#ue5-engine-source
1 messages ยท Page 8 of 1
when i migrate my 4.27 project to ue5 all my includes are screwed up
4.27 projects cannot be downgraded to the older 5EA release
5.0 should be fine though
Ah, sorry, includes
normally in ue4 paths like Engine\Source\Runtime\Engine\Public are automatically added in include path
but in ue5 it is not the case
Which include is broken specifically ?
all the public include paths from ue5 solution
SHow an example, show the compiler output
There's no general change to includes in 5
actually there is no problem while compiling
but intellisense or the rider equivalent does not detect the includes
So what ? Intellisense has never worked
Buy Visual Assist, Resharper, or move to Rider IDE
Intellisense flagging perfectly correct code as wrong as literally a decade old issue
this is happening and this is from the latest version of rider
if i switch the same code to ue4 then this problem does not occur
I mean when i switch the same project to ue4
seems to be a problem with ue5 unreal build tool
No, it is not
UBT doesn't run in any capacity when editing
It only ever runs when compiling
This is purely, entirely an IDE issue, not an Unreal issue
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
No
also this cant be an ide problem because the same project is fine when i switch to ue4
Probably because the IDE doesn't update its cache and doesn't realize the entire engine has moved
If it compiles, then the code is correct and UBT works as intended
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.
Are you compiling the UE5 project or your project with UE5 source ?
There's like a x2 difference
But no it's not normal
Thanks for confirming. ๐ ๏ธ
I got that but which project ?
When compiling the engine solution, as opposed to your converted UE4 project, there's a shitload more to build
Compiling in the project solution is faster
And the CPU is 4 years old so maybe it tracks
Yeah I just dont like the super low cpu usage. I plan on upgrading soon anyway so that might do the trick
Yeah the low usage is suspicious
Sure the engine is on the NVME disk ?
Compiler too ?
Yep
HDD/CPU/RAM a combination of these most likely^^
but yeah compilation times on a HDD are higher than on a SSD
Interesting development. Reinstalled vs 2022 without incredibuild and now my cpu is pinning to 100 like it should haha. Going much much faster
probably
my compile times are extremely long on a hard drive and it's usage is usually at around 100% through most of it
it's not really that bad on a HDD, unless you're using a really budget one
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
Works fine, from what I can tell
Absolutely no idea why though - I have no screen percentage set here AFAIK
Wonder if other devs here use DLSS on packaged / standalone game on 5.0 source without that ?
SP set to 100, no TSR
Is there any guides to building branch 5.0 using VS2022? Most ive found are pretty dated or only for 4.27
Latest build crashes when attempting to build lighting using GPU Lightmass. Anyone experiencing this? Comes down to an orphan buffer.
as i know they added the support code and u can build the engine with vs22 without any extra actions !
same as for vs2019, it only asks for udating net framework dependency to version 4.8 twice
guide provided in ue github readme is more than enough
Most excellent! Thanks, just uninstalled VS2019 and will power thru it
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
No build errors, everything seems fine but the engine will fail to load the game
That's on 9c737b8c0e3035243b261e82c9ba12adb1aff056
it should be fixed on latest cl
the work around is to build once, (and get the error) go YourGames/Binaries/TArget/* and delete .modules files
Jeeze my laptop froze overnight compiling it
Shall I compile on my server?
Once built can I just upload it and download to my laptop?
Like do you get a proper executable etc?
Sorry I'm really nee to this
New*
On the server I got like 32 cores too
You can build your own prebuilt engine and get a nice launcher style release
One more, new procedural modelling tools (Geometry Scripting plugin)
@echo ravine I just want to build on my server and be able to upload it and download on my laptop to run it
I get the feeling but right now you kinda want to do weekly updates and fix errors yourself
Where did you install unreal? Try something very short like C:/Unreal
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??
@solid cypress It was on the desktop but ive put it in C:
Now its just sat on checking dependencies for ages
My build times are usually around 6-7hrs.
