#ue5-engine-source
1 messages ยท Page 9 of 1
really nice bricks tho
yeah I agree try a new project just to be safe to test this lumen issue
AAA quality
Damn it...
it's the UE5EA scene that is "corrupted"
yeah it's normal, it's not meant to be real-time real time
then it's called raytracing and well, you know what it does haha
that will fry any peasant PS5 T_T
I hope you've saved all your stuffs on a source control system
naw just made a back up of the project
I cant figure out SC for the life of me
i can make a whole advanced blueprint but this stuff im DERPPP
You should really try it, cause losing your stuffs because of a bad copypasta is the most demotivating stuffs a project can have
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"
i mean this should work
ini
BUILD SUCCESSFUL
AutomationTool executed for 0h 0m 52s
AutomationTool exiting with ExitCode=0 (Success)
yeah this should work for all plugins, they all where converted in the first place lol
I don't get what I need to do to make the scene similar than a New scene
is it in the World Settings?
so a new scene in the same project is fine, its just that one scene?
I've tried other old scenes, and they have the same issue, however new scenes don't
to make new scene I simply do empty level
I've reset all the world settings hopping it would be that, but no
well your blank level has no lighting or PP as well, so those could be causing issues
same with stuff like atmosphere, etc.
it could also be something weird with the build data if you want to delete that for the map
you could always try migrating the level to a new project as well, see if it happens
yeah it's what I'm trying
Ok it get even more strange...
i've done what you've mentionned ...
Moving the persistent level to a new one... and Adding the rest in addditive
like that I get rid of the settings of the first scene and use a new scene for it
Well it doesn't work...
But if I add the new scene that works
Well...it works
SHIII... I think i found the issue...
yeah wait a minute im trying to make sure it reproduce correctly
ok nvm, I thought I got it... but no
My scene is very far away from 0,0,0
and i thought it was that
I think I found some sort of an edgecase or something very wrong
if you replace the mesh on the bottom with a cube mesh, does it still not bounce by default?
well the strange thing, is that If I go up... the light change... and the pink light also don't look the same
nvm that's the directionnal light that does that
removing the directionnal light...
there is no bounce when it's too high up
on your mesh, is Affect Dynamic Indirect Lighting enabled?
yep I can confirm, its an issue at that number here as well
it's odd... UE5EA didn't had that issue
You've noticed it too?
any point light with Z of 131080 or higher doesnt cast light
the white light is 10 Z lower than the pink
I should rephrase that, its doesnt seem to be contributing to lumen GI, the light still works
indeed it does...
but in UE5EA the GI works at any position in the world
here as soon as you go above 131080, the light don't contribute, except the direction lights
doesn't matter where it is
yeah direction lights dont have a real location is probably why, just a direction
can't find any mention of that...
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
Shall I bug report it?
Or it's by design
That value in a way look a bit random
well if it was working and now its not, its probably both lol
I know there is work on converting all values to large values so that might be a side effect of it
yep
I guess i'm good to report a bug then T_T
I would, at the best it fixes it
I'd harass the people in #lumen with atleast the info, maybe someone in there has a solution
I went looking and gave up because I really dont know how the rendering code works lol
do you have that into an empty project or shall I do one?
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
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:
ok, doing one now then
Can I simply move it down a few lines into public: without breaking things? Or am I better off doing something else?
I think someone mentionned few days ago vehicles are broken with the new version of UE5
my source code is compiled from github as of Nov29th
so it hasnt been broken for me, just the bugs that existed at the time
Ok I got a video of the issue with X and Z failing ๐
I told you, lots of stuffs are modified in 5.1 vs EA
like some stuffs to remove form the scene... before it used to be "MarkPendingKill" and now it's "MarkAsGarbage"
you will need to go in the sourcecode an figure out how eveything got modified ^^
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.
I hope EA and 5.1 will be the same in a few months.
5.0 is the first release ๐ 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
ie any assets you save in a build built from ue5-main has version 5.1 and wont open in 5.0
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
i will just compile this version 5.0 instead of 5.1
My project is stuck on ue5-main because of this, at least until 5.1 previews start ๐
it makes no sense to release 5.1 to public without a 5.0 release...... Also without the proper documentation.
