compile all the projects under the Programs filter
I close visual and I run a bat file with the following command:

Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean -set:WithWin64=true -set:WithLinux=false -set:WithServer=true -set:HostPlatformDDCOnly=false -set:WithWin32=false -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinuxArm64=false -set:WithPS4=false -set:WithXboxOne=false -set:WithSwitch=false -set:WithLumin=false -set:WithLuminMac=false -set:WithHoloLens=false

I used to get an error after 12/13h of compile time which looked like this:

Error: ObjectProperty FSubobjectSnapshotCache::SnapshotObject is not initialized properly. Module:LevelSnapshots File:Public/Data/SnapshotDataCache.h
LogInit: Display: LogAutomationTest: Error: UObject.Class AttemptToFindUninitializedScriptStructMembers will be marked as failing due to errors being logged
LogInit: Display: LogAutomationTest: Error: ObjectProperty FSubobjectSnapshotCache::SnapshotObject is not initialized properly. Module:LevelSnapshots File:Public/Data/SnapshotDataCache.h

So I went to the USTRUCT and I modified all the WeakPtr properties and gave them an initial value of nullptr, I relaunch the exact same compile command and after 2/3 hours of compilation the compilation stops at paper2D, with no retry onm and I get an unknown error

#

I don't know if I do things bad, it was the exact same process that allowed me to compile ue5 from source, and now I always get the same error and I have no idea what to do. I'm not too shaby about modifying the engine but do so in order for it to work. I'll try to restart the computer maybe? But other than that...

I'll relaunch one after that and give you guys the error I get so you have more information but maybe there's a better way to compile the engine?

#

Even though it doesnt seem to be connected, I have adapted several plugins that i've put inside the plugins folder, Oceanology, AutoGeneratedLandscape, Bridge, and MegascanPlugin as well

brisk ether
#

So, this may be a silly question. Is there any way to know if a version of the engine on git is ready to be built? Ive tried to up date the ue5 release testing 3 times over the past couple weeks and the build keeps failing, in the version there is an issue that gets resolved in a later commit so I keep trying.

desert bay
#

is UE5 supposed to be taking 190gb built from source? and is there anything i can do to reduce the size?

echo ravine
desert bay
#

i found that Intermediate and Plugins have a huge size can i delete intermediate and some plugins i wont use?

#

or would that fuck it up

echo ravine
#

Re-read what I wrote

#

And probably delete Intermediate/Binaries before doing that, you'll want a clean start

waxen socket
real mirage
echo ravine
#

Yeah 5.0 usually builds fine

#

Build from your game project, will be much faster and you won't be misled by unused plugins that fail to compile

waxen socket
#

when you say 5.0 you talk about the master branch?

#

Because the readme actually advise to try to compile from a release branch

dusky stump
#

Hey, building from source for first time, getting these warnings with GenerateProjectFiles.bat:

WARNING: Unable to find a valid SDK for Mac. Must be between 1100.0.0.0 and 1399.0
           If your Studio has it set up, you can run this command to find the SDK to install:
             RunUAT Turnkey -command=InstallSdk -platform=Mac -BestAvailable
...

I get more platform SDK errors for other platforms but Discord has a text limit.

Seems like the RunUAT.bat commands listed will install the missing SDKs, but my question is, should I worry about them for any reason if I just wanna fool around with UE5 on my current platform?

waxen socket
#

No you don't have to worry about stuff as long as you managed to compile the engine for the platform you're using, you might have trouble after that for packaging and distributing any project you might make that is not your current platform

#

but other than that all's good

dusky stump
#

Alright, that's great to hear, thanks!

real mirage
waxen socket
#

OMG

solid cypress
#

Some interesting instanced mesh optimization, probably motivated by Mass

brisk ether
#

So I forked UE5 main, and now I get
ToolChain\UEToolChain.cs(388,25): error CS0111: Type 'ISPCToolChain' already defines a member called 'GetISPCObjectFileFormat' with the same parameter types [F:\UnrealEngine5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
after I run the GenerateProjectFiles.bat (after running Setup.bat of course) No clue why, this doesnt happen on my release-test build.

