#ue5-engine-source

1 messages ยท Page 10 of 1

torpid valve
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it really doesn't matter

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it will usually rebuild everything anyway

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it's

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C++ way

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it is the way

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doesn't matter, if you change single header included everywhere, it will rebuild everything

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as I said

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C++ way

wraith flint
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do we need to recompile the entire engine every time we clean a project? I literally cleaned up only my project in an attempt to avoid false intellisense errors and the whole engine is recompiling along with my project for the second time today, even with Build Startup Project (UnrealVS) lol

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by the way, did you guys have problems with Visual Studio 2022 intellisense in unreal? while 2019 worked normally, 2022 keeps pointing out false errors and delaying the work

ashen kiln
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yes

limpid light
echo ravine
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Same with VA

limpid light
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I have tried doing Unreal work in VS without either VA or ReSharper.. and... I do not recommend it ๐Ÿ˜„

next onyx
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yeah just realize if you build a new project with source build, there might be modules not yet built because you're only rebuilding your existing project

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i prefer to rebuild ue5 everytime, but i usually leave that going overnight

scenic mauve
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I stopped running into build errors ever since I started following the helpful Unreal Binary Builder bot that RyanJon2040 made to know which specific commit I should merge to before compiling. It's great, I highly recommend it.

next onyx
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sorry i mean right click build not rebuild you're right

crimson granite
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Looks like TimeSynth was removed recently.

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Can anyone else confirm this?

indigo leaf
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Sad 80s noises, but #audio has some related discussions to its (seemingly) replacement

crimson granite
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Interesting

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So it's being replaced

eager hedge
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Anyone else found that the transform gizmo likes to disconnect from actor origins when moving things around in the editor (5.0 branch)? Getting pretty damn annoying. Haven't tried looking through git history yet to pinpoint the commit, might end up having to...

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Almost seems like a precision issue... occasionally the actor's origin just snaps to a slightly off position. Even on an axis not being edited. Super weird.

uncut vigil
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Hey there, I'm having trouble compiling UE5 Main from source on Windows 10, specifically the UnrealBuildTool keeps failing to compile, citing missing packages that Nuget says are incompatible with the project file when I try to add them manually. I'm using Visual Studio 2019, and followed the install steps in the readme. I've successfully run Setup.bat, but running GenerateProjectFiles fails when UnrealBuildTool fails to compile. I'll paste an error log below, thank you in advance to anyone who can point me in the right direction.

Cheers!

https://pastebin.com/8AWM7jWc

hearty knot
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Which branch to get?

eager hedge
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e. none of the above
If you're using 5 from source, you should be using the 5.0 branch.

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ue5-early-access is dead. ue5-main is technically 5.1 and super unstable.

uncut vigil
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Is the geometry scripting stuff in the 5.0 branch?

eager hedge
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I don't know what stuff you're referring to, but probably. I don't know that many major features have made their way into ue5-main without being in 5.0 yet.

uncut vigil
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Oh nice! Alrighty, Iโ€™ll try the 5.0 branch then.

Thank you!

hearty knot
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thanks @eager hedge

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if i'm not wrong, UE5 is not compatible with UE4.27 stuff right?

echo ravine
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5EA isn't, 5.0 source is (any branch of 5 is)

hearty knot
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ahhh great

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that's a relief

paper hound
echo ravine
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That, the 4.27 compatibility, and UE4 for beginners

hearty knot
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WARNING: Exception while generating include data for HeadlessChaos: Unable to instantiate module 'HeadlessChaos': System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\Development\UE_5.0\Engine\Restricted\NotForLicensees\Build'.

What's this warning about?

echo ravine
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Means something depends on private code that's not on Github

hearty knot
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anything to worry about?

echo ravine
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Yeah, you're compiling the UE5 solution

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Associate your project to the source code and then compile your project

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Will be way faster

limpid light
echo ravine
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Other than twice the compilation time

crimson granite
hearty knot
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can anyone help me with this?

echo ravine
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Yes

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Close the errot list, go to Output tab, copypaste here

hearty knot
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4>D:\Development\UE_5.0\Engine\Plugins\Runtime\ApexDestruction\Source\ApexDestruction\Public\DestructibleComponent.h(143): error C3668: 'UDestructibleComponent::AddImpulseAtLocation': method with override specifier 'override' did not override any base class methods
4>D:\Development\UE_5.0\Engine\Plugins\Runtime\ApexDestruction\Source\ApexDestruction\Public\DestructibleComponent.h(143): warning C4263: 'void UDestructibleComponent::AddImpulseAtLocation(FVector,FVector,FName)': member function does not override any base class virtual member function
4>D:\Development\UE_5.0\Engine\Plugins\Runtime\ApexDestruction\Source\ApexDestruction\Public\DestructibleComponent.h(265): warning C4264: 'void UPrimitiveComponent::AddImpulseAtLocation(FVector,FVector,FName,bool)': no override available for virtual member function from base 'UPrimitiveComponent'; function is hidden
4>D:\Development\UE_5.0\Engine\Source\Runtime\Engine\Classes\Components\PrimitiveComponent.h(1386): note: see declaration of 'UPrimitiveComponent::AddImpulseAtLocation'
4>D:\Development\UE_5.0\Engine\Source\Editor\UnrealEd\Classes\Editor\EditorEngine.h(63): note: see declaration of 'UPrimitiveComponent'
echo ravine
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That's APEX so you can ignore it

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Build Unreal from your game project, not the UE5 solution

hearty knot
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ahhh ok

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already have target declared in there but still getting this

echo ravine
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SHow your file

hearty knot
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// Copyright Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;
using System.Collections.Generic;

public class TestProjectTarget : TargetRules
{
    public TestProjectTarget( TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;
        DefaultBuildSettings = BuildSettingsVersion.V2;
        ExtraModuleNames.AddRange( new string[] { "TestProject" } );
    }
}
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alright got it fixed. was due to one of the plugins that was incompatible

solid cypress
static copper
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Multi gpu was going to be a thing 10 years ago for offloading certain features like physx debris

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What happened???

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This is from a consumer standpoint, mind you

echo ravine
# static copper What happened???

