#ue5-engine-source

1 messages ยท Page 9 of 1

lavish grove
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it might be worth checking your DefaultEngine.ini in your project too
you can just rename it to reset the rendering setting temporarily

rancid kelp
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really nice bricks tho

chrome ingot
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yeah I agree try a new project just to be safe to test this lumen issue

rancid kelp
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AAA quality

paper hound
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Damn it...

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yeah it's normal, it's not meant to be real-time real time

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then it's called raytracing and well, you know what it does haha

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that will fry any peasant PS5 T_T

rancid kelp
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lol

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Yikes now i got to rebuild all my plugins from source ugh

paper hound
rancid kelp
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I cant figure out SC for the life of me

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i can make a whole advanced blueprint but this stuff im DERPPP

paper hound
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You should really try it, cause losing your stuffs because of a bad copypasta is the most demotivating stuffs a project can have

rancid kelp
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cd C:\UE5\Engine\Build\BatchFiles\
RunUAT.bat BuildPlugin -plugin="C:\Users\user\Documents\Unreal Projects\projectname\plugins\BlockoutToolsPlugin\BlockoutToolsPlugin.uplugin" -Package="C:\Users\user\Desktop\plugins\BO"

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i mean this should work

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ini
BUILD SUCCESSFUL
AutomationTool executed for 0h 0m 52s
AutomationTool exiting with ExitCode=0 (Success)

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yeah this should work for all plugins, they all where converted in the first place lol

paper hound
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I don't get what I need to do to make the scene similar than a New scene

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is it in the World Settings?

chrome ingot
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so a new scene in the same project is fine, its just that one scene?

paper hound
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I've tried other old scenes, and they have the same issue, however new scenes don't

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to make new scene I simply do empty level

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I've reset all the world settings hopping it would be that, but no

chrome ingot
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well your blank level has no lighting or PP as well, so those could be causing issues

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same with stuff like atmosphere, etc.

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it could also be something weird with the build data if you want to delete that for the map

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you could always try migrating the level to a new project as well, see if it happens

paper hound
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yeah it's what I'm trying

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Ok it get even more strange...

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i've done what you've mentionned ...
Moving the persistent level to a new one... and Adding the rest in addditive

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like that I get rid of the settings of the first scene and use a new scene for it

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Well it doesn't work...

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But if I add the new scene that works

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Well...it works

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SHIII... I think i found the issue...

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yeah wait a minute im trying to make sure it reproduce correctly

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ok nvm, I thought I got it... but no

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My scene is very far away from 0,0,0

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and i thought it was that

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I think I found some sort of an edgecase or something very wrong

chrome ingot
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if you replace the mesh on the bottom with a cube mesh, does it still not bounce by default?

paper hound
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well the strange thing, is that If I go up... the light change... and the pink light also don't look the same

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nvm that's the directionnal light that does that

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removing the directionnal light...

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there is no bounce when it's too high up

chrome ingot
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on your mesh, is Affect Dynamic Indirect Lighting enabled?

paper hound
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Event better I got the exact height where it get fucked up

chrome ingot
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yep I can confirm, its an issue at that number here as well

paper hound
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it's odd... UE5EA didn't had that issue

paper hound
chrome ingot
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any point light with Z of 131080 or higher doesnt cast light

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the white light is 10 Z lower than the pink

paper hound
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Do you think it's by design ?

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Like some sort of an optimization they've done?

chrome ingot
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I should rephrase that, its doesnt seem to be contributing to lumen GI, the light still works

paper hound
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but in UE5EA the GI works at any position in the world

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here as soon as you go above 131080, the light don't contribute, except the direction lights

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doesn't matter where it is

chrome ingot
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yeah direction lights dont have a real location is probably why, just a direction

paper hound
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indeed

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the limit is Z 131071.9

chrome ingot
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anyone ever mention it in #lumen ?

paper hound
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can't find any mention of that...

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i don't think there is tons of crazy people trying lumen over 131071 units on a random version of a git version of UE

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Shall I bug report it?

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Or it's by design

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That value in a way look a bit random

chrome ingot
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well if it was working and now its not, its probably both lol

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I know there is work on converting all values to large values so that might be a side effect of it

paper hound
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well not that random...

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2048*64 = 131072

chrome ingot
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yep

paper hound
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I guess i'm good to report a bug then T_T

chrome ingot
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I would, at the best it fixes it

paper hound
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damn

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I can't report bug above the EA

chrome ingot
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I'd harass the people in #lumen with atleast the info, maybe someone in there has a solution

paper hound
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Lol

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Hum...what about X and Y...

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is it also contained in a 131072 units

chrome ingot
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yeah its a math thing

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probably some max range it uses to gather lighting in

paper hound
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annnd yes

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Am-I brave enough to find the line in code ?

chrome ingot
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I went looking and gave up because I really dont know how the rendering code works lol

paper hound
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lol

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I'm surprise I can find some mentions of that number already...

paper hound
chrome ingot
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my projects are just full of junk lol. and you might not even need a project to repro since its nothing unique to the project

flint loom
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I'm working with the chaos vehicles, and I need to edit/access the values of the Vehicle movement component at runtime. I'd prefer to do it via blueprint, but I'm fine with doing it by callable functions in my subclass of WheeledVehiclePawn. But I cant access the variables as its defined under private:

flint loom
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Can I simply move it down a few lines into public: without breaking things? Or am I better off doing something else?

paper hound
flint loom
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my source code is compiled from github as of Nov29th

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so it hasnt been broken for me, just the bugs that existed at the time

paper hound
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Ok I got a video of the issue with X and Z failing ๐Ÿ˜„

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I told you, lots of stuffs are modified in 5.1 vs EA

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like some stuffs to remove form the scene... before it used to be "MarkPendingKill" and now it's "MarkAsGarbage"

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you will need to go in the sourcecode an figure out how eveything got modified ^^

rancid kelp
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Yeah well im out here modifying so many files lol I hope this is worth it in the end. i got one plugin working by editing in c++ but the others, name errors, and blah blah blah.

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I hope EA and 5.1 will be the same in a few months.

limpid light
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5.0 is the first release ๐Ÿ™‚ 5.1 isnt until late 2022. Be careful not to get stuck with 5.1 assets, then you wont be able to migrate your project to the official 5.0 release

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ie any assets you save in a build built from ue5-main has version 5.1 and wont open in 5.0

rancid kelp
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Should I just go way back on the comits, and get to the point of 5.0 to 5.1

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?

limpid light
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Use the 5.0 branch instead of ue5-main

rancid kelp
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all my assets loaded just fine btw in 5.1 its the plugins.

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thank you

limpid light
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yes your asset will load, but anything saved with a 5.1 version will NOT load in an older version.. and that includes once 5.0 is officially released

rancid kelp
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i will just compile this version 5.0 instead of 5.1

limpid light
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My project is stuck on ue5-main because of this, at least until 5.1 previews start ๐Ÿ™‚

rancid kelp
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it makes no sense to release 5.1 to public without a 5.0 release...... Also without the proper documentation.

limpid light
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Correct, the first official public release will be 5.0

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This is just the workflow of Epic, once they stabilize a release version it's moved to its own branch and the main branch increases in version. Any work that is not scheduled to go into the next release (ie 5.0) now goes into the main branch and will be release with the next next version

rancid kelp
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5.1 does look really awesome tho. The GUI is way overhauled lol

limpid light
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There is very little code in the main branch (ie 5.1) that is not also in the 5.0 branch

limpid light
rancid kelp
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SO in theory

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If I continued to build on the 5.1. Everything i do will have to stay in 5.1 there is no going back. You would have to wait for a stable build to release a test demo for your game, and most plugins, would not work.

limpid light
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yes, as soon as you save any assets in your 5.1 version you cant open them in 5.0

rancid kelp
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Alright that solves that issue.

limpid light
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its easy to get most plugins to work, its the .uassets files you create that are the main problem

rancid kelp
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Ahh so we need to wait for a better system to be released.

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this is why its pretty much a "test demo"

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try this out! see if you like it!

limpid light
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there wont be any better system, this is just how the versioning of the engine works ๐Ÿ™‚ you can open assets in newer version of the engine, not older than they one they were created in

rancid kelp
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Have you tried to compile a project in 5.1? I know you cant in 5.0EA with plugins

limpid light
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yes the game Im working on is in 5.1, since we started before the 5.0 branch was published

rancid kelp
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How did you migrate plugins?

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RunUAT.bat BuildPlugin -plugin="

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im doing that method

limpid light
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I just fixed the source and the .uplugin files manually then recompiled everything

rancid kelp
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and its telling me my plugins are not created for this version, even tho they all are recompiled

limpid light
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yes, look at the .uplugin files. They probably have an engine version there.