Correct, the first official public release will be 5.0
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
5.1 does look really awesome tho. The GUI is way overhauled lol
There is very little code in the main branch (ie 5.1) that is not also in the 5.0 branch
You will see those same changes in the 5.0 branch ๐ dont worry
SO in theory
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.
yes, as soon as you save any assets in your 5.1 version you cant open them in 5.0
Alright that solves that issue.
its easy to get most plugins to work, its the .uassets files you create that are the main problem
Ahh so we need to wait for a better system to be released.
this is why its pretty much a "test demo"
try this out! see if you like it!
there wont be any better system, this is just how the versioning of the engine works ๐ you can open assets in newer version of the engine, not older than they one they were created in
Have you tried to compile a project in 5.1? I know you cant in 5.0EA with plugins
yes the game Im working on is in 5.1, since we started before the 5.0 branch was published
How did you migrate plugins?
RunUAT.bat BuildPlugin -plugin="
im doing that method
I just fixed the source and the .uplugin files manually then recompiled everything
and its telling me my plugins are not created for this version, even tho they all are recompiled
yes, look at the .uplugin files. They probably have an engine version there.
What plugins are these, you created them?
let me load an example
BlockoutToolsPlugin
this plugin was recompiled with the RUNUAT.bat
then tells me this, even tho i recompiled it.
open and build the source in visual studio, not like that
just like that second error message says ๐
meh dont have the source code for any of these ๐ฆ
well then you cant use them
but thats the thing tho
are you sure? must code plugins ships with source code
i rebuilt them all from 4.26 to ue5.
open your plugins folder there and look inside
yes, look in the private folder for example
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
should still work
ill create a c++ project
well if you cant open the editor that might be tricky
but yes you need a c++ project in order to properly compile your plugins
ill make a c++ project just to try and fix plugins
that might work
then take the plugin and add to my realproject.
btw almost all of this has nothing to do with UE5 and works the same in UE4 ๐ either try in another channel or you can msg me directly if you get stuck again
np! we've all been there ๐
HOLY YOU MAD GENIUS YOU...
I guess ill be sticking with 5.1 ๐
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
Truth. This was 4 hours well spent learning how to do this. I do not mind recompiling from source code, that is now the easy part ๐
Good luck! Look forward to see what you'll make
Wow one change you will notice instantly from ue5 to 5.1 is layered blend per bone. It actually works now lmfao
ue5 i had the right hand in the back because i was not using it and this was JUST a left hand curl animation.
now it takes into account for other things xD
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
@crimson graniteJust create the directory path that it is looking for. I did that and the warning went away
omg. I want this notification to stop
It's so flipping annoying
I'm using a source build. Stop telling me to update my freaking bridge from the launcher
ERROR: Unhandled exception: System.UnauthorizedAccessException: Access to the path is denied.
why is that?
when generating VS project files for the game project?
idk i already gave it all the possible permissions
what am i missing?
windows permissions never work for me
there are no such problems with the official version of the engine, and custom build is located in the same folder, if that matters
where have you installed your stuff?
C:\Program Files\Epic Games and then C:\Unreal
i just dont understand, why unreal from launcher is working fine when it's literally next to custom build
what's the difference
actually i tried to generate project files by command line with admin rights, and Access error disappeared, but then i had this:
it seems that all these errors are related, because this project works fine with the same UE build on another pc
but on my pc, i have no rights
It's unlikely to be a permission issue
modifying stuff under program files requires admin rights
I don't believe anything is being modified there
wherever i place it, i need admin rights - to run Setup, to generate UE project files, to build UE, to generate game project files
When you're saying you need admin rights - how do you know that?
because when i run anything without admin rights - i get an error
access denied, no permission etc
So what is the first error you get when running Setup.bat ?
Checking dependencies...
Registering git hooks...
Access is denied.
Access is denied.
Access is denied.
Access is denied.
but actually i already installed it with admin rights
You need to grant yourself permissions over that folder
And if you in fact installed it with admin rights that's likely the issue
Any file created as admin cannot be overwritten by a user
okay i will try from the start then, without admin rights
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
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)
Update your Blueprints
How do I do that?
And thank you so much Stranger
for taking some time to help me :p
We had this conversation before, these aren't issues, they're normal API changes
Edit the Blueprint to whatever works now
But here's the thing. This is source code compilation. I don't know how to edit a blueprint that is an engine blueprint
I open a previous version of UE and I open the blueprint inside the engine folder from my gitfolder?