Two things happened:

  • it's very hard to support two GPUs because you can't share data quickly, so you can't easily tile your rendering or alternate frames (because of temporal effects and input lag)
  • there's a 2x faster GPU at around 2x the cost until you're flashing $3K on your PC
static copper
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Yeah, it always seemed like the only way it was going to happen would be having your older gpu get demoted to physx goo sim duty

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A sad end

echo ravine
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No one other than Nvidia wanted that to happen, though

static copper
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True

robust wyvern
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mGPU for consumers is dead anyway?

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Mostly a pro market feature? sims, architecture, theme park and what not?

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I remember when people were doing dual GTX 660 and such, good luck even getting one GPU nowadays, and let's not talk about prices

uncut vigil
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Hey there, I switched to the 5.0 branch, still getting build failures for the UnrealBuildTool, here's some output:

limpid light
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I wouldnt get too excited about the multi GPU thing, this is almost certainly just to support the virtual production workflows since they use multiple computers there

limpid light
solid cypress
rare owl
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Has anyone been able to successfully run UnrealObjectPtrTool to upgrade raw pointers to TObjectPtr ? I've compiled engine source and compiled game code, ran the tool but no upgrades are ever done -- maybe I'm missing a step?

uncut vigil
chrome ingot
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when do you get these errors, at what part of your process

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you;ve got jetbrains errors in there so this is definitely not stock

uncut vigil
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While running GenerateProjectFiles.bat, the batch process fails at compiling UnrealBuildTool. I've opened UnrealBuildTool in VS2022 & grabbed the error log from the build failure there.

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I pulled the source from a fork of the Epic Repo, using the 5.0 branch

chrome ingot
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so is this an upgrade over another fork/branch, or a new folder/clone?

uncut vigil
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I had made a fork based of the Unreal Engine repo, which defaulted to the release branch when I pulled, so I switched to the 5.0 branch

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Haven't done forking before this, is it possible to fork based on the specific branch and not the "master"?

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That way I don't have to switch branches after pulling, and can only pull the branch-relevant data?

ashen kiln
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@uncut vigil after forking, remove branches you don't need from your forked repo, problem solved.

quiet acorn
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Hi people, I want to test some new features that comes with UE5, what is your recommended stable commit?

uncut vigil
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@lofty idol @ashen kiln I redid my fork, set the 5.0 branch as my default, cloned to my desktop and ran through the steps again, still getting build failures for Unreal Build tool. I'm able to build 4.27 without issue, but any version of UE5 from source fails at the GenerateProjectFiles step, specifically when compiling the UnrealBuildTool.

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No idea what I'm doing wrong. I've tried going through and adding the missing dependencies in Visual Studio but Nuget states that the project is incompatible with those dependencies and aborts installing them.

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I've tried it via Github Desktop as well as just downloading the code directly from Github, though it's worth noting that downloading the 5.0 branch directly from Github is missing the project build stuff like Setup.bat and GenerateProjectFiles.bat

chrome ingot
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its not missing it

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I know for a fact its not missing it

uncut vigil
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IDK, I just switched to 5.0 branch, clicked on Code, then clicked Download Zip and those files were not in the zip when I extracted it.

chrome ingot
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it sounds like you might want to start over from step 1 and verify as you go.

uncut vigil
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Okay, I'll try it via the cli, thank you for your help

chrome ingot
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the zip does work, I used it yesterday to build 5.0 without issue on a new machine

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step 1, make sure you have VS installed correctly with the correct requirements for compiling the engine.

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step 2, use a good client or CLI to clone to your machine

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step 3, follow the instructions to compile it

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step 4, figure out what was wrong earlier

uncut vigil
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Alrighty, will once again check my VS installation, are the instructions in the ReadMe accurate?

chrome ingot
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clone, setup, generate project files, open sln, build UE5 target

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so yep

uncut vigil
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The ReadMe says to use VS 2019 but others have told me VS 2022

chrome ingot
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both work

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latest 5.0 supports 2022 out of the box without any changes

limpid light
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Sweeney just mentioned Verse on the livestream ๐Ÿ™‚ hope in to "open it up to the world" next year

uncut vigil
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Alrighty, thank you all very much

chrome ingot
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I literally installed VS2022 with the right options and used the .zip from github to compile 5.0 without issue yesterday on a new laptop

limpid light
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yep

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he also said he hopes it will become a standard foundational thing

chrome ingot
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compiling in the background... it doesnt like using all cores lol

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I know, it was just a speed test on the laptop

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easier to just not install fork then clone this way

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been testing various settings and laptops so not bothering with full environments, just get it done

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definitely feeling the need for 32gb+ memory with 5.0, it shifted my choices in machines with that need

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considering 64GB for no good reason as well lol

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yep I hit 32gb at one point compiling 5.0 with nothing else running (16 threads)

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it's reaaaaaaaaally shite right now with most laptops soldering on half their memory ๐Ÿ˜ฆ

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hmm.. I wonder what Matrix Awakens will require for system memory when it gets released in project form

arctic comet
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which branch is more stable? ue5-release-engine-staging or -test ?

chrome ingot
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neither, dont use either

arctic comet
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5.0 then?

chrome ingot
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if you have to use a 5 branch in theory its the most usable

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EA might even be better based on what you need

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only use them if you need to use them

arctic comet
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ah just tinkering around, but If there's a ue5-main-ish branch that is mildly more stable than bleeding edge that would be preferred

chrome ingot
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theres ue5-main and 5.0 for the most stable, neither should be considered stable

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with that said 5.0 has the best chance of being usable if you get a good commit lol

arctic comet
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I speak in relative terms on purpose ๐Ÿ™‚

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thanks

feral turtle
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Where should I change the .NET to fix this engine build error in VS 2019?