Man
volumetric clouds are so broken in UE5
sometimes they work sometimes they dont
most of the time you get errors for volumetric output
that make absolutely no sense
broken ahder
shader
those have been consistently working fine for me... I'm on latest from the 5.0 branch
GPU Lightmass is totally broken
Well thats lucky :\
I cant even use the volumetric output half the time with my own values because it just throws errors
the IF node also thinks I a plugging in values that arent Floats..
its just so gnarly
I know my shaders
its all I practically do
I've been using this material for volumetric clouds and it's been stable and good looking: https://www.artstation.com/artwork/18XRBo
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 ...
nice!
only because its fundamental to my game..
and ive been working on it for a very long time
awesome! maybe you can offer it in the Marketplace later on
I'm sure there will be demand for it since the default material is so ugly
anyone else getting a shader compile crash on startup with the latest commit?
This is probably a super asked question but what is the difference between the ue5 branches?
5.0 and ue5-release ? ๐ค
There's a ue5-release branch ?
5.0 is likely the next engine release, ue5-main is the UE5 dev branch
ue5-release-staging*
it for merging changes between main and release
Jesus how much space is needed to compile UE5?
It swallowed my whole SSD and then failed compiling
My folder is 215gb after compiling
my recently cloned and built UE 5.0 branch is 244 GB (only building for windows, and only built 1 thing)
300 for me last I checked
109gb, built from game project, virtual production plugins all disabled ๐
Combined with game project & DDC, it really gets huge tho. I recommend at least a 1tb ssd for development.
Yeah anything less is just not gonna cut it
The DDC is absurd stuff
And I recently found out that virtual textures have some kind of cache too
So those 2.5GB PSDs aren't any lighter in-engine
I really wish there was an option to disable all plugins by default when starting a new project
there's just a lot of stuff turned on that doesn't need to be
how can you disable plugins and have it use less space? ๐ค
I just jump into the plugins and start deleting stuff? ๐ค
I just disable them in the game uproject
I probably have some built plugin modules left over
My .uproject is like a megabyte at this point
Yeah that's what we're saying
The trick is to not build the UE5 project
Download the repo, generate the project files, map your project to it
Build your project
sometimes I have to manually edit them in
You'll be having 100GB instead of double
Of course creating a new project will always fail
did anyone compile ue5-main within the last 3 days? And does it start for them?
i'm getting a shadercompiler crash on startup, wondering if thats platform related or a general issue
Failed to compile global shader FClearVelocityGridCS
Yes, I complied successfully last night. Also I found a discord server that has a compiling bot that checks for you.
and you are able to launch the editor, too?
Yea it works
i'm on linux sometimes we get hit with bugs that don't affect windows. so this seems to be one
Well it also depends on which was the last commit you've got on your source control.
That commit might just have an error it in.
hm, can you post your commit hash?
will be there third programming/scripting language for ue5? like python
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.
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.
2022 works fine with UE5 source AFAIK. Dunno about third party but stable code needs no updating, newer standards usually don't break things
Linux support is generally good, but UE5 on Linux for development is probably pushing it a bit
Just finished building the 5.0 branch with vs 2022
im Still tryin to compile an "installed" build
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
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.
step 3: find out the commit you built from has a bug that completely ruins your project
Step 4: start at step 1 again
Yeah, it builds pretty much everything
can you not build the engine binary from a game project?
I mean, installed builds are meant to be a generic distribution
You can modify the filters file to change what gets copied
InstalledEngineFilters.xml iirc
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
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.
well, i guess it runs as stable as on windows?! that particular issue from yesterday is sorted out
the real issue is that Vulkan seems to not get as much attention as DirectX in the first place
Very few "important" platforms to unreal use vulkan. Linux being primarily vulkan results in them both getting less attention.
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.
Yeah, but isn't iOS metal? Which only leaves Android. Which is fine, but mobile dev is also very different.
And practically none of the reasons to be on UE5 right now exist for mobile.
Ye
Yep, that is indeed a platform that does exist mmhm.
The great thing about Vulkan is that it works on every platform except I think iOS ? Maybe the xbox ?
The not so great thing is how only Linux based platforms don't have an alternative
(not counting OpenGL since 2021 etc)
Jajajaja, i was using ue5EA-vs2022 instead of ue5EA-vs2022p6 xDD Gonna check again.
5.0 branch with release 2022 compiles anyway
You mean ue5-early-access ?
I was getting problems before. ( Like 4 days ago )
No I really did mean 5.0 source
5EA is 6 months old
This is the engine source channel so I'm assuming you're using a version from this side of 2021
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?