echo ravine
torpid valve
#

also support for landscape lumenshould land soon once the git sync pick up

#

and actually shitload of optimizations for Lumen/Nanite

torpid valve
#

5.0/main

#

commits from p4 to git have about 4h of delay

#

and if it choked down, even more

#

so it's "syncing" to latest commits from p4

#

on git

#

on both

desert bay
#

what do i do?

lavish grove
#

I think the GetISPCObjectFileFormat function is duplicated in Engine\Source\Programs\UnrealBuildTool\ToolChain\UEToolChain.cs
latest 5.0 on github did not compile for me though (after fixing that), some errors with world partition

desert bay
#

damn so which one should i try ? release-staging?

lavish grove
#

I think yesterdays commit on 5.0 was fine, 639e3508c4c93f3e22726c2a63836f480e9df522

desert bay
#

any tips on compilation time to make it faster?

#

how much time should i expect on 5600x 32gb ?

#

so i can at least go out lol

#

i tried disabling some plugins but it started giving some errors so i went back

#

ill try building from a game

desert bay
#

is building from a game supposed to be only 52 headers? when i built the engine yesterday was like 5k

#

idk if im doing it right i right clicked UE5 and went build solution

opaque phoenix
desert bay
#

After building from source is it normal to be stuck on 1.140?

chrome ingot
#

no, but you installed incredibuild so its possible its using 1 core. uninstall incredibuild unless you are paying for it

next onyx
#

ugh latest source build doesnt generate project files

torpid valve
#

everything should work now

paper hound
#

anyone tried UE5.1 (Current branch of UE5-main withing git)?
There is a very odd behavior, it look like lights don't affect lumen (except de Directional light). In the screen you can see the Lumen scene in UE5EA (the torch add some orange into the lighting) and the same in UE5.1, Dark zones are just dark.

#

Also point-lights are not being injected into the volume fog (Directional light are).

#

I hope it's not a way to optimize lumen :/

#

on top of it, UE5.1 render at 29.5ms while it render at 22.3ms in UE5EA (but that may not be very relevant as i'm still compiling shaders on 5.10

#

definetly, I just wanted to know if someone noticed it before and if it was by design rather than just a bug

#

I'm time to time compiling UE5 main, just to see the progress. You can see in my screenshots they've updated the UI of unreal dramatically ๐Ÿ™‚

#

not sure what version I prefer tho

#

Lol, yeah... I got to upgrade a lot of my code to got it running...

#

tbh, UE5EA is quite stable for an EA

#

it's actually more stable than unity LTS ๐Ÿ”ฅ

#

Sound familiar.... I got an issue with Addressable breaking the link between Unity core engine in C++ and communicating with C#... assets were dumped out of memory before being marked as missing...

#

you can imagine the result that can create on a game in production on ps4...

#

we told unity team, there was an issue with their "stable" release of adressable... they told us it's a 100k for getting unity support...

#

and to complete the nice picture, 4 months later, the team of unity contacted us to ask how we fixed the issue

#

we didn't and just tried to detect when it happen and try to recover from it..and we decided to migrate from unity to unreal ๐Ÿ™‚

#

So, yeah UE5 EA is more stable than Unity LTS ^^

paper hound
#

by any chance @lofty idol do you know the differences between these branches?
can't find proper explanation anywhere

lavish grove
#

seems DLSS doesn't compile on latest 5.0, anyone got it working?

echo ravine
#

Yeah, there are a number of changes to make

#

Slot syntax has changed, some assertions in engine and DLSS have to go, and there's a function that needs changing

lavish grove
#

I made those changes but it seems to have changed in todays update
I had it working previously

paper hound
opaque phoenix
#

I left after they deprecated unet and said stay tuned for the new networking features. Like who tf deprecates without a replacement.

echo ravine
#

There is a replacement for that

#

Implying you need to tessellate skeletal meshes

#

People harp on tessellation but VHF + Nanite are a clearly better replacement for what people actually did with it

#

Not to mention the third replacement which is simply LOD

#

Since tessellation is essentially just dynamic subdiv

#

It's very tame stuff here

#

UE3 to UE4 was very much not like that

#

And that was 7 years ago - it's okay to drop stuff once a decade

#

4.8 was a much worse upgrade imho

#

Losing tessellation is hardly the stuff of nightmares, at worst it means your current project is stuck on 4.27