What plugins are these, you created them?

rancid kelp
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let me load an example

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BlockoutToolsPlugin

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this plugin was recompiled with the RUNUAT.bat

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then tells me this, even tho i recompiled it.

limpid light
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open and build the source in visual studio, not like that

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just like that second error message says ๐Ÿ™‚

rancid kelp
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meh dont have the source code for any of these ๐Ÿ˜ฆ

limpid light
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well then you cant use them

rancid kelp
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but thats the thing tho

limpid light
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are you sure? must code plugins ships with source code

rancid kelp
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i rebuilt them all from 4.26 to ue5.

limpid light
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open your plugins folder there and look inside

rancid kelp
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\BlockoutToolsPlugin\Source\BlockoutToolsEditorPlugin

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this is the source code?

limpid light
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yes, look in the private folder for example

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Ok do this, right click on your plugin.uproject file, and choose "generate project files" Then open the resulting file in visual studio and compile

rancid kelp
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not a c++ project.

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its bp

limpid light
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should still work

rancid kelp
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ill create a c++ project

limpid light
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should still work, try it

rancid kelp
limpid light
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well if you cant open the editor that might be tricky

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but yes you need a c++ project in order to properly compile your plugins

rancid kelp
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ill make a c++ project just to try and fix plugins

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that might work

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then take the plugin and add to my realproject.

limpid light
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btw almost all of this has nothing to do with UE5 and works the same in UE4 ๐Ÿ™‚ either try in another channel or you can msg me directly if you get stuck again

rancid kelp
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alright bud

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thanks!

limpid light
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np! we've all been there ๐Ÿ™‚

rancid kelp
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I guess ill be sticking with 5.1 ๐Ÿ™‚

limpid light
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As long as you accept you wont' be able to use the official 5.0 version once it's released for your project, and you will have to build everything yourself from source until 5.1 will be released then that is ok

rancid kelp
limpid light
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Good luck! Look forward to see what you'll make

rancid kelp
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ue5 i had the right hand in the back because i was not using it and this was JUST a left hand curl animation.

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now it takes into account for other things xD

slim violet
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You could look at their last commit date and then use that to look up what commits align with that time and start working your way backwards I suppose

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@crimson graniteJust create the directory path that it is looking for. I did that and the warning went away

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omg. I want this notification to stop

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It's so flipping annoying

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I'm using a source build. Stop telling me to update my freaking bridge from the launcher

jaunty mango
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ERROR: Unhandled exception: System.UnauthorizedAccessException: Access to the path is denied.

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why is that?

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when generating VS project files for the game project?

jaunty mango
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idk i already gave it all the possible permissions

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what am i missing?

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windows permissions never work for me

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there are no such problems with the official version of the engine, and custom build is located in the same folder, if that matters

cedar tree
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where have you installed your stuff?

jaunty mango
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C:\Program Files\Epic Games and then C:\Unreal

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i just dont understand, why unreal from launcher is working fine when it's literally next to custom build

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what's the difference

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actually i tried to generate project files by command line with admin rights, and Access error disappeared, but then i had this:

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it seems that all these errors are related, because this project works fine with the same UE build on another pc

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but on my pc, i have no rights

echo ravine
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It's unlikely to be a permission issue

cedar tree
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modifying stuff under program files requires admin rights

echo ravine
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I don't believe anything is being modified there

jaunty mango
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wherever i place it, i need admin rights - to run Setup, to generate UE project files, to build UE, to generate game project files

echo ravine
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When you're saying you need admin rights - how do you know that?

jaunty mango
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because when i run anything without admin rights - i get an error

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access denied, no permission etc

echo ravine
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So what is the first error you get when running Setup.bat ?

jaunty mango
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Checking dependencies...
Registering git hooks...
Access is denied.
Access is denied.
Access is denied.
Access is denied.

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but actually i already installed it with admin rights

echo ravine
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You need to grant yourself permissions over that folder

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And if you in fact installed it with admin rights that's likely the issue

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Any file created as admin cannot be overwritten by a user

jaunty mango
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okay i will try from the start then, without admin rights

waxen socket
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Just to update you guys...

From this commit : a87daeb7cd849129897cee47c3d8e7e1de59cc56
If after running everything (Setup.bat | GenerateProjectFiles.bat | Compiling every UE5 programs)
I run this 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 get after a while this error

LogInit: Display: Warning/Error Summary (Unique only)
LogInit: Display: -----------------------------------
LogInit: Display: LogBlueprint: Error: [AssetLog] D:\unrealprojectfive\Templates\TP_VehicleAdvBP\Content\VehicleAdvBP\Blueprints\ChaosVehicleBlueprint.uasset: [Compiler] In use pin  <Unnamed>  no longer exists on node  Set Float Parameter . Please refresh node or break links to remove pin. from Source: /Game/VehicleAdvBP/Blueprints/ChaosVehicleBlueprint.ChaosVehicleBlueprint
LogInit: Display: LogBlueprint: Error: [AssetLog] D:\unrealprojectfive\Templates\TP_VehicleAdvBP\Content\VehicleAdvBP\Blueprints\ChaosVehicleBlueprint.uasset: [Compiler] In use pin  Target  no longer exists on node  Set Float Parameter . Please refresh node or break links to remove pin. from Source: /Game/VehicleAdvBP/Blueprints/ChaosVehicleBlueprint.ChaosVehicleBlueprint
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LogInit: Display: LogBlueprint: Error: [AssetLog] D:\unrealprojectfive\Templates\TP_VehicleAdvBP\Content\VehicleAdvBP\Blueprints\ChaosVehicleBlueprint.uasset: [Compiler] In use pin  In Float  no longer exists on node  Set Float Parameter . Please refresh node or break links to remove pin. from Source: /Game/VehicleAdvBP/Blueprints/ChaosVehicleBlueprint.ChaosVehicleBlueprint
LogInit: Display: LogBlueprint: Error: [AssetLog] D:\unrealprojectfive\Templates\TP_VehicleAdvBP\Content\VehicleAdvBP\Blueprints\ChaosVehicleBlueprint.uasset: [Compiler] Could not find a function named "SetFloatParameter" in 'AudioComponent'.
Make sure 'AudioComponent' has been compiled for  Set Float Parameter from Source: /Game/VehicleAdvBP/Blueprints/ChaosVehicleBlueprint.ChaosVehicleBlueprint
LogInit: Display: LogBlueprint: Warning: [AssetLog] D:\unrealprojectfive\Templates\TP_VehicleAdvBP\Content\VehicleAdvBP\Blueprints\ChaosVehicleBlueprint.uasset: [Compiler] Input pin  In Name  specifying non-default value no longer exists on node  Set Float Parameter . Please refresh node or reset pin to default value to remove pin.
LogInit: Display:
LogInit: Display: Failure - 4 error(s), 1 warning(s)
echo ravine
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Update your Blueprints

waxen socket
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How do I do that?

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And thank you so much Stranger

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for taking some time to help me :p

echo ravine
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We had this conversation before, these aren't issues, they're normal API changes

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Edit the Blueprint to whatever works now

waxen socket
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But here's the thing. This is source code compilation. I don't know how to edit a blueprint that is an engine blueprint

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I open a previous version of UE and I open the blueprint inside the engine folder from my gitfolder?

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If it was a project it'd be simple

echo ravine
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Are you compiling your game project or the full UE5 solution

waxen socket
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I'm making what is called a "Local Build" which is a transportable engine you can distribute to your team and they can use, it is way way more optimized that way

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That's why I use this command line and the xml script

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Compiling through visual works just fine

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But it creates some issues about distribution

echo ravine
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Sounds like doing that is broken I guess

waxen socket
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It used to work, that's why I'm confused

echo ravine
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And now someone did an API change and didn't update the starter templates

waxen socket
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Yet if anyone know how I could fix engine native blueprints I could go for that but I just don't know how

echo ravine
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Probably copy them to your project, fix them, copy them back in engine source

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Or remove that template from the sources alltogether

waxen socket
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Removing the template is a good Idea as I'm not going to use them

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good suggestion

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Thank you again stranger and sorry if there was a missunderstanding the other day

torpid valve
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do not, compile engine source, against it self

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always use game project and save yourself pain

echo ravine
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Read the conversation

torpid valve
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you still make redist build against game project ;

waxen socket
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I have to unfortunately in order to have a proper distribution of tools the team needs, if we were only programmers it wouldn't be an issue, but we're a full team with people that have very different workflows

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right now i'm losing time and having painful time indeed

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but it is to save time for every member of my team

willow flame
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To be honest if you're all working remote, having everyone do the build themselves locally is the less painful method for us.

paper hound
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that's unfortunatly the tradeoff of an unrelased version of the engine. Unreal 5 is still a EA.

willow flame
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Apart from anything, downloading the whole engine + debug symbols everytime you make a change is a nightmare

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Teaching an artist to install visual studio and hit a couple of buttons is more straightforward. Could try using Unreal Game Sync to streamline it a bit more but it's undocumented AFAIK.

waxen socket
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Not that simple, we're using plugins for artists and stuff like that that needs to be installed in the engine. And even though there is a script for that, the data is marked as corrupted because it wasn't build with the engine
On top of that we have hardware issue where the engine that you need to compile manually with your project is WAY BIGGER than the distributed version one.
The plugins are so big that everytime someone checkout a branch and needs to compile some c++ code, it takes minutes upon minutes to do so
Whereas in the method I use
It just works and you can be brainless and have a very straightforward workflow.