If it was a project it'd be simple
Are you compiling your game project or the full UE5 solution
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
That's why I use this command line and the xml script
Compiling through visual works just fine
But it creates some issues about distribution
Sounds like doing that is broken I guess
It used to work, that's why I'm confused
And now someone did an API change and didn't update the starter templates
Yet if anyone know how I could fix engine native blueprints I could go for that but I just don't know how
Probably copy them to your project, fix them, copy them back in engine source
Or remove that template from the sources alltogether
Removing the template is a good Idea as I'm not going to use them
good suggestion
Thank you again stranger and sorry if there was a missunderstanding the other day
do not, compile engine source, against it self
always use game project and save yourself pain
Read the conversation
you still make redist build against game project ;
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
right now i'm losing time and having painful time indeed
but it is to save time for every member of my team
To be honest if you're all working remote, having everyone do the build themselves locally is the less painful method for us.
that's unfortunatly the tradeoff of an unrelased version of the engine. Unreal 5 is still a EA.
Apart from anything, downloading the whole engine + debug symbols everytime you make a change is a nightmare
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.
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"
Oh and we don't work remotely also :p
Does anyone know how to fix this weird linker error? Updated UE5's main branch and trying to build the engine.
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 ๐
Nice I'll try that
basically using Unreal Game Sync with simple code project (which has all the needed plugins enabled), should be much easier than creating redist build
redist build from source is hit or miss on non release, nobody cares if it works, untill it's time to version on launcher
I keep getting an error building:
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.```
The file not found is present
Anyone have any ideas or seen this before?
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
Thanks @chrome ingot - I bet you are right - in the midst of trying that now
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
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
i got this 2 times in building from 5.0 source and don't know how to fix this, tell me if you made it working
As @chrome ingot said, it was caused by the path name being to long. Moving the entire depot to a short directory name - like c:/UE5 fixes it
oh thanks you guys i'l try that
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.
I'm on 5.0 upstream branch btw
seems like because of this
6a40ba5033bf18ce2eaf0127966ba909a391f09f
I'm afraid I don't know what "this" is
Alright have reverted that commit and yea now it atleast started compiling ^-^ Gotta see how it turns out
thanks, I did everything without admin rights in the folder in which I had full rights initially and everything worked out. still don't understand though why i can never give myself permissions in protected folders.
Alright so it did compile successfully but I can't start it without debugging.
Some plugins seem to fail for whatever reason.
Works fine if I start with Debugging tho
thanks, will try
i'd say you needed to reset instead of revert, not sure though, but i already don't recommend latest versions
it did work for me thanks @chrome ingot @vale hill
Turns out it seems to be a project specific failure... :/ Engine compiles fine and I also can open another other project just fine
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
compiling takes 3+ hours on my machine and every commit Iโve tried for the last few days has crashed on launch โน๏ธ
i know 5.0 compiles with the last commit on 12/3
yeah I havenโt hit any that donโt compile, but almost everything Iโve tried has failed to run
the last commit I was able to build and run (for macOS) was 71cff87, from a week and a half ago
i can say that one I linked is the one I am using, no crashes yet
guess Iโll give it a shot, canโt be any worse than the builds Iโve been trying. thanks.
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.
yeah the latest seems to build as of an hour ago, earlier today it had the UHT issue which they fixed a bit ago
https://github.com/EpicGames/UnrealEngine/commit/fb561880ed0ee689578e968740b2c109273240b6
Sorry this is from ue5-main
so is EDL deprecated in ue5?
I am running into a cooking/packaging issue in ue5, for which a bunch of UDN posts recommend enabling EDL
not even sure what EDL is in this context
event driven loader
do i need to enable IOStore for nanite?
there's a whole new loader system in UE5 called Zen, maybe thats the reason?
nm, nanite works fine with IOStore disabled, I do not have zen enabled
I ran into this issue. The limit is 260 characters (256 + 4 for C://). You can get around this with a registry hack and modifications to UBT though, which I ended up doing.
In my case, I had one file with a path length of 262 ๐
The registry modification, and the %? (iirc) prefix modification to IO operations in UBT allows for paths up to a theoretical 32,767 characters.
^Right, thank you for clarifying
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...
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
is the nanite and lumen optimization commit live?
I think we should rename that channel into : "will it build?" :D
Imagine not running a spell-check extension ๐ฆ
As if Visual Studio needs an extension for that
I've usually had lints and the likes that fail for things like this automatically, saves code review time for silly issues
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
if anyone likes to see the output log for themselves
dte80a.tlh ring any bell ?
absolutely not
VisualStudioDTE ?