#

And that's assuming you rely on some shitty snow plugin that won't get updated

#

Or you have some secret tech that cannot be replaced by either Nanite, VHF, or LOD

#

Not to mention what if Epic just brings it back two minor releases later for non Nanite mesh

#

(Granted, I don't believe that myself, but hey)

paper hound
#

They said in a video, that the plan was to have nanite on skinned mesh

#

Does VHF work on skinned mesh?

torpid valve
#

You lost tessellation on skeletal meshes and gained GPU Compute, you can use to apply custom deformations to skeletal meshes

#

where is the problem ?

paper hound
#

tessellation was easy to use for tech arts to do fold-maps on clothes and wrinkle maps on faces

#

using just normal blending don't catch the light the same way than tessellated meshes

#

You can always increase the polycount within Maya, but then skinning is much more annoying

lavish grove
#

DLSS is a fairly easy fix, just have to change AddPasses function in DLSSUpscaler.h/cpp
latest 5.0 seemed to break bVisibleInRayTracing flag on instanced meshes

paper hound
lavish grove
paper hound
#

On my side with the lattest UE5-Main, lumen works only with directional lights

#

the other lights are not bouncing, unlike in UE5EA

brisk ether
#

UE5-Main is always broken, its the live build.

#

UE5-Release-Testing is more "working"

paper hound
#

UE5-Main build just fine

#

but UE5-Release-engine-test atm fail

brisk ether
#

completing a build doesnt mean features are working

paper hound
brisk ether
#

last night on a main a bunch of bad pushes got resolved, those havent been propagated to release test yet.

paper hound
#

damn it :p

brisk ether
#

read the commits.

paper hound
#

well, they did about 500 commits, I'm sorry I didn't read it all

brisk ether
paper hound
#

cool

brisk ether
#

none of it is ready for production work. so dont expect anything to not break.

paper hound
#

ofc, and I'm not expecting it to fully work ๐Ÿ™‚

brisk ether
#

Ive just been tinkering with visuals in 5. and doing actual logic basic work in 4.27.1 for now.

paper hound
#

I was maintainting before 4.26, 4.27 and 5EA

#

but after 4 months of maintaining all, we migrated on the 5EA

brisk ether
#

ya 4.27.1 pushed past 5EA so the levels arent compatible, so I had to stop using 5EA

paper hound
#

And now i'm looking into what's going on on the 5.1

#

good think i stopped using the 4.27 :p

brisk ether
#

too many things dont support 5 or 5.1 yet for me to fully use.

paper hound
#

same, but ended up porting them on 5

#

cause I couldn't backport motionmatching

#

as it uses tons of new ue5 code

#

The only thing I didn't managed to port, is the rootmotion extractor plugin ๐Ÿ˜ฆ

slim violet
#

After pulling the 5.0 branch yesterday morning, I started getting a crash everytime I close down the editor

#
Assertion failed: !IsRunningCommandlet() [File:C:\src2\UnrealEngine-1\Engine\Source\Editor\UnrealEd\Private\UnrealEdGlobals.cpp] [Line: 51] 
The global mode manager should not be created or accessed in a commandlet environment. Check that your mode or module is not accessing the global mode tools or that scriptable features of modes have been moved to subsystems.


0x00007fff3dc01b35 UnrealEditor-UnrealEd.dll!Internal::GetGlobalModeManager() [C:\src2\UnrealEngine-1\Engine\Source\Editor\UnrealEd\Private\UnrealEdGlobals.cpp:51]
0x00007fff3dbb73bf UnrealEditor-UnrealEd.dll!<lambda_c772be38b346f540033c8fadab0a37e9>::operator()() [C:\src2\UnrealEngine-1\Engine\Source\Editor\UnrealEd\Private\UnrealEdGlobals.cpp:134]
0x00007fff3dbf129d UnrealEditor-UnrealEd.dll!TBaseFunctorDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,<lambda_c772be38b346f540033c8fadab0a37e9> >::ExecuteIfSafe() [C:\src2\UnrealEngine-1\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:838]
0x00007ff6e6d071fd UnrealEditor.exe!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [C:\src2\UnrealEngine-1\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:967]
0x00007ff6e6d06b27 UnrealEditor.exe!FEngineLoop::AppPreExit() [C:\src2\UnrealEngine-1\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:6156]
0x00007ff6e6d0f607 UnrealEditor.exe!FEngineLoop::Exit() [C:\src2\UnrealEngine-1\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4565]
0x00007ff6e6d103ab UnrealEditor.exe!GuardedMain() [C:\src2\UnrealEngine-1\Engine\Source\Runtime\Launch\Private\Launch.cpp:197]
0x00007ff6e6d1040a UnrealEditor.exe!GuardedMainWrapper() [C:\src2\UnrealEngine-1\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
0x00007ff6e6d13201 UnrealEditor.exe!LaunchWindowsStartup() [C:\src2\UnrealEngine-1\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
0x00007ff6e6d25844 UnrealEditor.exe!WinMain() [C:\src2\Unre
#