Maybe you're right and it is not such a big deal, but it does bother me that I created a workflow that is as simple as "drag and drog the engine, doesn't take much disk space, just works" and it becomes "ok, get this huge file, wait for it a while longer for the new engine, now compile your folders, ok you need to review some changes from an artist in project so branch out, compile the project AGAIN with visual open, oh visual takes some computation time while you're baking, that sucks but hey that's how things goes"

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Oh and we don't work remotely also :p

crimson granite
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Latest doesn't build

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Something about Animation Warping Editor

fluid drift
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Does anyone know how to fix this weird linker error? Updated UE5's main branch and trying to build the engine.

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Looks like updating VS to latest version, installing .NET 5.0 and rebuilding everything did the job, at least for now. Compiling now, fingers crossed ๐Ÿ™‚

willow flame
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Nice I'll try that

rancid kelp
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oops...... wrong button DANG IT~

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now i am stuck recompiling. lol

torpid valve
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basically using Unreal Game Sync with simple code project (which has all the needed plugins enabled), should be much easier than creating redist build

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redist build from source is hit or miss on non release, nobody cares if it works, untill it's time to version on launcher

vale hill
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I keep getting an error building:

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1>C:\Users\xxx\Documents\GitHub\UnrealEngine\Engine\Plugins\Experimental\NeuralNetworkInference\Intermediate\Build\Win64\UnrealEditor\Development\ORT\Module.ORT.cpp(38): fatal error C1083: Cannot open include file: '../Plugins/Experimental/NeuralNetworkInference/Source/ThirdParty/ONNXRuntime_2021_11_18/Private_DML/Windows/core/providers/dml/DmlExecutionProvider/src/Operators/DmlOperatorLocalResponseNormalization.cpp': No such file or directory
1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "..\..\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.```
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The file not found is present

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Anyone have any ideas or seen this before?

chrome ingot
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someone else had that issue, i think its a windows path length thing. They moved it to a lower folder nearer to C and it was fine. you can also look for that file, see if it actually exists or not on disk

vale hill
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Thanks @chrome ingot - I bet you are right - in the midst of trying that now

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The funny thing was it was building fine in that directory a month ago, but when I pulled latest, it must have added a file in that plugin that just happens to exceed some limit

chrome ingot
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that is my thought, no way to confirm personally but that file does exist in the latest github pull and .zip file so its not "missing" in that sense

fallen narwhal
vale hill
fallen narwhal
granite olive
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Hey everyone I'm trying to build my freshly downloaded ue5 version rn but it can't find some "TargetMetaData.dat"
Already tried running Setup & GenerateProjectFiles once more but that also didn't fix it.

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I'm on 5.0 upstream branch btw

jaunty mango
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seems like because of this
6a40ba5033bf18ce2eaf0127966ba909a391f09f

granite olive
jaunty mango
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I'm halfway to compiling the previous commit

granite olive
jaunty mango
granite olive
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Alright so it did compile successfully but I can't start it without debugging.
Some plugins seem to fail for whatever reason.

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Works fine if I start with Debugging tho

jaunty mango
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thanks, will try

jaunty mango
fallen narwhal
granite olive
waxen socket
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if it interests anyone I tried to remove the blueprint that caused my local build to fail and it doesn't work, so i'm going to try to open the engine THROUGH visual and correct the nodes and then export the content

crisp badger
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compiling takes 3+ hours on my machine and every commit Iโ€™ve tried for the last few days has crashed on launch โ˜น๏ธ

chrome ingot
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i know 5.0 compiles with the last commit on 12/3

crisp badger
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yeah I havenโ€™t hit any that donโ€™t compile, but almost everything Iโ€™ve tried has failed to run

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the last commit I was able to build and run (for macOS) was 71cff87, from a week and a half ago

chrome ingot
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i can say that one I linked is the one I am using, no crashes yet

crisp badger
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guess Iโ€™ll give it a shot, canโ€™t be any worse than the builds Iโ€™ve been trying. thanks.

limpid light
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FYI I just built UE5 just fine now, synced latest an hour ago.
Yeah the GenerateProjectFiles.bat complains about missing files from HeadlessChaos (its in fact referencing files not meant for public release), but just ignore it and it will build just fine.

chrome ingot
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yeah the latest seems to build as of an hour ago, earlier today it had the UHT issue which they fixed a bit ago

limpid light
novel flower
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so is EDL deprecated in ue5?

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I am running into a cooking/packaging issue in ue5, for which a bunch of UDN posts recommend enabling EDL

limpid light
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not even sure what EDL is in this context

novel flower
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event driven loader

novel flower
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do i need to enable IOStore for nanite?

limpid light
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there's a whole new loader system in UE5 called Zen, maybe thats the reason?

novel flower
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nm, nanite works fine with IOStore disabled, I do not have zen enabled

crimson granite
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In my case, I had one file with a path length of 262 ๐Ÿ™„

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The registry modification, and the %? (iirc) prefix modification to IO operations in UBT allows for paths up to a theoretical 32,767 characters.

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^Right, thank you for clarifying

indigo leaf
#

So how would you use the \\?\ approach? Not even sure what that maps to in Explorer, seems a much more Unixy path that I'm all for. Would it be like \\?\C\users...

torpid valve
#

technicaly

#

windows NT does not have letter drives

#

the drives you see are "hard links" to some device path

#

either way, you cant just use raw path in explorer

#

im not sure if it is even exposed to public api

opaque phoenix
#

is the nanite and lumen optimization commit live?

paper hound
#

I think we should rename that channel into : "will it build?" :D

indigo leaf
#

Imagine not running a spell-check extension ๐Ÿ˜ฆ

echo ravine
#

As if Visual Studio needs an extension for that

indigo leaf
#

I've usually had lints and the likes that fail for things like this automatically, saves code review time for silly issues

granite olive
#

Hey everyone I'm not quite sure wether or not this is a UE5 problem or a Project code problem but I can't compile anymore. Tried looking at the output console but theres just too much and can't really find something useful. So I tried to decipher the Error in the Error list but that's also not helpful at all

#

It's a fresh project all i did was adding a blank plugin

granite olive
echo ravine
#

VisualStudioDTE ?

#

I mean consider the possibility that the two modules not compiling are not actually needed by your project

granite olive
#

You're saying I miss some dependencies?

echo ravine
#

You should compile UE5 from your game project

#

3x faster, no error on pointless subprojects

#

Other than that particular VisualStudioDTE module everything is fine

granite olive
#

Well building only ue5 it's giving me the exact same error

#

(but only for ue5 obv)

echo ravine
#

Don't build UE5

#

Build your game

granite olive
#

Same error but with my project o-o

echo ravine
#

So let's see the log for that

granite olive
#
1>------ Build started: Project: Library, Configuration: Development_Editor x64 ------
1>Using bundled DotNet SDK
1>Log file: P:\UnrealEngine\Engine\Programs\UnrealBuildTool\Log.txt
1>Win64 using Manual SDK 10.0.22000.0
1>Win64 using Manual SDK 10.0.22000.0
1>Using 'git status' to determine working set for adaptive non-unity build (P:\UnrealEngine).
1>Building LibraryEditor and ShaderCompileWorker...
1>Using Visual Studio 2022 14.30.30706 toolchain (P:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.30.30705) and Windows 10.0.22000.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Determining max actions to execute in parallel (8 physical cores, 16 logical cores)
1>  Executing up to 8 processes, one per physical core
1>  Requested 1,5 GB free memory per action, 6,37 GB available: limiting max parallel actions to 4
1>Building 6 actions with 4 processes...
1>[1/6] Touch dte80a.tlh
1>[1/6]Touch dte80a.tlh - Error but no output
1>[1/6]Touch dte80a.tlh - 1 P:\UnrealEngine\Engine\Source C:\Windows\system32\cmd.exe /C "copy /b "P:\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\dte80a.tlh"+,, "P:\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\dte80a.tlh" 1>nul:"
1>P:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "P:\UnrealEngine\Engine\Build\BatchFiles\Build.bat -Target="LibraryEditor Win64 Development -Project=\"P:\UnrealProjects\Library\Library.uproject\"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
1>Done building project "Library.vcxproj" -- FAILED.
==```
echo ravine
#

Wipe P:\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE and retry

granite olive
#

Hmm now it worked :o

#

Thanks ^-^

hazy moat
#

Hello people, who have build 5.0 today or day ago or so, is landscape material layers work again or not? i do not want to even try to compile/waste time until landscape is fine again.

chrome ingot
#

I'ver never had issues with them

#

maybe paste your example of your issue and a material that people can recreate to get an idea of the issue

limpid light
#

@lofty idol I had no such issues with the build yesterday.

#

I did see one artifact for far off landscapes that only showed up in PIE mode, but it was actually incorrect fog

hazy moat
limpid light
hazy moat
limpid light
hazy moat
#

i refer that weeks there was bug that landscape paint layers just did not function at all.