The current .NET SDK does not support targeting .NET 6.0. Either target .NET 5.0 or lower, or use a version of the .NET SDK that supports .NET 6.0. EpicGames.Serialization.Tests C:\Program Files\dotnet\sdk\5.0.402\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.TargetFrameworkInference.targets 141

cyan imp
next onyx
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is there a guide on how to continue to pull updates from branch 5.0 with your custom plugins ?

haughty bear
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what happens with plugins?

next onyx
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i guess the desktop app is asking if i want to commit the changes since the plugin changes

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some files

hearty knot
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0>D:\Development\UE_5.0\Engine\Source\Editor\AnimationBlueprintLibrary\Public\AnimationBlueprintLibrary.h(11): Error C1083 : Cannot open include file: 'AnimationBlueprintLibrary.generated.h': No such file or directory
0>[7/43] Compile Module.DistanceMatchingPluginEditor.cpp
0>D:\Development\UE_5.0\Engine\Source\Editor\AnimationBlueprintLibrary\Public\AnimationBlueprintLibrary.h(11): Error C1083 : Cannot open include file: 'AnimationBlueprintLibrary.generated.h': No such file or directory

How do I fix this bug?

full depot
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Hey everyone

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I'd like a "stable" UE5 (as much as EA allows, that is)

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but I need a source-buit engine

echo ravine
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Stable is 5.0 or engine staging

full depot
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the commit history of 5.0 hints at it being quite not stable though

echo ravine
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Still better than 5EA

full depot
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Ok

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would you advise me to work off 5.0 or engine staging ?

echo ravine
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Depends on the project really, if you don'ty want any surprise get the EA branch as you saw

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Just saying "stable" is hard to define here

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5.0 is constantly updated but it's a lot more stable

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Just need to find a commit that builds

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Stable as in wayyy less bugs

full depot
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okay

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I see, thanks!

shell root
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has anyone managed to build and run UE5 in Editor Debug mode? I get various memory exceptions all the time when editor starts loading..

full depot
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I'd love to try but a development build of the engine is 120GB, and I don't have the disk space to build in debut to tell you ๐Ÿ˜

scenic mauve
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If you're gonna try to build UE5 its worth taking a look at #ue5-general message so that at least you know your build will compile successfully. However that being said, its still VERY LIKELY that the unreal editor will crash while using it. All it takes is one minor change like ticking a checkbox to trigger an error simply because all of this stuff is still under active development and is considered unstable.

zealous yarrow
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5f829399f57eb106e15a5002161d6f747e4630fb commit on 5.0 builds fine, just finished compiling it

Also wow it takes about twice as long to build 5.0 than it took EA versions
35m on a 5950x

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(full engine build, not through a project solution)

robust wyvern
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I might have been lucky but i rarely encountered compiling issues when compiling ue5-main

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The rare break were from APIs changes and some plugins not being up to date or something

quiet acorn
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I'm trying to compile UE5 from source and getting this error. Should I simply download the toolchain?

rancid kelp
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Last working 5.0

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so many updates sense that one holy lol

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i fell asleep

elder raptor
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Has anyone had the issue where when start project on Mac it just closes with no errors

crimson granite
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~40 mins sounds right

eager hedge
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Ye. 3900x here and a complete 5.0 build is ~1.5-2 hours (full engine, not just modules required by a project)

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so that sounds right

crimson granite
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The Threadripper 5000 series can't come soon enough

rancid kelp
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55 minutes with a ryzen 9 3950

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not to shabby for me ๐Ÿ™‚

zealous yarrow
rancid hearth
eager hedge
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I'm doing about 20 other things at the same time so my times tend to be a bit longer.

rancid hearth
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i see

next onyx
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ugh i wanna pull the trigger on a 3970x but i feel like threadripper 5000 is around the corner

quiet acorn
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I wonder if the file size gets bigger when the build fails and you start recompiling it. My build failed couple of times due to some of the missing components, I fixed them and went to sleep and when I wake up it said there was no space.

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I had around 300gb of space.

gilded pecan
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Compile against your project.

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Are the Sequencer and Lumen somewhat stable now?

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I'm on a commit from back in September that is pretty stable, but the Sequencer is borked and Lumen's SSS is not working correctly.

slim ingot
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Anyone else seeing this error when trying to open a map on the latest 5.0 commit when it starts to compile shaders?

Error LogWindows Error reentered: Assertion failed: IsOK || IsEngineExitRequested() [File:E:\Projects\UnrealEngine\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp] [Line: 93]
Error LogWindows Only Scopes tagged with ETaskTag::EParallelThread can be tagged multiple times. ActiveNamedThreads(12) cannot be tagged multiple times in the same callstack you can use FOptionalTaskTagScope to avoid retagging check the ActiveNamedThreads(10) with the current Tag(10)

next onyx
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anyone also getting this whenever trying to create a new project.

noble relic
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did epic address the landscapes in any way since the early access?

graceful quest
# next onyx

I have the same error, if you find a solution tell me please

next onyx
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revert to older commit

chrome ingot
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I was able to get it to run by // out the check line where it crashes. No idea whats going on, don't really care to verify its 100% either but it doesnt crash on loading now and I was able to create and load projects with the most recent commit.

next onyx
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epic reviews pull requests on weekend?

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286fa9da161fad267fd79cfccb52df221b70ecf4

quiet acorn
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Hey people, I finally managed to made almost end of the building process. I can open the engine, but when I open example projects such as third person project, it crashes. I can create empty projects too. But in the end of the compiling I got these errors. I'm really confused, did it compiled or not?

eager hedge
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UAT can optionally build a base DDC when compiling the engine, that's probably what that is.

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Primarily useful when making an installed build.

quiet acorn
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Thanks for the answer. So what should I do about it?

chrome ingot
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we cant see an actual error there

eager hedge
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Ye, that was an answer to lorash's "this is one weird compilation output". I have no idea what the error is because there's nothing in the bit you posted that says what the issue is.

quiet acorn
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I see. Yeah I was looking for something that might tell about what the issue is but couldn't find any. (in the logs)

chrome ingot
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are you looking in the logs for the project?

quiet acorn
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No, the log that the software provided.

chrome ingot
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the project should have it's own saved log once you run it and it crashes

quiet acorn
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I found this. This log is from the project that I tried to create within the launcher.

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This looks more promising

chrome ingot
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well that error is if you compiled the latest 5.0 release, did you do that?