For many people out there the cutting edge is about performance, speed of execution, speed of compiling Shaders. Visual Studio 2022 64 bit takes 27 seconds, uses 1.1GB peak to load UE5 source and be ready to edit. Visual Studio 2019 32 bit takes 2minutes 23, 630k Peak and takes 2 minutes 23 seconds to be ready on a 16GB Win 10 latest build PC...
"5.0" branch
Third time I say it ๐
Not ue5-main, not ea, not anything
Just "5.0"
Thanks
@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
Has anyone had issues where bridge crashes the engine on MacOS
To create them? Or to use them? Creating them just involves running the build graph script. For using it, I have a pipeline that deploys the engine to any build agent - not much to say about this, it copies the files over and that's really it.
Does anyone know how to fix this
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?
Should be no need to integrate anyrhing
You just the need the ini changes in your project
https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Online/Steam/ - I know this is for the old 4.27 version, but isn't this the way to add SteamSDK to the Source build?
If not, as you pointed out, I just need to make a new plugin and add it, or what?
Documentation is a mess, sorry to bother too much.
This still wasn't relevant in UE4
There is no need to add anything but the ini setup
Those steps are for updating the Steam SDK which almost no one needs to - doc has always been very unclear on that
Start from "configuring your app settings" and it should work from there
Other poorly documented facts include how the editor removes all online support, and how shipping builds require to be started from Steam
MMM... and what if we need to? We should have to implement new code? should the SDK do it by itself?
You very likely don't need the very latest steam sdk
Ok, thanks
If you do then yeah follow those steps, never done it
Check out advanced sessions if you didn't, it's a somewhat foolproof way to get Steam working, with the caveats above
I forgot one that's "need two machines with two steam accounts" but hey....
No, I didn't finish it ( you mean the advanced section on the doc, right? )
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?
Advanced sessions is a plugin
-2022 is not needed if you don't have 2019 on the machine
And no should be fine
Ohh, then, no I def did not. Gonna check it once I can compile the Editor.
Even if I got it before, but uninstalled? I got unlucky in the past, because registry keys laying around with other programs xD
Btw I wouldn't start multiplayer with UE5, you'll spend your time wondering if it's an engine bug or you
For the time being, I just want to learn about it as much as I can xD But thanks for the Tip ^^ Will wait for the final release.
Thanks, again, for all the help @echo ravine ^^
Anyone know if the latest commit is any good?
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
how far are we from stable release?
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.
I don't know if it was here that I messed it up. Should I set 4.8 or stay in 4.5?
i went to 4.8 because I couldnt find 4.5 in 2022 and didnt feel like reinstalling the older VS
So... it's totally safe? Then, what on earth did my error come from...
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
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
Also, any git gui recommendations over sourcetree?
i personally use fork
ahh cheers, I used that a long time ago and forgot about it, going to try again
Fetch and pull? I just download it with git clone...
And don't know. I build it but the editor or the Projects weren't working right.
Is it freezing entirely? Or hitching for a while? Wondering if you're hitting an ensure which can freeze for a bit.
Yeah entirely, every time it freezes I've left it for 10-20 minutes and it wont unfreeze, next time I'll check logs and output, I'll grab a clean zip of the latest and see if it's still happening, I'm sure it's from me improperly updating with git
(PS, anyone have a dark mode alternative to BareTail?)
@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
So, by compiling you mean rebuild it?
My problem also extends to other working projects in ue5ea2 on epic launcher ( Working only with blueprints ).
Can someone give me the role of Absolute Newbie, please? hahaha
project doesnt compile the module on creation which it should so I have to build the project inside VS
im sure its a vs 2022 issue but it does work once I manually build the project
Ok, but can you explain it step by step? please
open the solution file in your project, right click on the project name on the right in the solution explorer, click build
then it should build the module and you can open the project as expected
I should do that every time I start the editor or new project?
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
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.
well vs 2019 is still probably going to be the recommended version on launch, no real need for 2022 right now
MMM... but 2022 runs faster, or makes it run faster... doesn't it?
Any way, gonna try one more time, if it fails, i'll go back to VS2019 and the normal editor on launcher.