#

zero zip, was unable to paint and material was in default state

limpid light
#

testing that for you now

chrome ingot
#

I mean I can paint landscape layers unless I am doing it wrong, never had an issue with it

limpid light
#

the heightmap occasionally resets abd goes flat, but it was also doing that in older versions. Just reload the map or rebuild fixes it

hazy moat
#

for me it was broken, instanced material painting did not work at all, maybe now it is functioning again (5.0)

limpid light
#

Painting works for me, but sculpting seems to have problems and the heightmap resets to a flat plain

hazy moat
limpid light
#

its quite slow and is spiking up my memory usage atm

#

Im using OFPA and world partition with landmass

#

it had some kinks, but we managed to figure out workarounds

#

A lot of this is in a rough state, but usable if you can tolerate having to do some workarounds and such. Just dont expect a fully smooth experience on anything really until 5.0 release

#

yeah ๐Ÿ™‚

#

In general I would love to hear Epic's plan on landscapes in general for UE5 moving forward.. but as with many things they've been silent for the past few months.

torpid valve
#

I just hope we will get rid of landscape and replace it with something not so heavy on rendering

#

empty landscape can easily tank fps from 120 to 70

#

-;-

lavish grove
#

is selecting (packed) level instances broken in 5.0 branch? I can select them in the world outliner but not in the viewport (at least in my build from a few days ago)

torpid valve
#

honestly

#

I would not use it

#

it gets changes every day

hazy moat
#

Anyone have idea what is that CppAPI-HTML?this error is new for me, first time i see. Thanks.

scenic cave
#

anyone has a list of what plugins can I snipe safely from my source build?
Killing XR and VisualProduction starts a dependency killing where nothing survives ๐Ÿฅฒ

hazy moat
#

Any idea how to bypass/exclude this, no need for documentation.

scenic cave
#

I want to avoid compilling them

#

how? ๐Ÿ™ƒ

#

It won't use the UE source I downloaded. It will use the pre-built

#

๐Ÿคทโ€โ™€๏ธ

#

I will try that ๐Ÿ‘€

hazy moat
#

Alyready ran before and compilation is almost in finish state, re running would probably result re building all

#

weeks ago my build process was fine, i did fresh source build but that unneeded error blocks finishing

#

nope, it started to build again from zero, bypassing now. Takes hours to build again

#

i am sure result is same as i exclude useless stuff for me

#

if i do not exclude stuff then it would take forever to build

#

2+ weeks ago my way worked really fine

#

i still have not figured out how to build barebone editor only with selected plugins... is it possible even?

#

no ios, no magicleap, no VR and so on

scenic cave
#

that is exactly what I asked and lorash just told me to: generate project files, link an empty project, build that empty project

#

I am generating project files now...

hazy moat
scenic cave
#

I agree that it is confusing ๐Ÿ˜…

#

I am getting a pre-compilled build to generate an empty c++ project to try to build my source

#

Also, not entirely sure how the "link empty project" is to be done, but I will burn cross that bridge when I get there

hazy moat
scenic cave
#

it seems that the best way to do that is to build an empty project

#

๐Ÿคทโ€โ™€๏ธ

hazy moat
#

i test my building after week again, maybe my luck returns

scenic cave
#

I am trying to find a way for the engine to take less than 24 hours to build ๐Ÿคฃ

#

I am willing to try anything ๐Ÿ˜›

hazy moat
scenic cave
#

If I manage to make this work, I promise to write a guide on how I did it ๐Ÿ˜…

echo ravine
#

Clone UE5, run setup.bat, run generate projects, associate your UE4 project to your source build, generate projects for your .uproject

#

Build game in VS

scenic cave
#

associate your UE4 project to your source build
that is the step I have no idea how to do

#

๐Ÿ˜…

hazy moat
scenic cave
#

I think the project is to get a barebones list of plugins to build ๐Ÿค”

echo ravine
#

If you're confused by that why are you using UE5

scenic cave
hazy moat
#

i hope epic sees this chat and one day gives powerful commands to exclude and build rocket build with selected thing

echo ravine
#

If you're learning you should realllllly pick UE4

scenic cave
echo ravine
#

There are no building steps for UE4

#

Just download it

hazy moat
#

no -rocket just a meaning rocket build aka build that is created into folder

scenic cave
#

Is there a way to learn to build ue4 without building ue4? ๐Ÿ™ƒ

echo ravine
#

Yes

#

Download it

scenic cave
#

I know I am an annoying newbie, but I need to learn ๐Ÿคฃ

#

then... how do I learn to build it?

#

if I get an already built version

echo ravine
#

You don't need to build it

scenic cave
#

๐Ÿ˜

echo ravine
#

I've shipped two games without ever compiling UE4

scenic cave
#

Multiplayer console games?

#

๐Ÿ™ƒ

echo ravine
#

"beginner"

scenic cave
#

My job description is: Throw this guy on the deep end and see if he can swims back to the shore ๐Ÿ‘€

echo ravine
#

"console"

#

"multiplayer"

scenic cave
#

agreed.

#

and yet ๐Ÿ˜ฌ

echo ravine
#

And you still don't need source builds for MP btw

scenic cave
#

huh, for what I read, my servertravels were failing because only source builds can do dedicated servers ๐Ÿค”

echo ravine
#

But like, this is complete madness - not knowing the engine and trying to do MP on console with UE5 is just absurd

scenic cave
#

๐Ÿ™ƒ intensifies

#

dafuq is a dedicated server for then?

echo ravine
#

It's dedicated

#

You just can't make 100 player battle royale games that way

#

That's probably also what you're doing I guess

scenic cave
#

nope, couch party + online

echo ravine
#

Anyway, my advice is UE4 with a nice prebuilt engine, learn the ropes, move to multiplayer in six months, and see about console later

scenic cave
#

I know I am all kinds of fucked up

#

I have already told everybody that the deadline makes no sense

echo ravine
#

If you're agreeing to do stupid shit you know you can never deliver on, that's kinda on you

scenic cave
#

I didn't agree ๐Ÿคฃ

#

nah, blame isn't on me. I already told them and they said "nah, you can totally do it"

#

I cant

#

but imma try anyway ๐Ÿ˜›

echo ravine
#

We're not saying don't try and quit, we're saying how to actually deliver at all, if not on time

#

Not to mention multiplayer features go from "this one is built-in" to "this one requires 6 months of engineering and may never work"

#

If you don't know which is which, good luck having any plan

scenic cave
#

"this one requires 6 months of engineering and may never work"
you mean the "oh, you can't use the character movement component" kinda thing?
yah, that is on my plate too.... in 6 months

echo ravine
#

No CMC essentially means you'll never deliver

#

No offense

scenic cave
#

nah, racer

#

I have to make a car

echo ravine
#

Yeah, it's hopeless

scenic cave
#

cartoon car, no real simulation

#

still, a car ๐Ÿคฃ

#

ohhh yah

zealous yarrow
#

Cursed words ๐Ÿ˜…

scenic cave
#

don't forget the console couch party too ๐Ÿ‘€

echo ravine
#

I spent 3 months doing a MP movement component for a simple (much simpler than car) vehicle with fake physics and I've used Unreal for a decade

#

So...

scenic cave
#

I know I am in over my head

#

I have that

echo ravine
#

We're not debating the "project is hopeless" step, we're suggesting ways out, like doing a single player vertical slice on PC with a prebuilt UE4

zealous yarrow
#

Well depends on if your car movement is client or server authoritative
Client might have a chance
Server, very very difficult but possible, but not for a beginner

echo ravine
#

Client authoritative for a racer ? If you don't have any collision maybe ?

scenic cave
#

it's server auth

echo ravine
#

Of course it is

scenic cave
#

cars are the easiest to predict, they like to move forward

#

I know kinda what I need to code

zealous yarrow
echo ravine
#

Nice, wouldn't have guessed

#

The one I've working on last was entirely input lag based

zealous yarrow
#

Forza Horizon being one of the bigger ones with client authoritative movement

scenic cave
#

I think my boss doesn't know what "rollback netcode" is and I am not willing to say anything about it or I would be the first crazy person ever to implement ggpo into a kart racer game

#

๐Ÿ˜จ

torpid valve
#

it's slightly easier to make using fixed tick physics

#

but still good luck doing it if you never even attempted that

scenic cave
hazy moat
#

I found the way, i have documentation excluded from build but i especially included !/Engine/Documentation/Builds/** and rocket build is still finished

#

and LocalBuilds spawned success, build success

#

build actually resumed, not began from scratch. i am glad

scenic cave
#

building from an empty project and is building 3k files instead of 6k.
It actually worked ๐Ÿ˜„
imma leave it building and tomorrow will report how many hours it took

hazy moat
#

seems that most build engine itself from VS editor, but i build with bunch of my batch files. Dont know it is easier to manage for me. Download source tar.gz, extract, run setup.bat with extra exclude commands, generateprojectfiles.bat, runuat.bat with extra exclude commands, build ready, run and use it.

hazy moat
#

Luck and guesswork made it work again seems but without UBB(Unreal Binary Builder) i would not have this at all. I just want to go extremes and build Editor without things i do not need aka "just an art edition" of editor where i construct practice worlds and lighting scenarios and models.