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if you did this was mentioned above, its an issue with the latest build. You can comment out that line, or go back to before it was introduced

quiet acorn
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This was the one I compiled

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I guess I will need to recompile again then. Thanks!
Do you guys have any recommended commit from 5.0 branch?

chrome ingot
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I commented it out, no issues so far

slim ingot
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That's the same line I'm having problems with. That method is being called from the Render Thread and failing causing a crash

quiet acorn
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Not sure if I followed correctly but do you mean this?

chrome ingot
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recompile and.... cross fingers

quiet acorn
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yeah I know, I just need to test some new features. Didn't expect that much pain though

chrome ingot
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its not much pain lol

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this was very minor for 5.0

quiet acorn
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No I mean I woke up regularly yesterdays night, I got couple of problems and had to fix them and recompile them again and again

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then everything was working but I got "you have no disk space" error

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that was really painful, since my processor is not really powerful

next onyx
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10900k compiling at 90c, safe? :p

chrome ingot
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as long as it doesnt catch fire, why not

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its gonna throttle before it breaks so you are fine

quiet acorn
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One last question, I have this much space

next onyx
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that's not enough space haha

quiet acorn
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I mean the whole disk is compiled UE5

next onyx
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oh haha

quiet acorn
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if I recompile it, would it make it or simply fail

chrome ingot
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if you just hit compile it will just fix the issue

next onyx
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it shouldn't take up 300gb..

chrome ingot
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242 here on disk right now for 5.0 without any cleanup

quiet acorn
slim ingot
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Commenting out that check line fixed my issue - thanks for the confirmation.

chrome ingot
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download source, run files, compile, profit

quiet acorn
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How can I manually avoid compiling anything other than Win64?

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Is there a guide for that?

chrome ingot
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dont install the dependencies for it?

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like its not going to compile android by default if you didnt install those requirements

quiet acorn
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I just downloaded the zip from github, run the setup.bat and the rest is done by the builder

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thanks

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One last question, I made the changes so should I just press build and will that do the rest?

chrome ingot
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right click the UE5 and hit build

quiet acorn
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OK thanks. Thank you everyone for taking your time.

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Good to know that, glad I didn't do it then

elder raptor
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Has anyone had the issue where when start project on Mac it just closes with no errors

primal night
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May I know what was confusing? Feedback like this will help me to improve it further. ๐Ÿ™‚

quiet acorn
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Hi people. I'm about to run setup.bat and made some search in the Discord to find list of dependencies that I can ignore.

-exclude=WinRT -exclude=Mac -exclude=MacOS -exclude=MacOSX -exclude=osx -exclude=osx64 -exclude=osx32 -exclude=Android -exclude=IOS -exclude=TVOS -exclude=Linux -exclude=Linux32 -exclude=Linux64 -exclude=linux_x64 -exclude=HTML5 -exclude=PS4 -exclude=XboxOne -exclude=Switch -exclude=Dingo -exclude=LinuxArm64 -exclude=Templates -exclude=Debug -exclude=LeapMotion -exclude=Lumin -exclude=Win32 -exclude=HoloLens

Yet I still get 10gb of file to download. Is there any other dependencies that I can add to the list in order to have smaller size? My internet speed is not the greatest. (I only need Win64)

ashen kiln
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or just build from visual studio with project solution, it will handle lots of platform stuff according to your project settings, ez pz

shy willow
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is it just me or 5.0 branch on the latest build is super unstable?

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it got so bad i cant even play without getting breakpoint on isOnGameThread() function everytime

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anyone knows what build is "stable" for 5.0 branch

next onyx
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i am getting weird graphical issues with the latest build. right click and it looks like a new UE5 window versus context menu

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his discord just tests if it compiles

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khai's issue is after compiling

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khai for now i would just comment out the line

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isOnGameThread()

zealous yarrow
crimson granite
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^Yup. With reordering those lines mine runs just fine

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DX12 is what seems the most unstable to me. Crashes quite frequently

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Running in DX11 has been really solid

lofty idol
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Hello!
Recently, I have been looking at some documentation and videos on Unreal Engine 5, and compiling a source code Unreal from GitHub.

For a certain project, I need the specific "Unreal Engine 5.0.2" version, and no more than that, so I tried looking for it on GitHub, but there was no place for it, so I decided to wait for it, till I saw that some people got it, so I would like to ask if anyone knew how could I get it.

Really, thank you so much for reading this, and if possible, helping me. Have a nice day!
(PS: Sorry if its really a noob error. Just started introducing myself to this cool world.)

eager hedge
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There is no such thing

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Are you talking about EA2?

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If so, you want the ue5-early-access branch. Which isn't really recommended, it's months out of date (but UE5 as a whole is not stable to build anything on right now anyway).

lofty idol
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Well, I am talking about 5.0.2, as I said.
Here is a screenshot, of a contact who actually did got it.

zealous yarrow
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Build 5.0

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not ue5-main

haughty bear
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UBT: Add a -nocpp option for generating solutions without any C++ source when working on C# projects.

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what

eager hedge
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if you want the latest version of 5.0, do what blue man said and build 5.0.

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5.1 is something that basically no one should be using as 5.0 hasn't even been released and as such 5.1 is even more unstable.

lofty idol
eager hedge
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No. Building ue5-main will give you 5.1.0.

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Building 5.0 will give you 5.0.0.

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You should not be using ue5-main unless you know what you're doing.

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But if you want to build something incredibly unstable, then ue5-main will give you 5.1.0.

zealous yarrow
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Building ue5-main gives you 5.1 which should not be used
Build 5.0 if you want 5.0.x, which is relatively stable (relatively)

lofty idol
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Alright. Really, thanks a ton to you, Blue Man and Siliex for helping me with this!
Have a nice day!

crimson granite
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Not sure if anyone else is getting this

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But Chaos check( IsRotationNormalized() ) fails for overlapping spheres

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For me

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Also FChaosEngineInterface::GetCurrentScene() crashes when my character tries to jump

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Is Chaos just really that bad?

quaint kindle
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Hello, I use 5.1 and it's not that bad, a least, a lot of fix as been made compared to the 5.0 that is still a preview.

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also 5.1 seem to load 4.26 projet without any bug and without trying to convert it.

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very impress by the 5.1 so far.

primal night
#

Thank you for the feedback! I used Sentry.io for capturing crashes from the app. GameAnalytics is optional and if you feel uncomfortable, I can totally remove it. No issues ๐Ÿ™‚. Feedback from users is what ultimately helps me to improve the app too and to be frank I barely get it. If no one is willing to say like what you said, there is no room for improvement at all.