You can use 2022 as your IDE with the 2019 compiler.
Will I still benefit from VS2022 boost? If so, tell us how.
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
So that's my case. I mess it up on my solution, so I've to start over. What's headlesschaos anyway? ๐
vs2022 compiler builds the whole engine without issues
True, but the syntax highlighting doesn't work that well
From my knowledge, that's problem of IDE, but not compiler.
The syntax highlighting was always problematic tho, you can go with other IDEs like Rider.
I tried every way 
Nah, Rider doesn't have any syntax highlight issues. vs2022 build tools + Rider is best combination for development imo at the moment.
Not sure what's the problem, it works without single issue.
Even macros ?
Yes, everything.
That's what I am doing. I still like VS in general a lot, but rider has too many nice things that I just can't pass up
I was just wondering about the commands to execute the build, some command wasn't working correctly for me but I have figured it out ๐
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
How could I add my own template, and update the template menu to only show my template, and show it by the right name?
Please ping me if you answer so I can see it later.
it's working
just disable those enterprise plugins
seems like nobody cares abouut them 0o
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 spacefew 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
100% CPU and memory is not related to Rider at all, and the heapsize problem I had that all the time with VS Studio, it's literally the nature of compiling, if you don't have 4gb of RAM per thread then you should limit the MaxProcessorCount in your BuildConfiguration.xml
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!
You can get away with 2gb per thread but then you will need a huge pagefile
From what I see in Task Manager, the Rider.Backend process is the one, that takes all resources and I never had such problem when working from VS, so I'm quite sure that the problem is connected with Rider
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
The heapsize problem appears when compiling regular code or the source?
Regular, my suspicion is that compiler just don't have enough memory because it is all taken by backend process
Yeah that's pretty bad
To be clear, this is not a regular thing, happened a few times
But yeah, UE5, Rider, VS 22, they are all getting memory hungry, it seems that 32gb of today is the 16gb of yesterday
My next upgrade will be 64gb because the pagefile is eating my SSD
There was a bug like this they fixed not long ago. Are you on the latest Rider version? Try doing a check for updates
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
Yeah, checked that, says no updates
From what I remember, it happens during processing unreal asset, not code parsing. It happens every time I open the project, I've worked with it quite long enough for Rider to finish all initial parsing
Though now from what I see JetBrains tells to install Link plugin to the project and not the engine for UE5, this might be the problem somehow? Will try to move it tomorrow
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
In UE5 there's a new setting where every BP object is placed in separate file, increasing the number drastically and Rider chokes on them, unfortunately, and eats a lot of memory. As a workaround, you can disable blueprint support while we're working on the fix
Ah, yeah, makes sense, I saw it is parsing a lot of assets with really generic names. Gotcha, thanks for help
Hah, I actually planned to ask you about this. Good to know. I was confused because I was under the impression that uasset files are handled by RiderLink and not the Rider itself.
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
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
Just FYI, in my case Rider was processing files from the template projects, we don't have "One File Per Actor" enabled in our project. Not sure if this is expected behaviour or not
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 ๐
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
"Templates" as in /Engine/Template/<TemplateNames> ?
We check it (with Switch SDK) as well as GitHub version
Not sure right now, to be honest, let me recheck, there is also something in /Engine/Content/Maps/Templates
But anyway, disabling Blueprints Support indeed fixed the problem, thanks for the help
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
nah, they are updated at the same time now
nope, compare this for example
Water plugin history in ue5-main: https://github.com/EpicGames/UnrealEngine/commits/ue5-main/Engine/Plugins/Experimental/Water
Same in 5.0: https://github.com/EpicGames/UnrealEngine/commits/5.0/Engine/Plugins/Experimental/Water
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!
For me everything about heap horror(i too have 32gb) was solved by this and absolute ZERO heap errors on building:
on my 3700x cpu, you might have to lower count even more if you still get heap error.
Rechecked, sorry for the misleading information, jumped the conclusion here, it is mostly assets from _ExternalActors_ from /Engine/Content/Maps/Templates and from World Building plugin
Interesting. Would be a useful option to provide masks to ignore some assets from indexing
yes, large maps are now leaving thousands of files under ExternalActors
I would assume that anything, that is in the engine folder under _ExternalActors_ is not related to the project? Unless you work on the engine content/plugin
Turns out BP indexing has been significantly improved in the dev build, so "One File Per Actor" doesn't affect Rider anymore.