#

I do not use UBB itself, i just built my .bat chain of commands based on this and Ryan gave me excat VS individual components list that was needed to even build Unreal at all.

hazy moat
#

Same commit i just before compiled, but seems that things starting to get back up

#

Finally landscape is working for me again. ๐Ÿ‘Œ

shell root
echo ravine
#

You can remove PDBs if you never intend on doing any C++

shell root
#

Yes - I mean to get something similar in size as pre-built engine from Epic Launcher. To be distributed to artists.

#

I was just wondering if there is a existing automated cleanup solution

echo ravine
#

I mean the Epic Launcher engine is 80GB

#

If you have the pdbs

dry halo
echo ravine
#

That's what they're doing.

dry halo
#

Ah sorry came in late, missed that. Then yeah there's a couple of flags for what to strip. But at it's core the engine is pretty chunky

echo ravine
#

PDBs are probably the best way to reduce the size if the build is for artists, likely 30GB

shell root
#

I was hoping for a flag for UAT Installed Build script to remove pdb's and other non-developer stuff .. would be nice. I wonder how Epic clean and package their builds for distributing in launcher

dry halo
#

I know it's somewhere in a buildgraph file but I'm not fully sure which ones we use. Does -set:WithFullDebugInfo=false not strip it?

flint loom
#

Sun Position module not included in 5.0 branch? I can see the Sun Position plugin in plugins, but when I restarted the editor it says SunPosition module is missing

shell root
#

Thanks!

dry halo
#

Np, there's a set of options listed in that docs page above you can mess around with. Otherwise the buildgraph scripts are actually pretty straight forward to modify so as a fallback you could always just duplicate the script and tweak it to suit your needs

paper hound
#

Guys I want to launch a fresh build, can someone tell me what's their last working commit? #willitbuild?

waxen socket
#

Curious about that on the 5.0 branch, and more than will it build, will it do a localbuild?
I'm asking so much i'm sorry I can't give back as much, feel free if you have any questions about like unit tests and pipeline frameworks and such

shell root
waxen socket
shell root
#

only problem I had was some csprojects complaining about missing NET 4.5 .. I manually replaced v4.5 to v4.8 inside all csproj files (4.5 is deprecated) and all built fine.
Built using both visual studio and makelocalbuild

waxen socket
#

This little bad boy in Engine/Build

#

oh so cool!

#

Nice dev moves you've got!

shell root
#

Building from Visual studio worked out of the box, csproj version change was needed only for local build

waxen socket
#

Ok thank you for all the infos, if I could ask one last detail could you send me the commit ID so I can be sure to sync up with yours ?

shell root
#

commit id? i did not commit anything back

waxen socket
#

Haha I was asking about something like f570078639475e3306714c68954837352f6dbcf3, like the commit number under which you made your visual studio and local build

#

So I can proceed the csproj change and launche my little .bat file to build and distribute the engine

#

If you can't it's fine, you gave me very good tips

#

I feel like i'm asking for a bit too much haha ๐Ÿ˜…

shell root
#

It was just like 2 days ago. I think nothing much has changed since and the latest should be fine

waxen socket
#

alright!!!

#

Thank you so much rendereverything, if I can help back in any way feel free to ask!

waxen socket
#

Yes, i'm currently building programs and soon i'll launch the InstalledEngineBuild.xml instructions

waxen socket
#

Not really, the size is very different unless i'm mistaken

#

but it clears GB of assets

#

On the left there is my engine that I was able at a time to generate using the xml with command line and on the right the engine from visual studio

#

pardon my french by the way

waxen socket
#

I'm not sure but that's the point of the xml, if I manage to do it ill give you the parameters as well as the commit number

paper hound
#

I have a stupid question, but everytime I update UE git source, I run GenerateProjectFiles.bat.
i'm wondering if it's really necessary or not

chrome ingot
#

might not be, but is it really worth not doing it if it is?

paper hound
#

I actually do it, cause I thought the tutorial on the documentation mentionned to do it the fist time...

#

but I just do it, without thinking as i'm used to it

chrome ingot
#

yep. you never know when they might add or change something so making sure your working with updated files makes sense

paper hound
#

But seeing how it executes everytime... I'm wondering if it really work (besside the first time)

chrome ingot
#

I always delete the sln, run setup to grab any updated / missing files, generate project files new, open the sln and clean the UE target, and then build

#

not worth getting through the entire compile to find it caused an issue

paper hound
#

Yeah you're probably right

#

the one i don't execute is the setup.bat

#

and that work just fine

hazy moat
# shell root Any tips on reducing the build size? Even with UAT Installed Build I get like 80...

My build is around 60GB as i exclude platforms and block IOS garbage then i too strip pdb(size drop is massive then to 8-12 or so gb size) files IF i do not have plans to report bug to epic as .pdb files are important part of this too. I use Unreal for my personal art & lighting learning and world construction. I deny git download for templates and documentation too, if i need i read docs from separate source.

#

If you have plan to code and report bugs then .pdb files are very critical part of process

shell root
crimson granite
#

Where can I find the RunUAT.bat build arguments?

#

Looks like a few of them changed

hazy moat
#

day ago i built 5.0 success with this, maybe everyone do not have success,i do not know.

opaque phoenix
waxen socket
#

Yep

next onyx
#

how does source not have verse yet lol

chrome ingot
#

because verse is not for UE5?

next onyx
#

the scripting language

torpid valve
#

i hope that languague never make it into engine

#

but probabaly will, Epic invests to much into it

chrome ingot
#

nothing we have seen says verse will be for UE5, they mention it for fortnite

torpid valve
#

if they really wanted to make something useful, why not invest in rust ?

next onyx
#

they hired one of the top haskell guys to come over and help

torpid valve
#

youu don't do it for scritping languugue for game for single game editor

chrome ingot
#

sure you do

torpid valve
#

yeah, which will be languague : P

next onyx
#

dunno, I think this will bring a lot of people into UE, it's a smart move, one of the major complaints about UE is C++ and it's not just the language, but everything that comes with it

chrome ingot
#

Epic's plans for Fortnite is to extend way beyond "a game"

torpid valve
#

yeah we know abouut Valkyrie

#

still I'm 100% suure Verse will be in engine

#

it is simple matter of time

#

and if this shit is going to have dynamic types

#

im going to delete it from engine

#

-;-

crimson granite
#

I can't build the engine cause it want's the .NET Framework v4.5

#

But it's been discontinued

#

If if you do download it, it wont install

chrome ingot
#

does it need it to build? or to open the project

crimson granite
#

It builds in VS. It doesn't build with RunUAT.bat which is odd

#

Right

#

I tried downloading it from microsoft

#

Doesn't isntall

#

Regardless, I changed everything in VS to v4.8

next onyx
#

that's the runtime

crimson granite
#

So not sure why the RunUAT.bat is still looking for v4.5?

#

This where the targeting pack should be, right?

chrome ingot
#

I know you can install it with the 2019 VS installer, its listed there still

hexed temple
#

hey quick question, any idea why SetConstraintMode fails on UE5 but is OK on 4.27? I saw there is some changes on object pointer properties, thanks

crimson granite
#

I'll download VS2019 and use that, thanks ๐Ÿ™‚

#

Still curious why it's looking for v4.5 when I've changed them to v4.8 in VS

next onyx
#

once you installed it you can just uninstall vs 2019, but zip the 4.5 targeting pack, C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework.NETFramework

paper hound
crimson granite
#

You compiled using the RunUAT.bat file?

paper hound
#

No

#

I right clicked on the solution ue5 and build from there

#

Just like the tutorial says

leaden compass
#

I'm not quite sure where to post this but when trying to compile my game I get the following error:

ERROR: Unhandled exception: System.IO.FileNotFoundException: Could not find file 'F:\Unreal Projects\soccer\Intermediate\Build\Win64\UnrealEditor\Development\Soccer\UnrealEditor-Soccer-0231.lib.response'.

I tried rebuilding the project and it compiled after that only to give this error again when trying to compile the game again.

I hope some of you could give me some insight on why this could happen.

chrome ingot
#

try closing the project and deleting the intermediate folder and trying again

crimson granite
#

I think the problem is that the csproj that it's complaining about is generated

#

SwarmCoordinator.csproj is in the Saved directory

#

Maybe I can find where that is generated and set the proper .Net Framework there

karmic pivot
#

Question, i builded ue5 for linux but i am missing a UnrealBuildTool.exe file and can't make projectnameEditor. Is this my problem or ue4 problem?

leaden compass
#

bless you haha

rancid kelp
#

Any UE5 C++ guys here?

quiet acorn
#

Hey people, have a quick question. Letโ€™s say I built the engine. I expect it to be very large from what Iโ€™ve read here. How can I reduce the size? Is there a way to separate files and take only the necessary ones for engine to work after building the engine?

storm lichen
#

Personally I mark all my projects with
โ€‹ย ย ย ย ย ย ย ย "DisableEnginePluginsByDefault":ย true
So that I don't have to manually disable everything I don't need

lavish grove
quiet acorn
#

Thanks for the answers!

crimson granite
quiet acorn
#

So itโ€™s safe to remove them, sounds great! Thanks!