I mean consider the possibility that the two modules not compiling are not actually needed by your project
You're saying I miss some dependencies?
You should compile UE5 from your game project
3x faster, no error on pointless subprojects
Other than that particular VisualStudioDTE module everything is fine
Same error but with my project o-o
So let's see the log for that
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.
==```
Wipe P:\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE and retry
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.
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
Built yesterday, worked fine for me. What exactly you are doing might different from me ofc
@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
Thanks, gave hope if it works after many weeks of broken landscape material instance layers
@lofty idol yeah but I'm on ue5-main unfortunately.
https://github.com/EpicGames/UnrealEngine/commit/fb561880ed0ee689578e968740b2c109273240b6
hmm, wonder if 5.0 has landscape fixed too?
We have multiple layers that are spawning instances like rocks, shrubbery etc. If that is what you are referring to?
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
testing that for you now
I mean I can paint landscape layers unless I am doing it wrong, never had an issue with it
the heightmap occasionally resets abd goes flat, but it was also doing that in older versions. Just reload the map or rebuild fixes it
for me it was broken, instanced material painting did not work at all, maybe now it is functioning again (5.0)
Painting works for me, but sculpting seems to have problems and the heightmap resets to a flat plain
thank you sir, perhaps landscape is starting to get back up again step by step. Maybe breakage was needed for EPIC devs? 64bit precision? just a wild guess
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 ๐
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.
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
-;-
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)
Anyone have idea what is that CppAPI-HTML?this error is new for me, first time i see. Thanks.
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 ๐ฅฒ
Any idea how to bypass/exclude this, no need for documentation.
I want to avoid compilling them
how? ๐
It won't use the UE source I downloaded. It will use the pre-built
๐คทโโ๏ธ
I will try that ๐
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
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...
that is confusing, to build editor, link emty(what) project. when i build i use this .bat and compilation begins.
I agree that it is confusing ๐
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
probably another thing as i understand?, i want to build just a bare editor
i test my building after week again, maybe my luck returns
I am trying to find a way for the engine to take less than 24 hours to build ๐คฃ
I am willing to try anything ๐
I would love to build editor with only selected plugins and without docs, samples, templates....
If I manage to make this work, I promise to write a guide on how I did it ๐
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
associate your UE4 project to your source build
that is the step I have no idea how to do
๐
And why project is needed to build rocket build of editor? that is ultra confusing
I think the project is to get a barebones list of plugins to build ๐ค
Right click uproject, choose engine or something
If you're confused by that why are you using UE5
I would be confused with UE4 anyway ๐คทโโ๏ธ
I need to learn Unreal Engine somehow
i hope epic sees this chat and one day gives powerful commands to exclude and build rocket build with selected thing
If you're learning you should realllllly pick UE4
Are the building steps different? ๐ค
no -rocket just a meaning rocket build aka build that is created into folder
Is there a way to learn to build ue4 without building ue4? ๐
I know I am an annoying newbie, but I need to learn ๐คฃ
then... how do I learn to build it?
if I get an already built version
You don't need to build it
๐
I've shipped two games without ever compiling UE4
"beginner"
My job description is: Throw this guy on the deep end and see if he can swims back to the shore ๐
And you still don't need source builds for MP btw
huh, for what I read, my servertravels were failing because only source builds can do dedicated servers ๐ค
But like, this is complete madness - not knowing the engine and trying to do MP on console with UE5 is just absurd
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
nope, couch party + online
Anyway, my advice is UE4 with a nice prebuilt engine, learn the ropes, move to multiplayer in six months, and see about console later
I have six months to deliver the vertical slice ๐คฃ
I know I am all kinds of fucked up
I have already told everybody that the deadline makes no sense
If you're agreeing to do stupid shit you know you can never deliver on, that's kinda on you
I didn't agree ๐คฃ
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 ๐
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
"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
Yeah, it's hopeless
Cursed words ๐
don't forget the console couch party too ๐
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...
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
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
Client authoritative for a racer ? If you don't have any collision maybe ?
it's server auth
Of course it is
cars are the easiest to predict, they like to move forward
I know kinda what I need to code
90% of the racing games are client authoritative
Nice, wouldn't have guessed
The one I've working on last was entirely input lag based
Forza Horizon being one of the bigger ones with client authoritative movement
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
๐จ
it's slightly easier to make using fixed tick physics
but still good luck doing it if you never even attempted that
I investigated that, but that also pointed me towards a source build ๐ฌ
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
building from an empty project and is building 3k files instead of 6k.