Has anyone else gotten this?

brisk ether
#

The current version on UE5-Main does compile and build out without errors btw. first time all week it has worked.

trim locust
#

"current" is pretty useless without the specific commit that you've built

brisk ether
#

@trim locust its the weekend, there hasn't been an update to Main in over 16 hours. I mean the CURRENT commit that is there.

#

but I guess if you need it for what ever reason instead of just looking its
35a7d50b5f151ea960c82ee49662a84647e30bee

paper hound
#

Lol

limpid light
#

Lots of hype about the new Fortnite chapter going like in 3? days.. supposedly its on UE5.

#

then we have the game awards next week, and Matrix appearance there.. Smells like some UE5 announcements next week ๐Ÿ™‚ lets hope that comes with a preview-1 release

eager hedge
#

I doubt it. There's no reason for them to tie game announcements to engine releases.

#

Fortnite being on ue5 is a nice showcase but has nothing to do with the engine being ready for a preview.

limpid light
#

There is a Matrix game experience that leaked earlier this week, done in UE5. And its been revealed that Keanu and Carrie Ann Moss will be on the game awards show

eager hedge
#

...and? AAAs are going to heavily modify the engine anyway, there's no reason for them to wait for previews. There are multiple studios working with it - it has nothing to do with Epic's release schedule for public previews.

limpid light
#

true enough

#

I think Fortnite going UE5 is a better indication, but there hasn't been official mention of that.. just that leaked info and trailer

paper hound
#

I think UE5 PR for release is a bigger indication than just matrix lol

limpid light
#

uhh from ue5-main? thats ... odd, since that is already 5.1

paper hound
#

Idk, maybe the EA was 5.0 and the first release will be 5.1

limpid light
#

that makes absolutely no sense. Do we even know if this user is an Epic employee?

#

anyone can open a PR

paper hound
#

Hum

limpid light
#

There's also a bunch of commits that have landed on their Perforce server in the 5.0 branch that hasnt been synced to Git yet

eager hedge
#

Epic wouldn't be using a PR to prepare for release...

#

they do that stuff in perforce lol

limpid light
#

indeed

eager hedge
#

This is just some random person who made a dumb PR

paper hound
#

I would have expected them to lock the PR to prevent that ๐Ÿ˜‹

eager hedge
#

They take PRs

#

but that's just a random person who made a dumb one that'll be ignored

#

Probably someone who doesn't understand github, or made it as a joke.

paper hound
#

But that should be closed then, are they closing the pr time to time?

eager hedge
#

there are 1.5k PRs

#

they don't look through them that often

paper hound
#

Well that explains the 1k PR lol

torpid valve
#

or maybe

#

everybody worked on Chapter 3 Fortnite ? (;

#

they did looked at them often two months back

silent pond
#

I'm getting "Assertion failed: ModularFeature != nullptr" when trying to build my project. Has anyone else ran into this?

#

Everything compiles, but the editor crashes at 87% on load.

silent pond
#

Edit: I set "DisableEnginePluginsByDefault" to false and built again. seems like it is missing something necessary with that setting enabled in the .uproject at the moment. Working as intended now.

pale tiger
#

Anyone experienced EXEC : LLVM error : out of memory when building latest ue5-main with clang ? My RAM usage is at ~50% but it still fails

opaque phoenix
torpid valve
#

i'd say it is at least 6 or so months before release

opaque phoenix
#

but many people are saying leaks are solid which baffles me

#

so maybe they use it in production earliet and public release comes later they did do that for the water system ๐Ÿค”

real mirage
torpid valve
#

Epic always uses it's own latest code in their own games (;

#

nothing special about it

#

there are still features not ready

#

which are planned for release

#

like ZoneGraph

#

StateTree

#

the entire new AI system should be in useable state for release

#

I'd say at least Chapter 3 Season 2 + 2 months for release

slim violet
#

There is a new AI system in ue5?

slim violet
real mirage
# slim violet But 5.0 changes many times per day, so just because it worked at one point doesn...