#

I still wonder though what Epic does for the engines that we download from the launcher since they are smaller than the ones that we built on our own.

rancid kelp
#

Does anyone know what ue5 build has physx?

frozen root
torpid valve
#

for now

#

it will be removed

#

if you want to use ue5 you need to migrate to chaos anyway

zealous yarrow
#

Anyone has a commit on the 5.0 branch that they are using and doesn't have any obvious issues (like half of the engine not working ๐Ÿ˜ )

rancid kelp
#

its gone bud.

#

lol

#

The 5.0build before EA have it i think

frozen root
#

it's not been fully removed yet, just disabled and replaced by chaos by default. You can still see its files on the ue5 source

rancid kelp
#

You sure? I only see physxVehicle Support

frozen root
#

if you go to Source/ThirdParty you can still find the Physx3 folder, i think if you change the build settings you'll will be able to use physx on ue5 just fine

rancid kelp
#

your right its still here but disabled, they must have not 100% removed little snappets of code from the engine yet.

zealous yarrow
#

I highly doubt that is has been completely removed from the engine, it would be more work to remove all traces of PhysX from the engine than just disabling it

rancid kelp
#

i agree!

#

I was looking in plugins folder for this, no wonder why i could not find it

#

When im done rebuildiing engine im going to try this out

umbral sedge
#

Eventually it will be completely removed and it shouldn't be used anymore, they need to sort out chaos performance though..

frozen root
#

i think epic will just leave physx in there until they manage to make chaos performance stable, it wouldn't make sense for them to remove it completely for a new physics system that is broken in almost every way

rancid kelp
zealous yarrow
#

In 4.27 (before they separated into a chaos specific build) you needed to add this to your ProjectNameEditor.Target to get it to use PhysX
Haven't checked if it's still the same in UE5

        bCompileNvCloth = true;
        bCompileAPEX = true;
        bCompilePhysX = true;
        bUseChaos = false;
        bCompileChaos = false;
rancid kelp
#

Oh your a hero.

#

thank you

zealous yarrow
oak pilot
#

What's the difference between the 5.0 and ue5-main branches?

#

right, so 5.0 if i want to see what's coming first, and ue5-main for a look to the future?

paper hound
oak pilot
#

Awesome, thanks

opaque phoenix
real mirage
#

I've built 5.0 yesterday, made new C++ project and then it says I need to rebuild project from source, which doesnt work.
It works fine with Blueprint project.
Any ideas?

I am using vs 2019.
I did not have this issues last time I built.

waxen socket
# opaque phoenix how did you do this?

From the comandline at the git folder I did this 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
#

it allows to do an xml file instruction to make an easily transportable build which is then distributed.
It works a bit like what you would do to publish the engine on the store directly somewhat

#

You should turn some options to true if you want more platforms for your engine

opaque phoenix
#

this looks interesting 200 gbs wad too much space and time

#

what was your compile time?

hazy moat
#

5.0 trying to open material instance crashes editor, no matter whose material pack it is, all same. Just mentioning.