It actually worked ๐
imma leave it building and tomorrow will report how many hours it took
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.
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.
Same commit i just before compiled, but seems that things starting to get back up
Finally landscape is working for me again. ๐
Any tips on reducing the build size? Even with UAT Installed Build I get like 80+ Gb build folder (not to mention 200GB engine folder).. all PDB files are there and I guess a bunch of other debug files too.
That's the normal size
You can remove PDBs if you never intend on doing any C++
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
You can generate an Installed Build which are similar to the launcher builds just using your own custom engine. You can find our docs on how to set it up here: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DeployingTheEngine/UsinganInstalledBuild/
That's what they're doing.
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
PDBs are probably the best way to reduce the size if the build is for artists, likely 30GB
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
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?
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
Oh, I need to try this out
Thanks!
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
Guys I want to launch a fresh build, can someone tell me what's their last working commit? #willitbuild?
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
I just managed to make local build with 5.0 main branch with VS2022
You used the makelocalbuild xml or you can do it through visual studio?
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
Building from Visual studio worked out of the box, csproj version change was needed only for local build
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 ?
commit id? i did not commit anything back
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 ๐
It was just like 2 days ago. I think nothing much has changed since and the latest should be fine
alright!!!
Thank you so much rendereverything, if I can help back in any way feel free to ask!
Yes, i'm currently building programs and soon i'll launch the InstalledEngineBuild.xml instructions
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
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
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
might not be, but is it really worth not doing it if it is?
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
yep. you never know when they might add or change something so making sure your working with updated files makes sense
But seeing how it executes everytime... I'm wondering if it really work (besside the first time)
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
Yeah you're probably right
the one i don't execute is the setup.bat
and that work just fine
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
Yeah, I understand. I think I will leave engine coding to Epic for now and work on my side of projects ๐
Where can I find the RunUAT.bat build arguments?
Looks like a few of them changed
Info about these are quite vague and i use this personally and it is success.
day ago i built 5.0 success with this, maybe everyone do not have success,i do not know.
wait this is with source still being there??
Yep
how does source not have verse yet lol
because verse is not for UE5?
the scripting language
i hope that languague never make it into engine
but probabaly will, Epic invests to much into it
nothing we have seen says verse will be for UE5, they mention it for fortnite
if they really wanted to make something useful, why not invest in rust ?
they hired one of the top haskell guys to come over and help
they hired languuaguues researchers
youu don't do it for scritping languugue for game for single game editor
sure you do
yeah, which will be languague : P
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
Epic's plans for Fortnite is to extend way beyond "a game"
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
-;-
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
does it need it to build? or to open the project
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
that's the runtime
So not sure why the RunUAT.bat is still looking for v4.5?
This where the targeting pack should be, right?
I know you can install it with the 2019 VS installer, its listed there still
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
Gotcha, I'm on VS2022 and it doesn't list it
I'll download VS2019 and use that, thanks ๐
Still curious why it's looking for v4.5 when I've changed them to v4.8 in VS
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
I don't think you need it, I did it with vs22 and window 11. It worked
You compiled using the RunUAT.bat file?
No
I right clicked on the solution ue5 and build from there
Just like the tutorial says
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.
try closing the project and deleting the intermediate folder and trying again
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
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?
bless you haha
Any UE5 C++ guys here?
Hey people, have a quick question. Letโs say I built the engine. I expect it to be very large from what Iโve 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?
Point your project to your engine, then build the project. Only the modules that your game needs will be built. Reduces the size down to 120 gigs for me. Obvs, disabling as many Plugins in your project as you can helps.
Personally I mark all my projects with
โย ย ย ย ย ย ย ย "DisableEnginePluginsByDefault":ย true
So that I don't have to manually disable everything I don't need
you can also run compact on the folder (https://github.com/Freaky/Compactor makes it easier/faster), can reduce allocated size by 40-50%
Thanks for the answers!
You don't "need" .pdb files and those are the largest. 47 GB on my UE5 build
So itโs 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.