Build will be available soon-ish (end of next week, if everything's good)
I'm using this build at the moment, P4 based UE takes up around 4GB of RAM at idle eg after indexing everything.
Yay, this sounds nice!
That's fantastic news!
Looking forward to build!
hello, which commit of ue5-main can be built on MacOS Monterey with M1 chipset?
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.
which branch?
I was able to build 5.0 from this morning without any issues here
I will try it this morning
have you used it too? how is state with landscape. I do not even bother to try compile until landscape materials are working again. Thanks.
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
landscape (and landscape materials) works fine for me on latest 5.0, though there is an issue I mentioned here #ue5-engine-source message
Work fine for me, I compiled latest from ue5-main late last night (around 22 hours old)
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:
Do I need to install the .net workloads as well in VS to use c++ with ue5?
try this https://download.visualstudio.microsoft.com/download/pr/e2c406c9-d40d-442c-b6cd-bc60a84d159f/556f8d45b3f5fa932785e138468a6ee3/dotnet-sdk-3.1.115-win-x64.exe , its from one of the pinned comments in the UE5-general channel. and yes you need some .net when working with UE
works for me
yes
Gotcha
I'll try that and see if it works out
Do I need all of those or just the newest ver?
open the installer, click modify on your version you are using, then individual components at the top
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
Looking to do c++ projects in unreal but that failed
should try installing that runtime I linked, its for the hostfxr issue
I'll try this first and see what happens
https://i.imgur.com/5duBpCv.png
Any idea why this happens? I get login promp.
With SourceTree and I tried Fork as well.
Started happening few days ago.
I updated to latest last night
for ue5-main
and nothing will compile in the project now
but the engine compiles
thousands of errors
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
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
Thanks, yes i have instance based materials and yes it has been issue for weeks. Thanks for pinpointing more details as i did not know about instances is linked with issue.
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: ')'
This is ridiculous. I'm going to have to delete all 1k+ occurrences of UE_LOG apparently.
Anyone else getting permission errors with Setup.bat on latest commits of 5.0?
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
I believe you're looking for Editor\UnrealEd\Private\Toolkits\SStandaloneAssetEditorToolkitHost.h and need to change the DefaultMenuWidget.
Something like that.
After 16h of building UE5 from source I get this... ๐
Close the error list and never open it again, look at Output log for errors
Sounds like not enough memory though
Anyone have luck building a project with UE_LOG macros with the latest ue5-main?
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?
He mentioned it above, like 10-15 messages ago
no issues here
latest 5.0 build
using latest VS 2019 for reference, and the build was from an hour ago
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?
grab it from https://dotnet.microsoft.com/download/dotnet/3.1 , 2022 is not the version that the engine is compiled against so stuff like this is bound to happen
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
5.0 is probably a better choice than main
it should more accurately reflect what we will get when it comes out
No, main is for 5.1. You should probably use 5.0 unless you want to be stuck in 5.1
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?
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
5.0 is in polish phase now. They are not going to rock the boat with brand new stuff now
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
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
my zip download of the engine is called "UnrealEngine-5.0" so am I on the correct branch?
If the zip is named after the branch then yes
5.0 = 5.0
Main = 5.1
oh good. Finally did something right
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
Houdini doesn't work in UE5 at all? Thought it did!
I'd imagine external plugins are waiting on a stable release, so their current support for 5EA isn't a big indicator IMO. Best avoid a shaky API that's not used by many in the first place
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
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?
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
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 ๐คท
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.
I am trying to figure that out. But my build never finishes (trying to build normally first).
If I use 5.0 I have to use VS 2022? 2019 doesnt work it says. And with 2022 takes forever - seems like literally. 6 hours + .
Any suggestion?
r5 3600 other stuff is quite good. Before it took up to 2-3 hours.
Ok. I give it a try soon. Thanks.
< 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
Does it work without the last parameter, by any chance?
Like hardcode a string into the third parameter instead
Sure I can try that, but it seems to ve complaining about several parts of the statement
This seems relevant:
https://forums.unrealengine.com/t/mac-log-function-names/72424/5
It might be all UE_LOGs using the TEXT(__FUNCTION)
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.