rancid kelp
#

```4>C:\UE5\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp(2436): warning C4996: 'USkeletalMesh::ImportedModel': This must be protected for async build, always use the accessors even internally. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.````

#

Woah this is in 5.1

limpid light
indigo leaf
limpid light
frozen root
#

still wouldn't say it's production ready

limpid light
#

Physics heavy or not, at least it uses hitscans and some rigid bodies

indigo leaf
#

Hey I don't blame them. If you need some obscure thing for Fortnite, you may build it in a day. For that to support a broader range of games and applications, documentations, platform testing etc, that adds weeks if not months.

limpid light
#

yup ๐Ÿ™‚ same is done by larger teams that are working on games. I have yet to ship a game where we dont mod the engine ourselves

onyx sleet
#

I'm compiling ue5-early-access on a ubuntu bootable removable disk, once the compile is done I'm going to switch machines and boot from said disk on different hardware. ... I won't be surprised if it blows up in my face in new and interesting ways.

primal night
#

Is there any way to make UGameplayStatics::FindCollisionUV work in UE5? I think because of Chaos this function is mostly returning false.

lofty idol
#

does anyone know what's the last commit to build from for ue5.1 ?

#

or even the branch.. but i don't see any 5.1 branch

real mirage
#

Is Chaos physics performance a lot worse than PhysX right now or is it pretty much the same?
I think it was not that good in EA. I dont know about now.

Also, anyone any ideas what could it be?
#ue5-engine-source message

leaden compass
#

Hey guys!
After switching to the ue5-main source I've noticed that an object I have is lagging when moving around on the ground but is perfectly fine when moving in the air. Would any of you know what could be causing this?

trim locust
#

friction

leaden compass
opaque phoenix
#

it is currently giving me errors

limpid axle
#

Hi All, in my previous source build I could click always loaded in WP, on this new build it says "load spatially" but its greyed out, any advice? ๐Ÿ™‚ (with relation to the landscape)

indigo leaf
#

You've got non-gray colours in UE5, I'm jelly

slim violet
#

Does anyone know if they fixed the broken formatter in UE_LOG yet?

#

Can't use UE_LOG with formatted arguments on my current commit

#

I can use it without arguments and it compiles just fine

waxen socket
limpid axle
#

So a bit more exploration on the WP issue I'm seeing, loading in the landscape in a regular level works fine, when running PIE with a WP level the level doesn't load in at all, very strange

zealous yarrow
rancid kelp
#

sorry to bug you btw

zealous yarrow
#

Ah it's probably not the same as it was in 4.x to enable it, would have to check

rancid kelp
#

ahh alright ๐Ÿ˜ฆ

#

ill look around

crimson granite
#

ERROR: Unable to find installation of PDBCOPY.EXE

#

Anyone into this issue when building from source?

rancid kelp
#

man ๐Ÿ˜ฆ

echo ravine
#

Time to get another commit

rancid kelp
#

trying to use PhysX lol i think i need an older commit.

crimson granite
#

Guessing there is a specific package i need in VS studio

rancid kelp
#

i have been generating commits like tis my job.. on to the next one

limpid axle
# echo ravine Time to get another commit

Hi Stranger! Your always on point with source, any idea why WP is greyed out in the source build I have? It says "specially loaded" ticked but greyed out and fails to load when running PIE

echo ravine
limpid axle
limpid axle
echo ravine
#

Again, I have no idea about anything WP

#

Don't want to guess wrong

limpid axle
limpid light
#

afaik WP is on by default in latest build, but it requires one-file-per-actor. Try enabling that and see if WP turns on?

limpid axle
crisp root
#

How do I compile a rocket build of Unreal Engine 5 from source, I want to stop everyone on my team from having to compile on there own machine.

robust wyvern
#

How much disk/ssd space do you need to compile ue5-main from source?

#

if you already relocated "DerivedDataCache" on another drive let's say

chrome ingot
#

compilation wont touch that, so 200gb?

astral ore
#

Does the github version of ue5 now support Custom Stencil Buffer for Nanite meshes?

chrome ingot
#

well plus or minus based on your build

robust wyvern
#

I'm just comiling for pc/windows. Haven't updated and compiled ue5-main in month, it's been sitting there uncompile i'm concerned i might not enough room left to compile

#

thanks for this fast answer @chrome ingot

chrome ingot
#

this is my current build from yesterday

robust wyvern
#

thanks exactly what i was looking for

#

yeah i'm at 130gb uncompiled

chrome ingot
#

but that doesnt cover any weird temporary stuff that VS tends to do because its VS

robust wyvern
#

feels like ue4 to ue5 added 75-100gb

#

anyway, i'l keep cleaning stuff up, i need to find 30gb

rancid kelp
robust wyvern
#

How much free space is it recommended to have on a SSD as a minimum?...

#

holy ue5

chrome ingot
#

usually 10% free is recommended

eager hedge
#

Docs are for 4.27, but it hasn't changed at all for UE5.

robust wyvern
#

A bit enthusiastic, haven't checked ue5-main since september

crisp root
eager hedge
#

What do you mean it just pops up cmd? Are you running buildgraph with the given arguments?

#

And no, you don't need to build anything from VS first. Just run setup.bat if you haven't before.

#

That page doesn't list the full buildgraph command, but you should open a command prompt in the root folder and run this (+ any additional arguments you want):

.\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -Script=Engine/Build/InstalledEngineBuild.xml -Target="Make Installed Build Win64"
real mirage
echo ravine
#

Compile it in VS

limpid light
limpid axle
lofty idol
#

i'm having crash at dedicated when my player disconnects , probably from the function UNetDriver::RemoveClientConnection or UNetConnection::CleanUp()
Any ideia what i could do for it don't crash? It's started to happen after i updated the engine

Unhandled Exception: SIGSEGV: unaligned memory access (SIMD vectors?)

[2021.12.12-00.06.22:020][134]LogCore: Fatal error!

0x0000000006f8e51f Linux-Shipping!TSet<TTuple<UObject*, TSharedRef<FObjectReplicator, (ESPMode)1> >, TDefaultMapHashableKeyFuncs<UObject*, TSharedRef<FObjectReplicator, (ESPMode)1>, false>, FDefaultSetAllocator>::UnhashElements() [B:/UE/Engine/Source/Runtime/Core/Public/Containers/Set.h:1487]
0x00000000071e569e Linux-Shipping!UNetConnection::CleanUp() [B:/UESOURCETEST/Engine/Source/./Runtime/Engine/Private/NetConnection.cpp:1110]
0x0000000003440f54 Linux-Shipping!UIpConnection::CleanUp() [B:/UESOURCETEST/Engine/Source/./../Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Private/IpConnection.cpp:273]
0x000000000720af2c Linux-Shipping!UNetDriver::TickDispatch(float) [B:/UESOURCETEST/Engine/Source/./Runtime/Engine/Private/NetDriver.cpp:1946]```
echo ravine
#

Probably just wait for the fix to come

robust wyvern
#

Anyone else having issue with lumen on ue5-main? edit: my bad was my engine edits breaking things up.

limpid axle
#

Guys how on Earth do you work with source. Successfully compiled, set up WP level. Crashes. New source build (latest) set up starter project press play > fatal error. I donโ€™t get why EA2 seems to work so much better? I canโ€™t even get a basic 3rd person project to run :/ isnโ€™t source 5.0 the production ready (ish) branch?

limpid axle
#

I just feel like Iโ€™m tearing my hair out here when just a brand new successfully complied project crashes with a fatal error, canโ€™t even see anything in the output log hmm

chrome ingot
#

5.0 is 5.0 its not production ready until it gets tested and pushed out to release

#

I cant say I have had any issues with 5.0 lately, but literally 1 commit difference between us could be causing this

#

EA2 works better because it had the testing to make it a "stable" release

limpid light
#

To use source build in an early access engine, you really need to be able to debug and patch issues you come across. There is no support from Epic on 5.0 yet, and wont be until it's released.

If you have a crash, make a debug build and figure out what is going on.. then see if you can either cherry pick a fix from Epic or fix it yourself. I'm sorry, that's really the only way right now.

limpid axle
limpid axle
#

๐Ÿ™Œ good to know Iโ€™ll revert a couple of commits!

#

So in your professional opinion I should just stick to 5.0 and ignore 5.1?

#

Yeah thatโ€™s true lol but 5.0 is more stable that main right?

#

With this project there is no rush on being production ready, just trying to get a head start on development, so the groundwork is there for when the engine does finally release, a lot of advice here was to use source over 5EA2 which seems solid as have had a lot of issues with that build but you may be right and just stick with 4.27 thanks for the advice ๐Ÿ‘

#

Interesting I had no idea that was in 4.27 already!

#

Thatโ€™s fine I use world creator for landscapes anyway but a big thing I wanted to test was WP but that seems broken in the source build Iโ€™ve tested as well

eager hedge
#

You can always convert to WP at a later time on a stable release. The conversion process might or might not be completely smooth... but you'd arguably have more of a different kind of pain if you tried building on it now.

limpid axle
eager hedge
#

There's already a process to do it. I'm not using WP myself so I haven't tried it.

#

I'd expect there to be bugs with it, even in the "stable" release, but it's still probably better than dealing with 5.0 in its unstable state.

#

I also don't know if the conversion utility handles converting world composition to WP - at the very least it handles turning on WP in normal levels but I don't know what else it tries to handle.

limpid axle
limpid light
rancid kelp
#

As beautiful and amazing as 5.1 is, im reverting back to 5.0.. To many things that can not be fixed. broken c++ code.. its honestly not worth it.

rancid kelp
storm lichen
#

i haven't looked at ue-main since it moved to 5.1. what does it have that the 5.0 branch doesn't? anything significant?

rancid kelp
#

code is different. a lot of things dont work from ue5 to 5.1 if you are a plugin user, and you set some of your plugins to private you then have to open each up and set them to public. Basic UI overhaul nothing more more than that, a few plugins made by UE

#

5.1 is not user ready and wont be for months to come.

rancid kelp
#

Does anyone Know why when i recompile a projects sln, my whole engine recompiles and then the engine breaks and i got to redo everything?

spring ocean
#

stay away from clean and recompile is all i know, easier to just delete the intermediate folders

opaque phoenix
rancid kelp
#

lesson learned. NEVER EVER, build on a non product ready build of unreal engine.

#

7 days of work down the drain.

next onyx
#

what happened?

#

yeah doing work on 5.0 is sketch, doing work on ue-main? oof lol

waxen socket
# opaque phoenix still went 100+ gb for me anything I missed?

Weird, why does it do it this way for me ? I don't ship the DDC with it since I got shared DDC with the team and I only compile for Windows 64 which lowers the size of the folder. But I have you my whole process.
It is also possible that the engine got bigger with time since I made a local build long ago

tropic yew
#

World partition / garbage collection optimisation resources anyone?

#

I'm struggling to find stuff applicable to UE5, peter leontev has great info regarding improving GC and level streaming

#

but level streaming is now deprecated in UE5

echo ravine
#

I don't think it's deprecated

tropic yew
#

hmm, okay perhaps deprecated is the wrong word

#

eitherway, im specifically wondering about open worlds

#

which now is primarily handled with world partition as opposed to level streaming

next onyx
#

There was a recent unreal stream couple of months ago

crimson granite
#

UWorld's FeatureLevel seems to always be null on the latest commit?

#

Crashes ULocalPlayer's PostInitProperties()

#

Makes levels unplayable ๐Ÿฅด yay beta software

eager tendon
#

when ue5-main will be vs2022 ready?

echo ravine
#

It's been for a long time

eager tendon
#

I can use vs2022 ide, but it still use 2019 compiler

echo ravine
#

5.0 works perfectly well with it and that's the stable branch

waxen socket
echo ravine
waxen socket
#

So I only use the Engine folder with shared DDC

echo ravine
#

Or set VS to 2022 in project settings

eager tendon
#

how to generate -2022 for project ? modify GenerateProjectFiles.bat ?

echo ravine
#

run it with -2022

#

Or the two other solutions

#

Personally I'm pretty sure 5.0 defaulted to 2022 before I even set that in project settings

#

And I still have 2019

waxen socket
echo ravine
#

Normal engine size