Does anyone know what ue5 build has physx?
every ue5 build that has been released so far have physx disabled by default, but i'm pretty sure you can re-enable it manually
for now
it will be removed
if you want to use ue5 you need to migrate to chaos anyway
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 ๐ )
its gone bud.
lol
The 5.0build before EA have it i think
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
You sure? I only see physxVehicle Support
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
your right its still here but disabled, they must have not 100% removed little snappets of code from the engine yet.
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
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
Eventually it will be completely removed and it shouldn't be used anymore, they need to sort out chaos performance though..
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
i need it for a ue5 plugin to work sadly :/, Its a simple linetrace for bullets to do collateral damage so it wont hurt FPS.
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;
Yeah, the current state Chaos is in it isn't production ready in my opinion, it needs a lot more work
Removing PhysX would be a mistake
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?
If you build the UE main is unreal 5.1 atm :)
Awesome, thanks
how did you do this?
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.
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
this looks interesting 200 gbs wad too much space and time
what was your compile time?
5.0 trying to open material instance crashes editor, no matter whose material pack it is, all same. Just mentioning.
5.1 works 100% fine for me, no issues with this.
```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
Its being used in Fortnite right now.. just saying ๐
Fortnite engine versions are like 1 year ahead of what us plebs get, feels like.
Not sure if Fortnite is physics heavy, but I haven't played it.
Thats a bit of an exaggeration ๐ they do indeed add new features and mod the engine there, but quite regularly merge those changes back into the public branches.
still wouldn't say it's production ready
Physics heavy or not, at least it uses hitscans and some rigid bodies
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.
yup ๐ 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
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.
Is there any way to make UGameplayStatics::FindCollisionUV work in UE5? I think because of Chaos this function is mostly returning false.
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
water is a live example
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
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?
friction
Still worse
I believe it isn't friction as the ball still travels the same length as previous. It's just that it seems very laggy even though it's on singleplayer
do I need to run setup.bat?
it is currently giving me errors
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? ๐ (with relation to the landscape)
You've got non-gray colours in UE5, I'm jelly
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
Yep you need to
run Setup.bat
run GenerateProjectFIles.bat
Get all the sdk you need with turnkey
Open ue5 through visual
Compile all programs
And then run the command I gave you
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
Doesn't mean it's usable for anything else at the moment
Most likely a ton of patchwork keeping it together
I added this in the engine UnrealEditor.Target.cs and i get errors, any idea why?
sorry to bug you btw
Ah it's probably not the same as it was in 4.x to enable it, would have to check
ERROR: Unable to find installation of PDBCOPY.EXE
Anyone into this issue when building from source?
Time to get another commit
trying to use PhysX lol i think i need an older commit.
Guessing there is a specific package i need in VS studio
i have been generating commits like tis my job.. on to the next one
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
Haven't tried WP so I couldn't say
No worries thought id ask ๐
In theory once using source it should be possible to convert to WP later if need be right?
Appreciate that, no worries ๐
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?
Unfortunately it is on, might be an issue with this build. If I decide to continue in a non WP map it is possible to convert later isnโt it?
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.
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
compilation wont touch that, so 200gb?
Does the github version of ue5 now support Custom Stencil Buffer for Nanite meshes?
well plus or minus based on your build
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
this is my current build from yesterday
but that doesnt cover any weird temporary stuff that VS tends to do because its VS
feels like ue4 to ue5 added 75-100gb
anyway, i'l keep cleaning stuff up, i need to find 30gb
LOL sounds about right i got 6 of those xD
Bump.
How much free space is it recommended to have on a SSD as a minimum?...
holy ue5
usually 10% free is recommended
A bit enthusiastic, haven't checked ue5-main since september
Yeah, so I tried that, but the command isn't really working, just pops up CMD, then immediatly closes, should I compile anything through VS first? Is there any dependencies?
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"
https://i.imgur.com/nioxXq0.png
What's up with this? Happens when I try to create and try to open C++ project.
Compile it in VS
I know there is a commandlet to convert from the older World Composition, but I haven't done any testing converting a non-WP/WC world into WP.
Iโm definitely thinking itโs an engine build issue, started a clean map created an open world map and as soon as I press play all default settings other than imported height map it crashes out with an error code
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]```
Probably just wait for the fix to come
Anyone else having issue with lumen on ue5-main? edit: my bad was my engine edits breaking things up.
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 donโt get why EA2 seems to work so much better? I canโt even get a basic 3rd person project to run :/ isnโt source 5.0 the production ready (ish) branch?