Yeah I know. I figured that...
Is it possible to know on which one it worked?
https://github.com/sideeffects/HoudiniEngineForUnreal/tree/Houdini19.0-Unreal5.00
I managed to build the engine and my project to 5.0. But its all about Houdini so without getting it to 5.0 I'll stick to 4.27 coz EA is old (got Houdini working with it before).

GitHub

Houdini Engine Plugin for Unreal Engine. Contribute to sideeffects/HoudiniEngineForUnreal development by creating an account on GitHub.

real mirage
slim violet
#

That looks awesome

#

I didn't even know that was in there.

broken turtle
#

Yay an FSM for AI, and with visual representation, cool stuff

torpid valve
#

it's cross between FSM and BT

#

though very wip now

slim violet
#

For the love everything holy, why does the bridge app keep telling me that there is an updatre

#

and to update it through the launcher

next onyx
#

lol i was just going to ask that, I don't think you can update via launcher

#

if you're building the engine from source

waxen socket
#

I tried to compile from 5. branch and...

It didn't work I had an error on a blueprint pin

#

and I rage exited the cmd so I didn't take the error messaaageeeeeeeeeee

#

god damn it

paper hound
waxen socket
#

Does anyone have the most recent commit of the source code of the engine that builds please ?

echo ravine
#

Error on a Blueprint pin sounds like it compiled just fine and you have changes to address

waxen socket
#

It's an engine blueprint, while I was doing the xml command to export a local build of the source code. Not one of my project. The build of the engine itself failed

Thank you so much Lorash

paper hound
#

Yeah but Lumen don't work on that commit ๐Ÿ˜ฆ

echo ravine
#

I must be incredibly lucky because every 5.0 commit I've used worked

spring ocean
#

all that work from the last week finally fixed the path tracer on AMD cards

waxen socket
#

It doesn't ?

#

You may be stranger, recently I've had a lot of toruble to compile UE5 with the command line I gave you. I could try through visual but the thing is it doesn't do a clean transportable build like I used to

#

I used to have a branch with a commit that did work with the command line instruction but the commit was lost in merges and I forgot to tag that because I didn't know better

#

so mad at myself T.T

#

and since there is some troubles in our current version of the engine, like the material landscape layers being impossible to select when there are too many, well...

#

I'd really like a new version of the engine

opaque phoenix
torpid valve
#

no

opaque phoenix
torpid valve
#

mistake made by everytone who does not have base understanding of graphs

#

FSM is cyclic graph structure

#

BT is acyclic graph

opaque phoenix
torpid valve
#

one can loop

torpid valve
#

;d

opaque phoenix
torpid valve
#

the simple way to look at it is that BT should only flow in single direction and never jump to previews "states"

#

just because you can hack something

#

doesn't mean you should do it

opaque phoenix
#

whats the point of FSMs looping then? What are the pros and cons?

torpid valve
#

as i said two different data structures

#

data structures<

#

FSM is cyclic undirected (or directed) graph, which can loop on it self with any direction

#

BT does no thave cycles or loop

#

and should only flow in one direction

#

it's premade plan to simply speak

#

FSM is good do designed things which are cyclic like

#

combat loop for enemy

#

where there are cleary defined "states" and what "triggers" them

#

BT is better suited for following some simple plan "find best cover" "move to cover" " crouch"

#

or decided if to right at all or escape

#

and the Fight cloud be FSM

#

once you start to think about in categories of data structures in them, it will make much easier to create something that actually works

#

instead of something that break with every new change

real mirage
paper hound
#

Some know when Lumen was properly working? Any commit number I can check?

crimson granite
#

error : Unable to instantiate module 'HeadlessChaos': System.IO.DirectoryNotFoundException