The first tab (as you guessed) exposes all the settings for Setup.bat. The Start button first starts the Setup.bat with the options you set. Once it is done, it will start GenerateProjectFiles.bat and after that it will check if AutomationTool exists and if it doesn't, the app will build it for you automatically (provided Build Automation Tool is enabled). Once all this is done and you enabled Continue to Engine build it will straight start Engine build process. So in your case it looks like you don't need to go through all the Setup.bat process so you can simply go to Compile tab, set the options there and press Build Unreal Engine. To zip a minimal build, go to the zip tab, provide a zip location, set your zip options (uncheck all the options) and you are done. Oh and the tooltips can go wanky sometimes and it can either be a dotnet issue or something wrong with the framework I'm using.

I'll probably redesign the UI and remove all the tabs but then it might get congested too ๐Ÿค”

#

And if you have any more questions or feedback, feel free to ping me on UBB discord (I think its better to move there) and I'm more than happy to help you out ๐Ÿ™‚

eager hedge
#

5.0 hasn't even been stabilized and released - if you want to jump on the even newer and less stable branch go for it, but don't recommend it to others.

wild sparrow
#

Problem Using Unreal Engine 5 and Quixel.

I just build unreal engine 5 from branch ue5-early-access which should be the same as the launcher version as per documentation.
When I now try to open quixel with add assets quixel shows me that it is in offline mode.

Does anyone know if I skipped a step or need to configure something for it to work?

Additional Information:

  • Using Visual Studio 2022
  • Windows 10
  • No firewall
  • Quixel has worked in launcher verison
torpid valve
#

your first mistake was building early access

rancid kelp
#

Yeah building the EA tree is like downloading from.... launcher? lol

#

that's a good build right there.

shy willow
#

does anyone know what build of 5.0 that u guys use that u guys know stable atm?

shy willow
torpid valve
shy willow
#

๐Ÿค”

wild sparrow
torpid valve
#

Early Access is demo

#

not supported, horribly outdated and someone should updated documentation ;D

rancid kelp
#

To exclude certain installs you would run CMD as admin, CD your ue5 folder then execute? ...\...\Desktop\UE5\Setup.bat -exclude=Mac -exclude=MacOS -exclude=MacOSX -exclude=osx -exclude=osx64 -exclude=osx32 -exclude=Android -exclude=IOS -exclude=TVOS -exclude=Linux -exclude=Linux32 -exclude=Linux64 -exclude=linux_x64 -exclude=HTML5 -exclude=PS4 -exclude=XboxOne -exclude=Switch -exclude=Dingo -exclude=LinuxArm64 -exclude=HoloLens

echo ravine
#

Certainly not ad admin since that means you'll only be able to compile as admin

opaque phoenix
#

any interesting updates in ue5?

rancid kelp
#

Its so hard to find a less crashy commit >_<

#

on engine compile number 12.

lone hawk
#

Pains of early access haha

chrome ingot
#

damn the assertion in consolemanager is still in the latest git ๐Ÿ˜ฆ

scenic mauve
#

omg I just hit that exact same error trying to open up a project after a successful build overnight ๐Ÿ˜ข

rancid kelp
#

yupp

scenic mauve
#

oh well, time to play around with reality capture and try out some photogrammetry I guess

rancid kelp
#

that is the issue i am facing.

#

downloading commits.. testing project.. if it dont load on to the next one.

chrome ingot
#

no other issues on the latest, just have to comment out that check

scenic mauve
#

ahh cool, do you know the file and line? I forgot to take a screenshot

rancid kelp
#

the lastest gave me fatal error on project launch ๐Ÿ˜ข

scenic mauve
#

nm got it

chrome ingot
#

yeah when it crashes it tellls you the line, just // it out

rancid kelp
#

ill try this next

#

thank you :0

chrome ingot
#

assuming this is the check in ConsoleManager, that should get past it

rancid kelp
#

im so sick of duping project, rebuilding engine, then project..

scenic mauve
#

It's a fair price to pay for free access to the latest and greatest cutting edge tech imo

rancid kelp
#

truth my guy ๐Ÿ™‚

echo ravine
#

Just don't update once you have a working commit

scenic mauve
#

I like to do a build about once every 2 weeks

echo ravine
#

I'm on a 6 weeks old commit I think ? Probably won't update until previews hit

rancid kelp
#

oh trust me once i get this working, i wont update ill do a few test runs, but keep the source of the main working commit on a second drive.

#

6 weeks back hmm

#

better than EA

#

lol

#

mind sharing?

#

ill give it a go ๐Ÿ™‚

echo ravine
#

91ddb890213e584edd76987591cfa9bcb3f2188a, it's actually just 3 weeks old apparently

scenic mauve
#

Oh cool it works now

echo ravine
#

I had to fix stuff for DLSS but that's it

scenic mauve
#

Just had to comment out that line like @chrome ingot said then rebuild engine and project

rancid kelp
#

ill try the new one then

scenic mauve
#

15,000 shaders to compile now ๐Ÿ™ƒ

chrome ingot
#

the checkbox one is the latest I can see on Git right now and it compiled for me. Only crash I had so far was with one of the common UI plugin widgets and doing stupid stuff

zealous yarrow
# torpid valve i'd like to add that it seems quite a few things are failing due to checks() whe...

Ah haven't ran into those yet, we've been mostly just developing and testing in editor so probably why
1 thing that they did break is some of the control rig nodes, specifically "select" node, basically for example if the input pin is FTransform and you expand it and connect something to the translation sub pin it's gonna fail to copy the values internally because it "thinks" you connected it to the main transform pin

It seems like there were some changes to the ctrl rig virtual machine which broke this

#

Trying to fix that at the moment

rancid kelp
chrome ingot
#

what error?

rancid kelp
#

never even bothered to look just tried another.

#

ill recompile right now.