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
I'm glad I could point you in some vaguely right direction, but the fix sounds... Sketchy.
Maybe post in #cpp ? You've identified the culprit, someone with more CPP experience might help you arrive at an actual solution :)
Agreed. It is sketchy. I do appreciate the help.
https://i.imgur.com/zczTnYG.png
Any idea?
VS2019
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.
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
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.
This branch specifically.
https://github.com/EpicGames/UnrealEngine/tree/ue5-release-engine-test
is UE5 supposed to be taking 190gb built from source? and is there anything i can do to reduce the size?
'
Yeah, it is. You can go to about 100GB by disabling every plugin in your project, and compiling UE5 from the game project directly
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
Re-read what I wrote
And probably delete Intermediate/Binaries before doing that, you'll want a clean start
I'll try that thank u
With the above instruction to create a local build here:
https://discordapp.com/channels/187217643009212416/847540731157413928/916264809895432202
I manage to do a build that is around 70GB... When the instruction works ^^
I had no luck either. I am trying to build 5.0 branch. I think this is the one everyone suggested if I am not wrong.
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
when you say 5.0 you talk about the master branch?
Because the readme actually advise to try to compile from a release branch
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?
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
Alright, that's great to hear, thanks!
How do I do that?
No, there is branch called "5.0" .
OMG
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.
Generate project files for your project after associating it to the source build and just build your game from VS
Ohhhh.. this I like!
also support for landscape lumenshould land soon once the git sync pick up
and actually shitload of optimizations for Lumen/Nanite
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
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
damn so which one should i try ? release-staging?
I think yesterdays commit on 5.0 was fine, 639e3508c4c93f3e22726c2a63836f480e9df522
thank u for that
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
nice
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
ooh makes me wanna try source builds again. When is this going live?
After building from source is it normal to be stuck on 1.140?
no, but you installed incredibuild so its possible its using 1 core. uninstall incredibuild unless you are paying for it
ugh latest source build doesnt generate project files
everything should work now
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 ๐
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 ๐ฅ
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 ๐
So, yeah UE5 EA is more stable than Unity LTS ^^
by any chance @lofty idol do you know the differences between these branches?
can't find proper explanation anywhere
seems DLSS doesn't compile on latest 5.0, anyone got it working?
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
I made those changes but it seems to have changed in todays update
I had it working previously
they had over 500 commits between yesterday and today... they commit faster than what I can build ๐
I left after they deprecated unet and said stay tuned for the new networking features. Like who tf deprecates without a replacement.
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)
They said in a video, that the plan was to have nanite on skinned mesh
Does VHF work on skinned mesh?
You lost tessellation on skeletal meshes and gained GPU Compute, you can use to apply custom deformations to skeletal meshes
where is the problem ?
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
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
Does lumen work properly for you?
appears to be ok but I haven't fully tested it
On my side with the lattest UE5-Main, lumen works only with directional lights
the other lights are not bouncing, unlike in UE5EA
UE5-Main is always broken, its the live build.
UE5-Release-Testing is more "working"
completing a build doesnt mean features are working
last night on a main a bunch of bad pushes got resolved, those havent been propagated to release test yet.
damn it :p
read the commits.
well, they did about 500 commits, I'm sorry I didn't read it all
cool
none of it is ready for production work. so dont expect anything to not break.
ofc, and I'm not expecting it to fully work ๐
Ive just been tinkering with visuals in 5. and doing actual logic basic work in 4.27.1 for now.
I was maintainting before 4.26, 4.27 and 5EA
but after 4 months of maintaining all, we migrated on the 5EA
ya 4.27.1 pushed past 5EA so the levels arent compatible, so I had to stop using 5EA
And now i'm looking into what's going on on the 5.1
good think i stopped using the 4.27 :p
too many things dont support 5 or 5.1 yet for me to fully use.
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 ๐ฆ
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?
The current version on UE5-Main does compile and build out without errors btw. first time all week it has worked.
"current" is pretty useless without the specific commit that you've built
@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
Lol
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 ๐ lets hope that comes with a preview-1 release
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.
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
...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.