#

Doesn't look like the latest branch builds

torpid valve
#

if thats while generating project

#

it will work

lavish grove
#

71cff87772f45665001a33e1e1acb7528db00d72 was before they made the recent lumen changes

opaque phoenix
#

seems like the fortnite ue5 leak is solid

limpid light
#

the client was released yesterday no?

torpid valve
#

yes

#

there is no leak

#

it's ue5

#

but at least on the begining on the season nothing fancy aside from the fact it works ๐Ÿ˜„

limpid light
#

yeah Epic isnt pushing this with a big reveal or even an announcement, so probably more to come soon

drifting flax
#

How can I access UE5.1?

limpid light
crimson granite
clear pawn
# crimson granite Nope it's while compiling

Have you tried building, ignoring the HeadlessChaos error and just launching the Engine? I run into this error sometimes too but usually the editor launches with it being present too

echo ravine
#

91ddb890213e584edd76987591cfa9bcb3f2188a works for me including Lumen

opaque phoenix
rancid kelp
#

If i build the source from zip, will it cause errors?

#

when forking the repo and using github desktop it would not let me sign in over and over again.. So i just downloaded the zip. I dont want to wait 30 minutes for it to fail, if anyone knows the answer.

next onyx
#

i've never had success with zips

rancid kelp
#

guess ill wait and see :/ Does anyone know how to bypass the issues of downloading from URL, says my username and password is invalid.

limpid light
#

try using the https url if you were using SSL method? might be your local key config is invalid or something like that.

ashen kiln
#

I see 5.0 branch got lots of optimization and improvement commits for lumen/nanite/vsm in last few days. Did they finally fix skylight issues with nanite?

rancid kelp
#

I have it right here, but It wont let me add it as a simple folder. Every single time it creates the "main ue4" sln.

#

Hoping this Zip file does not error at the end of this about 2 hours build.

#

Please work ๐Ÿ˜ฆ

rancid kelp
chrome ingot
#

if you follow the instructions and its buildable it should work, there is never a guarantee for anything but a stable branch

#

with that said I did compile 5.0 branch today and it works fine for me

rancid kelp
chrome ingot
#

was thru fork and the .zip file, both are the same core files

#

keep in mind main and 5.0 are not the same

rancid kelp
#

i know

#

okay i should be gold then

#

thank you ๐Ÿ™‚

limpid light
rancid kelp
chrome ingot
#

it can if its an imcomplete build, which can happen at anytime in pre release.

#

usually tho the output log will show the errors earlier than the end if you check it

rancid kelp
#

ugh

chrome ingot
#

which project are you building on the right?

rancid kelp
#

ue5 - main

#

Oh

#

solution

chrome ingot
#

the entire one or just UE5?

rancid kelp
#

Solution 'UE5'

#

right clicked

chrome ingot
#

yeah you should be right clicking on the UE5 alone under engine

rancid kelp
#

and hit build solution

#

OH

chrome ingot
#

no reason to build all of the programs that you dont need

rancid kelp
#

Well wow

#

lol

#

they did not state that xD

chrome ingot
#

about the only one most people need to build as well is lightmass

#

they do

rancid kelp
#

Thanks ๐Ÿ™‚ lets try and do this again

chrome ingot
#

Set your solution configuration to Development Editor and your solution platform to Win64, then right click the UE5 target and select Build. It may take anywhere between 10 and 40 minutes to finish compiling, depending on your system specs.

#

and the 10-40 minute estimate just shows that the person writing this does not have a normal PC lol

paper hound
chrome ingot
#

and yeah you only need to build the engine, this is also why people recommend building your project as it will build just the engine as well

paper hound
#

it's been 3 hours, and next step once it's build... it will be 3 hours to rebuild all shaders

chrome ingot
#

that is literally the reason why I upgraded my PC and any laptop I look at has to have a bajillion high speed cores lol

paper hound
#

tbh, I just build UE5 git for the fun of it, and rather use the version they provide to avoid these kind of random stuffs

rancid kelp
#

2 errors this time

#

this time i built engine/UE5

#

im going to just start fresh again

chrome ingot
#

yep i dont see that file in 5.0, so im guessing its something new in -main

#

you might not want to be using -main

#

no wait I see it, I can't ABC lol.

rancid kelp
#

Ill try this github desktop again

chrome ingot
#

I see the file in ue5-main

#

perhaps your putting the engine in a folder thats too deep and that file is too long to extract

#

you can always grab it from github directly

rancid kelp
#

that is what i did originally.