#

ill let you know in 45

chrome ingot
#

well im opening an animbp now, will see what happens

rancid kelp
#

try editing something compile and save

chrome ingot
#

no crash on opening

#

I changed some of the rules, no issues

rancid kelp
#

hmm

#

might be an issue with my anim bp then

#

upgrading from 5.0ea to this

chrome ingot
#

Could be an engine issues, only tested with the Third person animbp

#

who knows, thats what errors are for!

rancid kelp
#

alright ue is building talk to you in about a hour!

lofty idol
#

Hello!
I am currently using Unreal Engine 5.0.1, and trying to create different chunks using "IO Store". I enabled the option to allow ChunkID assignments, so I added a texture and added it to the "pakchunk13" id.

When I packaged my project, I only got normal pakchunk0-Windows files, and not the "pakchunk13-Windows" that I should have got. So, does anyone know if that is a bug, and if it is an error (highly probable), does anyone know how to fix?

quiet acorn
#

Hey people, I just built the engine and it went pretty well. But when I add new class to my test project and compile it, my project started giving "Engine modules are out of date, and cannot be compiled while the engine is running. Please build through your IDE" error.

#

If any additional information needed I can provide it.

rancid kelp
#

are you compiling your project with VS?

#

or the right click?

#

xD

#

i never knew that's what hot reload mean's

quiet acorn
#

I will create a new project and replicate the same thing, I forgot what exactly happened.

rancid kelp
#

Are you using marketplace plugins?

quiet acorn
#

Only the engine plugins

rancid kelp
#

ahh

#

With the project right click, select choose engine version, choose your folder which you compiled your engine.

#

Open the project up in VS, and build the project SLN

#

the project should now open.

quiet acorn
#

I deleted that project but I will try to get the same error and apply your solution, thanks!

rancid kelp
quiet acorn
rancid kelp
#

back up your Winpix folder

#

ill send you mine

#

see if that works

#

from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/

quiet acorn
#

Thanks for helping!

limpid axle
#

Would it be worth having a dedicated thread for source commits pointing out if it builds or not / known broken issues like PIE / WP not working etc?

echo ravine
#

That or pinned messages

real mirage
#

Anyone has dark shadow smudges on surfaces as you turn around your camera?
I just noticed it in latest build. Didnt see that in older ones or EA.

scenic mauve
static copper
#

Fax me the commit ID by next Monday please

#

Actually wait, that might be a holiday

lofty idol
#

Hello!
Anyone has experience packaging projects? If so, please, DM!

echo ravine
#

And don't multipost please

#

Especially when it's unrelated

rancid kelp
#

Round 17

#

FIGHT!

indigo leaf
#

@rancid kelp I was able to compile properly in 507b78a27cbe3da0b5c371b69ccd88d398c4ee66, seemed to work well too

rancid kelp
#

im still building this one

indigo leaf
#

No blocking errors, there was some message etc but I just expect those so

rancid kelp
#

Ill take a look at that one if this one does not work ๐Ÿ™‚

#

thank you!

next onyx
#

still having IsGameThread() issues on new maps. how has this not been fixed yet ;0

eager hedge
#

Is it the one crashing in ConsoleManager? I think I've tracked down the commit that is causing it (678fa237478e18e0360cd211a56aa146f0f91129). Testing to see if it is a clean fix with just a revert...

shy willow
shy willow
#

have anyone make a bug report of that to epic yet?

#

๐Ÿค”

eager hedge
#

No, and there's little reason to.

#

You're building from an inherently unstable branch. They'll fix it eventually, in the meantime you can try to revert the offending commit.

lavish grove
#

epic staff are on leave until jan 3rd anyway

shy willow
#

ahh okay i forgot they on a break till new year

next onyx
#

Ahh ok. Tyty

feral turtle
#

Is there significant lighting issues with the latest Engine build? The screen goes black at certain angles unexpectedly now, in the editor and in game.

lone hawk
#

I've heard of multiple issues in the latest ue5-main branch, so yes assume it's very broken

rancid kelp
#

new ummmm one?

torpid valve
#

I don't know

#

but you reached limit of UObjects instances

#

the integerer flipped

rancid kelp
#

so its telling me i wont be able to put anything down xD

#

if i do NOPE error.

#

ill change that from a - to a +

#

thanks

rancid kelp
#

Almost done compiling the newest commit.

#

ill let you guys know what happens ๐Ÿ™‚

#
========== Build: 4 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========```
#

still console error. btw // it out......

echo ravine
#

Hey, please don't multipost and read the channel titles

stiff flume
#

what your problem

echo ravine
#

I just explained it

fallow gyro
#

hi. I have downloaded engine code from github and built it yesterday. today I downloaded 3 new commits and it is building all files again (3950). is it normal?

dim yewBOT
#

:triangular_flag_on_post: Ahmad9a9PRO#5635 received strike 1. As a result, they were muted for 10 minutes.

echo ravine
fallow gyro
#

ok, thank you

feral turtle
#

@lone hawk If I use an early access branch that's actually stable could I just keep using it after release if the main branch is broken?

The newest UE5 Git build is a massive regression, pretty worried the engine will release and the early access version I have that works perfect will no longer be allowed.

shadow birch
feral turtle
#

It is ready for production in the project I have. It went from ready to hit the release button to completely broken. I can package the game and the server, upload it to my launcher, patch, everything works properly there's literally nothing stopping it from being production ready on the early access version I have.

#

It connects to Gamelift/AWS and Xsolla, there's nothing missing.

shadow birch
#

Welp, Epic didn't formally released stable version of it yet, but eh, you take your risk ๐Ÿคท

lilac narwhal
#

Hello,
What folders do I delete to get the size down after a successful build?
Git version is like 5 times the size of EA2.

rancid kelp
#

that is the same as the launcher build...

#

not going to lie, you just built that for nothing ๐Ÿ™‚

lilac narwhal
#

16GB from launcher

#

~100GB from github.

rancid kelp
#

Yes that is how stuff works working with raw data.

lilac narwhal
#

GrassType is broken in EA2 so there's no way to stay with it.

rancid kelp
#

you need to find a stable build on 5.0 branch then.

#

search thru commits, find one.

lilac narwhal
#

But my question is what can I delete to get the size down? I know a lot of it isn't needed to keep afterwards, such as most of the stuff in Source folder.

rancid kelp
#

~7 days line 586 i think it is console error bug.