I just feel like Iโm tearing my hair out here when just a brand new successfully complied project crashes with a fatal error, canโt even see anything in the output log hmm
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
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.
Yeah thatโs a fair reply, guess I need to dive into the code and see whatโs wrong ๐
One query if I may, if I jump to 5 master from 5.0 can I revert back to the 5.0 branch if I wanted to or would that utterly screw the project. I.e should I just stick to the 5.0 branch and ignore master?
๐ good to know Iโll revert a couple of commits!
So in your professional opinion I should just stick to 5.0 and ignore 5.1?
Yeah thatโs 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 ๐
Interesting I had no idea that was in 4.27 already!
Thatโs 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 Iโve tested as well
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.
So you should be able to convert a non WP level in 5.0 to WP in the future in theory? (I Understand that nothing official has been stated)
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.
Thanks for all the advice both really appreciate ๐
Stick to 5.0 and ignore master, there is no benefit of master over 5.0 branch and 5.0 is going to be more stable anyway. If you use master and save any assets, you wont be able to open them in the 5.0 official release since the versions dont match.
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.
This is where I am at right now LOL, going back to the 5 branch.
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?
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.
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?
stay away from clean and recompile is all i know, easier to just delete the intermediate folders
still went 100+ gb for me anything I missed?
lesson learned. NEVER EVER, build on a non product ready build of unreal engine.
7 days of work down the drain.
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
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
I don't think it's deprecated
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
There was a recent unreal stream couple of months ago
Check out the new features and tools that make it easier to work on large open worlds in Unreal Engine 5. With a birdโs-eye overview of World Partition, One File Per Actor, and more, youโll have everything you need to start creating your own open world games.
UWorld's FeatureLevel seems to always be null on the latest commit?
Crashes ULocalPlayer's PostInitProperties()
Makes levels unplayable ๐ฅด yay beta software
when ue5-main will be vs2022 ready?
It's been for a long time
I can use vs2022 ide, but it still use 2019 compiler
5.0 works perfectly well with it and that's the stable branch
Just came back from work and I managed to do a LOCAL BUILD, i'm so happy!!!
So...
The inside of my folder looks like this and the InstalledDDC is pretty big
Use -2022, or remove VS
So I only use the Engine folder with shared DDC
Or set VS to 2022 in project settings
how to generate -2022 for project ? modify GenerateProjectFiles.bat ?
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
I only have the windows folder for the windows build of the engine in it and it is around 80 go right now
At this commit: d4c3fab366abdfa99581734c1b4d4a993b65c6e6 (branch 5.0)
Somehow this is null by the time ULocalPlayer needs it
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
^Yeah the above is engine code from UWorld
I wonder if anyone is able to play in PIE in the latest commit?
Ah, thought if was yours
Will try a blank test level and see
To your point, I'm pretty sure FeatureLevel is not staying around in memory
Is it a pointer ?
No it's a TEnumAsByte
Ah, then it's fine, it gets copied
It gets set in the above code just fine
When ULocalPlayer tries to access it a split second later, it comes back null
It can't be null, it's a variable
Right
So GetWorld() must be null then
Obviously this is a bug for Epic to fix, just going down a rabbit hole here ๐
Yup GetWorld() returns null
Or ULocalPlayer is null
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
ok, now it generate 2022 project by default, but the windows SDK is old
Yup commit 57f59f340d72d13f47a9cedff1088ece76a3a29a broke it
3 days ago
I doubt anyone could run a blank level on the latest commit
It's going to use whatever Windows SDK you have
After a while the editor just crashes on desktop with fatal error. over and over again. 5.1 is not the way to dev lol
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()```
it did not seem to recognize the ignore platforms thing from what I read
I see
Anyone know how to update the bridge plugin for source users?
can't seem to find any bridge repo?
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 <.<
Why are you doing that? The source for the plugin is included with the engine source, you just build that.
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!
Hi guys ๐ 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 ๐ฆ
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...
Did you install incredibuild with visual studio? Check your vs installer and make sure that you didnโt
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
Incredibuild limits how many threads will be used to build when itโs evaluation license ends
Thanks ๐ I don't have Incredibuild installed - I do remember it was running some icon in the Windows' tray - but it's not running this time ๐
Do you know what processor you have?
i7 7700HQ
4 native threads, 8 logical
and also - yeah, that's my assumption too - one of the core headers might have changed, and the whole build is re-done again ๐ฆ
BTW - is there a way to actually check how many CPP files are going to be invalidated?