#

click code, download zip

chrome ingot
#

i mean if its just that file missing, navigate directly to it and download that one file

#

I can say tho that the .zip I just downloaded of main does have that file in it

#

honestly thats an optional plugin that is not enabled by default, might not even be an issue just deleting it lol

rancid kelp
#

That's good to know ๐Ÿ™‚

chrome ingot
#

but if that file is missing on your side, its a your side issue ๐Ÿ˜ฆ

rancid kelp
#

im cleaning out the 2 files i just generated took up like 500 gigs

#

lol

#

you paste that there right?

#

when i enter my info it says i can not login.

chrome ingot
#

that should be the url

#

well thats the repo I guess

#

yeah github desktop never seems to get recommended

rancid kelp
#

ill just download the zip again.

chrome ingot
#

well dont download the zip again, if you have it already just look inside it to see if its a .zip issue or an extraction issue

rancid kelp
#

if i receive the same errors, Ill delete the new SLN's

#

oh

chrome ingot
#

the .zip I downloaded was fine, I have a feeling its an extraction issue

#

or yeah try another git client like Fork or Kraken or Fork

rancid kelp
#

after extraction

paper hound
chrome ingot
#

I just like Fork as it doesnt slow to a crawl when going thru the UE4 codebase

#

if your using windows to extract the .zip, maybe look at 7zip or winrar as the default windows might be causing issues. Regardless if it unzips correctly, check for that file after extraction

#

its so far into the folder structure it might just be a windows path issue

rancid kelp
#

I got even a better idea that might be the issue... I forgot Windows 11 says everything is a virus and deletes everything.

#

I need to turn of realtime protection.

chrome ingot
#

it shouldnt nuke .cpp files, and no issues with w11 here and that file

paper hound
#

I'm building on W11, no issue so far

rancid kelp
#

hmmm..

chrome ingot
#

but then again it might be complaining about the .zip itself. it is windows, its weird. but yeah uh... disabling real time protection is smart during building anyways lol

rancid kelp
#

Okay I right clicked, ran as admin

paper hound
#

It's risky to build from a zip

chrome ingot
#

well the .cpp file that was missing was part of the .zip, you should be able to find it now

#

yeah your under your documents folder... that might be an issue

paper hound
rancid kelp
#

should i do the desktop?

chrome ingot
#

even worse

paper hound
#

if you can put it in the root directory

#

like c://unreal

chrome ingot
#

something like c:\source\ue5 or something closer to root yeah

paper hound
#

the shorter the path is, the better

#

and beware the current version of UE5, lumen is broken ^^ (current as commits from december 4th)

chrome ingot
#

yep for me I have d:\Epic and then source builds and the launcher are installed in there

#

what part(s) of lumen are broke right now?

rancid kelp
#

Jesus lol

paper hound
#

the light bounce only with directional

#

unlike UE5EA

#

here you can see with the current version of UE, the yellow lights isn't bouncing, while in the EA it does

rancid hearth
#

wp also broken?

rancid kelp
#

i am not to worried about lighting right now, just doing my blueprinting.

rancid hearth
#

dont see the "enable world partition" in project settings

chrome ingot
#

its on by default now

paper hound
rancid kelp
#

is this better?

chrome ingot
#

should be safer yes

paper hound
#

Cause BP are behaving differently between the 5EA and the 5.1

#

From my understanding the 5.1 does behave the same way than 4.27.1

rancid kelp
chrome ingot
#

but at this point you have already extracted the files so if that was the issue its already done damage

#

find that folder where the file was missing before and see if its still missing now

paper hound
rancid kelp
paper hound
#

Well, make sure you launch compilation before going to sleep then ๐Ÿ˜„

#

cause it doen't take between 10 and 40 min as they're saying

paper hound
rancid kelp
#

Right click GenerateProjectFiles as admin as well right?

paper hound
rancid kelp
#

WAIT

#

could this have been the issue all along?