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
uhh from ue5-main? thats ... odd, since that is already 5.1
Idk, maybe the EA was 5.0 and the first release will be 5.1
that makes absolutely no sense. Do we even know if this user is an Epic employee?
anyone can open a PR
Hum
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
Epic wouldn't be using a PR to prepare for release...
they do that stuff in perforce lol
indeed
This is just some random person who made a dumb PR
I would have expected them to lock the PR to prevent that ๐
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.
But that should be closed then, are they closing the pr time to time?
Well that explains the 1k PR lol
or maybe
everybody worked on Chapter 3 Fortnite ? (;
they did looked at them often two months back
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.
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.
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
yeah what had me thinking about ue5 releasing soon but a lot of seems to be pending in the nanite and lumen scene for that ๐ค
i'd say it is at least 6 or so months before release
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 ๐ค
I was not able to compile Houdini for 5.0 as well. Got some errors. If anyone had better luck let me know.
SideFX said on their latest git that its updated to latest 5.0 but no luck for me.
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
There is a new AI system in ue5?
But 5.0 changes many times per day, so just because it worked at one point doesn't mean it works with the latest right now
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).
https://twitter.com/Skylonxe/status/1443233902827606016
This I guess.
Yay an FSM for AI, and with visual representation, cool stuff
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
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
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
I had the same issue... Some Double not working with Float in blueprint ๐ I was happy that blueprints are only 1% of the project
Does anyone have the most recent commit of the source code of the engine that builds please ?
Error on a Blueprint pin sounds like it compiled just fine and you have changes to address
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
Yeah but Lumen don't work on that commit ๐ฆ
I must be incredibly lucky because every 5.0 commit I've used worked
all that work from the last week finally fixed the path tracer on AMD cards
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
weren't FSM and BT the same thing?
no
what is new about the navigation system?
mistake made by everytone who does not have base understanding of graphs
FSM is cyclic graph structure
BT is acyclic graph
Not much experience with AI pardon me
one can loop
haha, from my experience people with years of experience, still dont understand it
;d
Dont services do that stuff as well?
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
whats the point of FSMs looping then? What are the pros and cons?
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
no clue
Some know when Lumen was properly working? Any commit number I can check?
error : Unable to instantiate module 'HeadlessChaos': System.IO.DirectoryNotFoundException
Doesn't look like the latest branch builds
71cff87772f45665001a33e1e1acb7528db00d72 was before they made the recent lumen changes
seems like the fortnite ue5 leak is solid
the client was released yesterday no?
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 ๐
yeah Epic isnt pushing this with a big reveal or even an announcement, so probably more to come soon
How can I access UE5.1?
5.1 is just the ue5-main branch. Doesnt really have any features atm beyond the 5.0 branch which is generally more stable
Nope it's while compiling
Tanks i'll give it a try
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
91ddb890213e584edd76987591cfa9bcb3f2188a works for me including Lumen
I am pumped for full release ๐
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.
i've never had success with zips
guess ill wait and see :/ Does anyone know how to bypass the issues of downloading from URL, says my username and password is invalid.
try using the https url if you were using SSL method? might be your local key config is invalid or something like that.
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?
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 ๐ฆ
And I am sorry before for my actions. I do apologies. I did not mean to get angry with you.
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
was this thru githubdesktop or zip?
was thru fork and the .zip file, both are the same core files
keep in mind main and 5.0 are not the same
All good ๐ did you run setup.bat after unzipping and before compiling?
Yeah, i did all of that, followed the instructions accordingly. I just hope it does not error, last time it did a build, it errored after building for 3+ hours....
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
which project are you building on the right?
the entire one or just UE5?
yeah you should be right clicking on the UE5 alone under engine
no reason to build all of the programs that you dont need
Thanks ๐ lets try and do this again
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
for me it's more 40min x5 ๐
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
it's been 3 hours, and next step once it's build... it will be 3 hours to rebuild all shaders
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
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
2 errors this time
this time i built engine/UE5
im going to just start fresh again
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.
Ill try this github desktop again
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
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
That's good to know ๐
but if that file is missing on your side, its a your side issue ๐ฆ
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.
that should be the url
well thats the repo I guess
yeah github desktop never seems to get recommended
ill just download the zip again.