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 itโs uninstalled from add/remove programs
Well, git pull, Setup.bat, GenerateProjectFiles.bat - and opened in VS 2022, hit "Build solution"
Mhm
Once you pull a update you would have to check the files pulled before pulling them and have an idea of what said file change will cause recompilatuon of what so it not easy to know, but I donโt think it should take 8hrs
Donโt need to keep pulling really
well, that's what I am hoping for, too ๐ Thanks anyways for your help - I just need to wait some time, and don't rely on rebuilding UE every night then ๐
Do check that incredibuild is gone though
Itโs possible itโs only using one logical thread
I canโt remember the limit it imposes and the reasoning epic defaults to it when itโs merely installed
Yep, I did check it right now - and it's unchecked in VS installer, and that's my fresh Windows10 machine, so it was never installed before too
@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.
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
what if I have only ue4 projects?
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
so is there any other way to include remote changes AND have a decent compilation performance? ๐
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
yep, I have NVME 2TB (EVO 970 PLUS), 48 GB of RAM and i7 7700HQ - but still, 8-hours builds
Oo
ah
mb cpu?
i think problem in cpu
sorry, screenshot in hdr mode lagging
too bright
@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
Just ignore it, you have the latest source.
Or compile overnight
Damn, last time i've updated git was on friday...
Who has builded with the most recents commits?
yep, is it even humanly possible to produce that amount of changes over weekend? ๐ฒ
not humanly, but by bots? Sure ๐
I just built staging
this one always work?
what I'm trying to see it's if the Lumen Issue is still there or got fixed ๐
might be easier to check the changelog ๐
Idk how they could have called that
basically if the light is going outside 131072 units, light contribution and fog don't work anymore
searching for Lumen in the changelog should lead to few results
just gotta check the descriptions of these
@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
That was few months ago ๐
I actually found a different solution that didn't include octree, the lack of documentation was driving me nuts
I see you like living on the edge
staging/testing are most unstable branches (;
lol are they
yes
they are for merging changes between Release and main branch
(and possibly other private branches to main)
In front
it works like that
when there is numbered release branch
it's going Release -> Staging/Testing <-> main
@torpid valve Do you know if lumen hardware reflection w/ material shading work in main?
Seems to be broken in staging at least ๐
Only reading the surface cache works
I don't know, I bet broken, these versions are not that far apart
quick question,does ue5-main now doesnt support vs2019 anymore?
wait i guess its the UBT
hmmm
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 โGenerateProjectFiles.bat -2019โ to generate project files with changes.
could be
@chrome ingot thanks thats exactly what i needed
OverlapMultiByObjectType() crashes on latest for me
@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
Matrix demo was made
on Dev-Frosty
and it is not merged yet, and I doubt they will merge it this year
Is that on p4 only?
worse
lol
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
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
that's only because some things are developed on main like Mass but the are in Restricted folder which again is not public ;
anyway, it's going to be merged at some point
just doubt this year, Epic is going on holiday break soon
oh boy, by next summer we will have dozen of spiderman game copycat
I'd say, we will have lots of Cyberpunk Games if you know what I mean ๐
And everyone's probably hella tired after the likely pressure of the matrix release ๐
i bet, they earned their holidays as far as i'm concerned haha.
@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
You can find me on twitter:
https://twitter.com/Max_Dupt
PC Benchmark:
CPU-Z - https://valid.x86.fr/bench/3svh3w/1
3DMark - PCIE - https://www.3dmark.com/pcie/173583
3DMark - PORT ROYAL - https://www.3dmark.com/pr/752237
3DMark - TIME SPY - https://www.3dmark.com/spy/17203212
3DMark - FIRE STRIKE EXTREME - https://www.3dmark.com/fs/25505089
...
aaaahhh 360p ๐ญ
hum, I guess lumen also uses the surface cache in hardware raytracing?
Just using RT instead of DF to trace rays
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
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 ๐ค
ah, nvm, found it
Speaking of the 5.0 branch... does anyone have a stable commit they are using?
I've had a few issues with world partition mostly
seems to trigger an assert if you don't debug it
d84c4f40116b84e92a8342cbeb2b21e39cce0367 for me
besides that It's pretty ok
That sounds fine enough
Thanks ๐
When updating to latest changes from github, should I do a clean rebuild, or it's smart enough to rebuild only what's changed?