#

you still not understanding what I am saying. If you look at the release date of EA2, and the Updated github date. You will notice they are the same dates.

lilac narwhal
#

I got 5.0 from 14 hours ago.

feral turtle
#

I wouldn't mess around deleting files in the engine if I were you. If you have to delete something delete the intermediate folder

rancid kelp
#

Git version is like 5 times the size of EA2.

#

sorry i thought you built this ๐Ÿ™‚

feral turtle
rancid kelp
feral turtle
#

Then what do you recommend? The other 2 are doa

lilac narwhal
#

Afaik 5.0 Main would be 5.1 which wouldn't be compatible with the final 5.0 on release.

rancid kelp
feral turtle
#

5.0 is just as broken though, the lighting doesn't work

rancid kelp
#

Nothing guarantees to work. This is why this is not recommended.

lilac narwhal
#

Anyways, thanks for the replies.

feral turtle
rancid kelp
#

100%.

feral turtle
#

How do you know? It builds and runs it's own project launcher just like the other engine builds and doesn't connect to the Epic launcher.

#

The dependency download is 13gb, similar to the other branches

rancid kelp
feral turtle
#

That does not add clarity

#

I think by launcher version, you meant old version

#

Which is what I want

crude prism
rancid kelp
#

Staging and 5.0 are the same thing.

#

use the commits as a reference.

crude prism
#

I mean.... sure
but which branch works?
it can be buggy, that I don't mind, I just want to compile the newest that they have

rancid kelp
#

Look up and go thru what people and I have said before.

feral turtle
#

Maybe we should be using ea1 instead of 2, the epic site for source code links to ea1

rancid kelp
#

lots of references to working builds and how to fix an issue.

crude prism
#

by the looks of it, I am not the only one asking XD
seems like it is a bit all over the place wit the source

shadow birch
feral turtle
#

I'm just going with the link on the Epic site, it definitely is the most stable for me.

rancid kelp
#

Using that build will do nothing but set you up for failure in the future releases. This is why that version is a tech demo.

feral turtle
#

Then why would they make it the main link on their site?

shadow birch
shadow birch
rancid kelp
shadow birch
#

I'd expect sometime Q1/Q2 next year

#

The animation features and TSR really really sold me ๐Ÿ˜ญ

rancid kelp
#

TSR only works with 4.26-4.27 ๐Ÿ˜ข

shadow birch
#

UE4.26+'s Gen5 TAA still looked shit below 50% :(

rancid kelp
#

you tried the TSR's plugin right?

feral turtle
#

Ok, I'll try moving to the 5.0 branch but I need advice on what to fix.

Moving away from origin causes the screen to go black, luminescent objects now have no lighting, replicated moving objects no longer move on non-owning clients

shadow birch
#

Hold the phone

shadow birch
rancid kelp
shadow birch
rancid kelp
#

FSR TSR same thing

shadow birch
#

Oh right, I remember AMD making it GPU agnostic

rancid kelp
#

xD

#

I can not wait for the 5.0 conversion!

#

Try it out in 4.27

#

it is AMAZING.

next onyx
#

uh

#

nvm!

next onyx
#

i guess who is approving these new commits? is it epic?

echo ravine
#

Epic does everything, including approving the 0.01% of community commits ๐Ÿ˜›

feral turtle
heady grove
#

first time using plugins in source built ue5... how do i do that?

restive jolt
#

bop

steep pendant
#

I would also like to know

#

conversely... it should be possible to share megascans libraries between the standalone bridge application and the UE5-integrated one, right?

rancid kelp
#

on 5.0 github and it works justfine

#

did nothing but login.

#

ignore update at bottom, it means nothing i guess?

steep pendant
#

that's what I mean though, yeah

heady grove
rancid kelp
heady grove
#

i mean i accepted it when there was a admin prompt idk ill check my firewall

#

nope nothing blocked in there but still not working

rancid kelp
#

I have no idea then bud.

#

you could always use the main app and use the same storage folder

quiet acorn
#

Hello. I managed to build the Installed Build of the engine today. But I ran into a strange situation, I wonder if this is common. The classes I created are not loaded when I start the project again. For example, I created a class called DynamicTree in C++ and created a BP from this class and saved it. Then I opened the project and noticed that the class was not loaded.

If I hit the compile button and then try to open the blueprint then it's fine. Do you also have such a problem?

feral turtle
#

Anyone have all their skeletal meshes break (causing the editor to crash) when updating to the 5.0 git branch?

#

When trying to load skeletal meshes I get this error:

Error: Rendering thread exception:
Assertion failed: IsInGameThread() [File:C:\UnrealEngine-5.0\Engine\Source\Runtime\Core\Private\HAL\ConsoleManager.cpp] [Line: 556] ```
feral turtle
#

Warning: Failed to find object 'Class None.DestructibleMesh'

chrome ingot
#

the assertion error itself is an isse with 5.0, there are fixes above (just comment out the line for now).

feral turtle
#

@chrome ingot Thank you very much, this fixed it. Is there a good place (forum or discord channel) to look for a list of common hotfixes and known bugs for the current branch?

chrome ingot
#

this channel

quiet acorn
#

Before that blueprint actors were unable to find my classes.

opaque phoenix
#

what is the latest stable commit for 5.0?

opaque phoenix
#

also how do you clone a specific commit?

#

I mean which compiles and is usable btw

#

wanted to try using the binary builder as it takes less space

opaque phoenix
#

I remember somebody mentioning a commit for nanite and lumen optimization. Is it live yet?

rancid kelp
#

I still receive a LOT of errors, but i am still on this build.. it works for me, so i'm not going to change it.

rancid kelp
#

all my engine errors ๐Ÿ™‚

#

i see why stuff dont work

rancid kelp
opaque phoenix
rancid kelp
opaque phoenix
#

ok I just finished cloning, how do I switch to this commit?

#

switching

#

oh boy it would have been faster if it directly cloned 5.0 ๐Ÿ˜ฆ

#

got it ty

cold elm
#

can someone help me out? I get this build error after trying to run the editor through VS. The file is there and I started the engine through that file but I did it yesterday again and it was no good ๐Ÿ˜„

#

because after I run the Unrealeditor-cmd.exe the engine boots up but then the .exe just completely disappears. Also, I am unable to open a previous UE5 project.