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
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
I renamed the Folder to UnrealEngine
after extraction
I use gitfork it's super nice
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
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.
it shouldnt nuke .cpp files, and no issues with w11 here and that file
I'm building on W11, no issue so far
hmmm..
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
It's risky to build from a zip
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
here is git fork : https://git-fork.com/ ๐
OH really?
should i do the desktop?
even worse
something like c:\source\ue5 or something closer to root yeah
the shorter the path is, the better
and beware the current version of UE5, lumen is broken ^^ (current as commits from december 4th)
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?
Jesus lol
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
wp also broken?
i am not to worried about lighting right now, just doing my blueprinting.
dont see the "enable world partition" in project settings
its on by default now
That you should also be worried about it ^^...
is this better?
should be safer yes
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
If my BP's dont work, ill just make a copy right now to back up my workflow, and go back to EA
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
why you want to go in all that mess of building the engine for hours?
I came across a bug in my blueprint where i have to recode a very long Custom Event... I really do not feel like doing that right now, so i thought i'd give this a go (Recoil Code btw)
Well, make sure you launch compilation before going to sleep then ๐
cause it doen't take between 10 and 40 min as they're saying
to my understanding, UE5EA is based on 4.26 while the current git hub repository is based on 4.27.1, so maybe you could try to reproduce the bug you have in UE5EA into 4.27.1 to see if it also occurs
Right click GenerateProjectFiles as admin as well right?
hmmm cleaver
I didn't have to do it, but maybe on your computer it's necessary
and your last issue was literally a missing file.... soo....
No i'm on W11 with VS22, and it build just fine
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
finally after 4hours ๐คฃ
Should i set that to that?
you can ignore the top, just right click the UE5 target on the right and build
the first time i've build UE5, I followed that one: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DevelopmentSetup/BuildingUnrealEngine/
if you really want it to change you set it as the startup project
wait one more
Waiiit no way it goes that fast
yeah the first is just the UHT
also it looks like you might have installed incredibuild
should be done in like 2 minutes
thanks for all the help guys
you guys are awsome btw
brb going to store ๐
I'm curious to see how fast it build on your computer ๐
12 core is what? about 40 minutes I think
egh more shader to compile...please kill me
then it will got to 75% and compile more shader ๐
and then once i open my project ...9k shader to compile
yay another 3 hours to watch bars moving
2000 more to go just got back ๐
i hope it compiles!!
Yeah 12 cores 24 threads, i use them all!
well dont delete anything if it doesnt this time, just fix the issue
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
Notes on problems encountered while building the ue5-main branch and their possible solutions; pieced together from various sources as well as trial and error. This document gathers these ideas in one place.
found this, if i have any issues again after this build
I tried it and it doesn't work ๐ฆ
it's only the directional light that works ๐ฆ
i am using the latest 5.0 and I get it?
it should be like that
it is like that for me?
No it's not
you can see in your screenshot the light don't do anything on the scene itself
It doesn't bounce
weird, I'm pretty sure its working on my copy
atm on the branch UE5-Main, only the directional light bounce
did you try 5.0 branch?
yeah I tried it few days ago, and it didn't work
and now I've build from an older branch
I could be wrong but this looks right to me? https://i.gyazo.com/ba7ab2925d8d27f98f5bae46f70d3b16.gif
this is what you get when you move a light in UE5EA showing the lumen GI scene
yeah it does
yep thats on 5.0 build this morning
so last commit was december 4th?
where do i find the exe
๐
the issue was at the to it has to say unreal engine build tool
this is my build from this morning
the unrealeditor.exe is in the binaries/win64 folder
"5\Engine\Binaries\Win64" for me for example
im on
I dont see any commits from 12/4 today for me
probably because we're not on the same timezone
hey guys, no exe located here?
yeah thats PST for the timezone for me
Have you launched the debug @rancid kelp ?
naw
Here, look at how to launch the instance
I think you need to do it at least once
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
I tried a similar setup and nop... not working ๐ฆ
Thanks for all your help guys ๐ LOVE YOUS!!
maybe my scene from 5EA is "corrupted"
now to see if my project works with ue 5.1
my example is a literal third person template with the light then cube added and the light adjusted, using latest 5.0 build
lol