#

I am using preview of VS

#

ok

chrome ingot
#

and your last issue was literally a missing file.... soo....

paper hound
#

No i'm on W11 with VS22, and it build just fine

chrome ingot
#

yep you can do it with 2019, 2022, w10, 11, any combination. it all works with the right stuff installed in the end

#

tho they are marking the 5.0 branch as 2019 recommended so I am going to hold off on 2022 for now officially

rancid kelp
paper hound
#

finally after 4hours ๐Ÿคฃ

rancid kelp
#

Should i set that to that?

chrome ingot
#

you can ignore the top, just right click the UE5 target on the right and build

paper hound
rancid kelp
#

okay almost done ๐Ÿ˜›

#

YAY

chrome ingot
#

if you really want it to change you set it as the startup project

rancid kelp
#

wait one more

paper hound
#

Waiiit no way it goes that fast

rancid kelp
chrome ingot
#

yeah the first is just the UHT

#

also it looks like you might have installed incredibuild

rancid kelp
#

should be done in like 2 minutes

#

thanks for all the help guys

#

you guys are awsome btw

#

brb going to store ๐Ÿ™‚

paper hound
#

I'm curious to see how fast it build on your computer ๐Ÿ˜„

chrome ingot
#

12 core is what? about 40 minutes I think

paper hound
#

egh more shader to compile...please kill me

chrome ingot
#

ABC!

#

Always Be Compiling lol

paper hound
#

then it will got to 75% and compile more shader ๐Ÿ˜„

#

and then once i open my project ...9k shader to compile

#

yay another 3 hours to watch bars moving

rancid kelp
#

2000 more to go just got back ๐Ÿ˜„

#

i hope it compiles!!

#

Yeah 12 cores 24 threads, i use them all!

chrome ingot
#

well dont delete anything if it doesnt this time, just fix the issue

paper hound
#

Damn-it, all the fix i did for the 5.1 are ofc not compatible with 5.0

#

Someone know how to target the EA and the other?

#

I was doing that as I was assuming UE5-Main was only 5.1

#

Yeah I moved few commit back to test out Lumen

rancid kelp
#

and the build reset?

#

wtf is this lol

#

haha

rancid kelp
#

found this, if i have any issues again after this build

paper hound
chrome ingot
#

i am using the latest 5.0 and I get it?

paper hound
chrome ingot
#

it is like that for me?

paper hound
#

No it's not

#

you can see in your screenshot the light don't do anything on the scene itself

#

It doesn't bounce

lavish grove
#

weird, I'm pretty sure its working on my copy

paper hound
#

atm on the branch UE5-Main, only the directional light bounce

lavish grove
#

did you try 5.0 branch?

paper hound
#

yeah I tried it few days ago, and it didn't work

#

and now I've build from an older branch

chrome ingot
paper hound
#

this is what you get when you move a light in UE5EA showing the lumen GI scene

chrome ingot
#

yep thats on 5.0 build this morning

paper hound
#

so last commit was december 4th?

rancid kelp
#

where do i find the exe

#

๐Ÿ˜„

#

the issue was at the to it has to say unreal engine build tool

chrome ingot
#

this is my build from this morning

#

the unrealeditor.exe is in the binaries/win64 folder

#

"5\Engine\Binaries\Win64" for me for example

paper hound
chrome ingot
#

I dont see any commits from 12/4 today for me

paper hound
#

probably because we're not on the same timezone

rancid kelp
#

hey guys, no exe located here?

chrome ingot
#

yeah thats PST for the timezone for me

paper hound
#

Have you launched the debug @rancid kelp ?

rancid kelp
#

naw

chrome ingot
#

even then he has it sorted and its missing

#

so... your build didnt build lol

paper hound
#

I think you need to do it at least once

chrome ingot
#

I dunno what he is actually doing to cause all these weird issues, I've never ran into them before lol

#

its like literally setup file, generate file, open the sln, right click UE5 and build and done

#

yarp I do it every morning and pray for a successful build

rancid kelp
paper hound
rancid kelp
#

Thanks for all your help guys ๐Ÿ™‚ LOVE YOUS!!

paper hound
#

maybe my scene from 5EA is "corrupted"

rancid kelp
#

now to see if my project works with ue 5.1

chrome ingot
#

my example is a literal third person template with the light then cube added and the light adjusted, using latest 5.0 build

rancid kelp
#

lol