#

Strip PDBs if no one will be debugging

waxen socket
#

At this commit: d4c3fab366abdfa99581734c1b4d4a993b65c6e6 (branch 5.0)

crimson granite
#

Somehow this is null by the time ULocalPlayer needs it

echo ravine
#

Capturing an UObject pointer is a horrible idea

#

Capture a persistent actor that you're sure will never be invalidated and get less persistent objects from there

crimson granite
#

^Yeah the above is engine code from UWorld

#

I wonder if anyone is able to play in PIE in the latest commit?

echo ravine
#

Ah, thought if was yours

crimson granite
#

Will try a blank test level and see

#

To your point, I'm pretty sure FeatureLevel is not staying around in memory

echo ravine
#

Is it a pointer ?

crimson granite
#

No it's a TEnumAsByte

echo ravine
#

Ah, then it's fine, it gets copied

crimson granite
#

It gets set in the above code just fine

#

When ULocalPlayer tries to access it a split second later, it comes back null

echo ravine
#

It can't be null, it's a variable

crimson granite
#

Right

#

So GetWorld() must be null then

#

Obviously this is a bug for Epic to fix, just going down a rabbit hole here ๐Ÿ™‚

#

Yup GetWorld() returns null

echo ravine
#

Or ULocalPlayer is null

crimson granite
#

Hmm that does seem more likely imo

#

Not sure what would cause the local player to be null though

#

Looks like ViewportClient is null

#

Idk how that is possible

#

Looks like ULocalPlayer::PlayerAdded() is the only place ViewportClient gets set. And that function is never called...

#

Maybe recent code changes to UE5 introduced a bug where things are called out of order?

#
NewPlayer = NewObject<ULocalPlayer>(GetEngine(), GetEngine()->LocalPlayerClass);
InsertIndex = AddLocalPlayer(NewPlayer, ControllerId);```
#

^Yup obviously the engine creates the player before it adds it

#

But the world is not set on the player until it is added

#

The problem is now that the player's init needs the world

eager tendon
#

ok, now it generate 2022 project by default, but the windows SDK is old

crimson granite
#

Yup commit 57f59f340d72d13f47a9cedff1088ece76a3a29a broke it

#

3 days ago

#

I doubt anyone could run a blank level on the latest commit

echo ravine
rancid kelp
rancid kelp
#

Getting fatal error on ANY project launch including basic third person templet on the newest version of 5.0 branch....

#

Oh, why is this?

#

sorry i dont know these things

#

I ended up fixing this temporarily by moving the offending code to AddedPlayer()```
opaque phoenix
waxen socket
#

I see

robust wyvern
#

Anyone know how to update the bridge plugin for source users?

#

can't seem to find any bridge repo?

robust wyvern
#

update: Just updated bridge on EA build from launcher and copied the updated Bridge files over ue5-main version, recompiled and it all works out

#

and it broke it, so , i don't recommend it <.<

limpid light
#

Why are you doing that? The source for the plugin is included with the engine source, you just build that.

hidden pagoda
#

Is there a list of small commits on ue5-main which are safe to cherry pick into 4.27?

#

I found one which fixed a warning for VS2022, but I was curious if anyone knew of any other nice ones that helped them, or if there's a list that some programmers have compiled together :)

#

Obviously there's a lot of them which are needs based too -- I found a neat fix for a few issues in anim layers which I pulled over, but those were much larger. So I do understand that for most cases, it'll be based on what someone values. But still, would love to hear if anyone found changes that helped them!

sharp pecan
#

Hi guys ๐Ÿ™‚ New PC setup here, two days ago I've cloned and built ue5-main from source - it took around 8 hours but it finally completed.
Today, I did "git pull", there were some commits since last 24 hours, and I started build.
I was presented with: "Building 5336 actions with 4 processes..." and VisualStudio 2022 started the whole build... again ๐Ÿ˜ฆ
What did I do wrong? Is there a magic switch somewhere which allows me to build ONLY the changes I "pulled" ?
I don't believe that, since last 24 hours there were THAT many changes which invalidate ALL my previous build...

past vapor
#

If your computers only has 4 threads it might take that long to build everything

#

But it depends on what changed, if it was a core header that changed then likely the majority of the tasks will be recompiled

past vapor
sharp pecan
past vapor
#

Do you know what processor you have?

sharp pecan
sharp pecan
sharp pecan
# past vapor Do you know what processor you have?

and also - yeah, that's my assumption too - one of the core headers might have changed, and the whole build is re-done again ๐Ÿ˜ฆ
BTW - is there a way to actually check how many CPP files are going to be invalidated?

past vapor
#

It should be using 8 then not 4

#

Make sure incredibuild is not in the vs installer when you go to modify it and check itโ€™s uninstalled from add/remove programs

sharp pecan
past vapor
#

Mhm

past vapor
#

Donโ€™t need to keep pulling really

sharp pecan
past vapor
#

Do check that incredibuild is gone though

#

Itโ€™s possible itโ€™s only using one logical thread

#

I canโ€™t remember the limit it imposes and the reasoning epic defaults to it when itโ€™s merely installed

sharp pecan
limpid light
#

@sharp pecan Instead of building the whole solution, it's faster if you build only the UE5 project. And even faster once you have an actual game project linked to the engine and build that, then it will only build the parts of the engine you are using.

chrome ingot
#

check the pinned message for a unreal build .xml that uses all threads no matter what your memory or cores, by default ue5 has some more limits than ue4 and it can use less than full by default

opaque phoenix
next onyx
#

Is there a way to still get the latest commits when I have a plug-in installed. Not sure if I need to fork or what

sharp pecan
#

so is there any other way to include remote changes AND have a decent compilation performance? ๐Ÿ™‚

haughty bear
#

change ryzen 5 2600x to ryzen 7 5800x and 16gb ram to 32gb, it works

#

i do this 4 days ago

#

6-8-10 hours engine build to 40-60 min

#

and nvme ssd

#

from hdd

#

samsung 970 evo plus

sharp pecan
#

yep, I have NVME 2TB (EVO 970 PLUS), 48 GB of RAM and i7 7700HQ - but still, 8-hours builds

haughty bear
#

Oo

#

ah

#

mb cpu?

#

i think problem in cpu

#

sorry, screenshot in hdr mode lagging

#

too bright

robust wyvern
#

@limpid light Because the bridge plugin keeps mentionning an update available which i can download via launcher for 5.0EA (version 2021.0.5) but can't seem to find anywhere on github

limpid light
echo ravine
#

Or compile overnight

paper hound
#

Damn, last time i've updated git was on friday...

Who has builded with the most recents commits?

sharp pecan
cedar tree
#

not humanly, but by bots? Sure ๐Ÿ˜›

paper hound
ember finch
#

dunno

#

had to fix a few minor thingies

#

but it's been mostly good so far

paper hound
#

what I'm trying to see it's if the Lumen Issue is still there or got fixed ๐Ÿ™‚

ember finch
#

might be easier to check the changelog ๐Ÿ˜„

paper hound
#

Idk how they could have called that

#

basically if the light is going outside 131072 units, light contribution and fog don't work anymore

ember finch
#

searching for Lumen in the changelog should lead to few results

#

just gotta check the descriptions of these

paper hound
#

not that much tho

#

cause it also break the fog

#

and that's not lumen

limpid light
#

@paper hound I saw this in a different Discord, but have you tried this?

It's a problem with the Octree and LWC
Use r.UseVisibilityOctree 0 to get culling working again

paper hound
torpid valve
#

staging/testing are most unstable branches (;

ember finch
torpid valve
#

yes

#

they are for merging changes between Release and main branch

#

(and possibly other private branches to main)

ember finch
#

lol

#

Are they behind main then?

#

Or in front of

torpid valve
#

In front

#

it works like that

#

when there is numbered release branch

#

it's going Release -> Staging/Testing <-> main

ember finch
#

@torpid valve Do you know if lumen hardware reflection w/ material shading work in main?

#

Seems to be broken in staging at least ๐Ÿ˜„

#

Only reading the surface cache works

torpid valve
#

I don't know, I bet broken, these versions are not that far apart

shy willow
#

quick question,does ue5-main now doesnt support vs2019 anymore?

#

wait i guess its the UBT

#

hmmm

chrome ingot
#

you could always tell it to use 2019, it might default to 2022 now If you use GenerateProjectFiles.bat when working with Unreal Engine source code, use โ€œGenerateProjectFiles.bat -2019โ€ to generate project files with changes.

shy willow
#

thanks i will try that

#

maybe its because i was using 2022 on 4.27

chrome ingot
#

could be

shy willow
#

@chrome ingot thanks thats exactly what i needed

crimson granite
#

OverlapMultiByObjectType() crashes on latest for me

robust wyvern
#

@ember finch on ue5-main from monday at least Lumen and hardware reflection didn't seem to work <.<

#

i wanted to check as they're using hardware in the matrix demo

torpid valve
#

Matrix demo was made

#

on Dev-Frosty

#

and it is not merged yet, and I doubt they will merge it this year

ember finch
torpid valve
#

worse

ember finch
#

lol

torpid valve
#

it's Private its not even on p4 (;

#

I mean the accessible part

robust wyvern
#

oh dear, lol

#

where do you get this info <.<

torpid valve
#

connecting dots xD

#

I mean In Matrix Demo there is vehicle deformation

#

and some thing relataed to it were merged from /DevPrivate-Frosty

#

also some fixes for Lumen

robust wyvern
#

Well there's some bits of it at least. I see the Mass AI plugin and a couple other related plugin

#

wouldn't be surprised if the matrix demo was made available on ue5 release

torpid valve
#

that's only because some things are developed on main like Mass but the are in Restricted folder which again is not public ;

ember finch
#

It will be, Eurogamer said it

#

And epic folks confirmed it

torpid valve
#

anyway, it's going to be merged at some point

#

just doubt this year, Epic is going on holiday break soon

robust wyvern
#

oh boy, by next summer we will have dozen of spiderman game copycat

torpid valve
#

I'd say, we will have lots of Cyberpunk Games if you know what I mean ๐Ÿ˜„

ember finch
robust wyvern
#

i bet, they earned their holidays as far as i'm concerned haha.

robust wyvern
#

@ember finch on a ue5-main build from this afternoon CET there's some form of hardware contribution to lumen, but reflections seem broken, it might be mostly GI contribution:
https://www.youtube.com/watch?v=SZX5WjWF9O4

ember finch
#

aaaahhh 360p ๐Ÿ˜ญ

robust wyvern
#

more coming :x

#

still processing

#

1080p now

ember finch
#

hum, I guess lumen also uses the surface cache in hardware raytracing?

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Just using RT instead of DF to trace rays

robust wyvern
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it would exclude meshes without surface cache, which would make sense given the black reflection of the character/skeletal mesh: lack of surface cache.
So current implementation might indeed just be tracing the surface cache, the matrix demo seems to have skeletal mesh RT reflections tho

acoustic herald
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stupid question - how do you guys get access to the latest UE5 source? On github i was only able to find zipped source code, the same as the EA downloaded from the launcher ๐Ÿค”

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ah, nvm, found it

stone crown
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did ue5 break on the viewport (5.0 branch)

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in pie i just get a black screen

zealous yarrow
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Speaking of the 5.0 branch... does anyone have a stable commit they are using?

stone crown
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i wish :/

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i tried a few, and hit crashes/issues with them

static copper
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I've had a few issues with world partition mostly

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seems to trigger an assert if you don't debug it

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d84c4f40116b84e92a8342cbeb2b21e39cce0367 for me

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besides that It's pretty ok

zealous yarrow
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That sounds fine enough
Thanks ๐Ÿ‘

shell root
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When updating to latest changes from github, should I do a clean rebuild, or it's smart enough to rebuild only what's changed?