#

the editor is closed

#

and I think the issue for VS is that it cannot link the UnrealEditor.exe since it does not exist

#

okay I would like to start the engine from VS like it is intended to be and written down in the install guide

#

i am following the git manual. its indeed not an "install guide per se but still haha

#

yes my main problem rn is that I don't get the engine to run in a way that I could open a uproject

#

then I get this

rancid kelp
# cold elm then I get this

Open the project up in the previous engine. Click at the top, tools, new c++ class, click next, next and then a sln should pop up in your folder. close project right click change engine to the engine you want. open SLN, then compile, delete c++ and delete the module line from the uproject . Run project, it will now work.

cold elm
#

and I can't ๐Ÿ™‚

rancid kelp
cold elm
#

My original take was: get the source files from git, build the engine so that it loads up and then open the project with the engine (since you get the create project prompt where you can also select your project)

#

I didn't know that. Thank you for pointing that out haha. So far it only made a difference in the actual project as I never had to worry what was going on behind the scenes that much

#

okay its booting up

#

so I had to select my uproject again (although I started it via VS) then the engine told me that I had to rebuild the project since it was created with an older version of UE. I accepted and now I am presented with this

#

how do I do that exactly?

#

okay let me try haha

#

I have trouble understanding what this means. How do I invoke the automationtool? in the windows command? Sorry I am an absolute noob in this

#

yes okay

#

I have to replace this with the absolute file path of where the file is, right?

#

either way i get this

frigid warren
#

Steven, go celebrate christmas

chrome ingot
#

what advantage does running it manually over just building the SLN have? besides space and time

#

even then im not seeing much of a difference between VS and command line, both have about the same # of files to compile

cold elm
#

when I try to run the AutomationTool.exe the command prompt opens for .1s and closes right after

chrome ingot
#

your supposed to run runuat.bat from the batch files folder, but you dont need to do any of this. whats the actual issue? your trying to compile source?

cold elm
# chrome ingot your supposed to run runuat.bat from the batch files folder, but you dont need t...

okay in short: I downloaded the source code for UE5 from git since I have found a bug and I have been told that the bug has been already fixed in a newer version. I followed the steps from the git page on how to set up everything. After building and all I open the engine and try to open my uproject but then it tells me that it needs to rebuild the project which it cannot do while the engine is running and tells me to build it with my IDE (VS) which I did in the first place to run the uproject

chrome ingot
#

maybe im doing it wrong, I've never had to do that. I build the engine with VS and then I am done. It works just like a normal launcher version with any project at that point for me

#

@cold elmso how did you get the source?

cold elm
#

GitHub > 5.0 and then download as zip

chrome ingot
#

ok and after unzipping the source, you ran the setup.bat file then generate project files.bat ?

cold elm
#

exactly

chrome ingot
#

ok which target did you build in VS?

cold elm
#

that should be the development editor, right?

chrome ingot
#

well what did you do to build? like for example I right click the UE5 target in the solution explorer and build

cold elm
#

I build the UE5

chrome ingot
#

ok and then you get that error earlier? that showed your editor didnt build. Does it build now?

cold elm
#

let me try again. Last time I got the error that the UnrealEditor.exe could not be linked. Then I looked in the explorer and it was not there. However, after a restart it was there. So let me try it again real quick

chrome ingot
#

yeah you want it to be success on all process, the unrealeditor.exe should be in the win64 folder and you can run it from there directly to load the project browser

#

thats the goal

cold elm
#

so it opens the project browser which it did before as well. Let me try opening the project

#

so this is what I get when trying to open the project (MetaSounds_Project is the name of the uproject)

#

when I say yes, I get this prompt

chrome ingot
#

ok so this is a BP only project isnt it?

cold elm
#

it was until I added a c++ class because one user gave the tip to build the project

chrome ingot
#

ok but the goal is BP only yes?

cold elm
#

originally yes

chrome ingot
#

ok, you can open your .uproject file and remove the modules section to disable it back to a BP only project

#

if you paste your .uproject I can show you the exact part, or you can do it as its just pure json

cold elm
#

I can also just make a new clone from the original project (since I am using a duplicate for the new engine version)

chrome ingot
#

you can try that as well sure

cold elm
#

lets try again

#

I get this error now at 96% loading of the project

chrome ingot
#

ok that error is fine, its a bug with the current sourcebuild

#

if you open that file in VS, and comment out that line (use // in front of the line) then recompile it will fix it

cold elm
#

okay let me try that. By the way I am super grateful that you help me out! also @ the others because I am helpless haha

chrome ingot
#

it shouldnt take long to compile if you just comment, save, and build again it will just rebuild the needed file

quiet acorn
#

Is there a practical way to change double to float in c++?

rancid kelp
#

i thought i told you to take the module out >_<

#

oh well sorry!

#

delete the module from the project documentation.

cold elm
#

Thank you sooo much! I wish you guys all a happy holidays and merry christmas until I get the next problem ๐Ÿ™‚

rancid kelp
#

should of been more clear about that xD

cold elm
#

dont worry! It is working now

rancid kelp
#

sorry invalid information

#

FVector and FRotator are doubles now.

quiet acorn
#

Yeah, they turned into double and I was usually doing lets say float XValue = PlayerLocation.X but since X of the PlayerLocation is now I need to convert it

rancid kelp
#

I dont know a thing about c++ i am sorry. I dont even know how i did it in the first place. (well i know a thing or 2 but deff bad at c++)

quiet acorn
#

No worries ๐Ÿ˜„ I don't know much either, just learning

rancid kelp
#

thats how i converted mine.. i have no idea what the hell i did.

quiet acorn
#

I guess you just changed float to double. I tried static_cast<float>(DoubleValue) and it seems it compiles now.

rancid kelp
#

Honestly to make that i searched like 50+ .cpp files in the engine folder based on a certain name lol

quiet acorn
#

you actually helped me right now, yeah I can actually look at to code examples in the engine. ๐Ÿ˜„

full adder
#

Hey. I know that UE5 doesn't support UE4.27 projects just yet. Is there a way I can migrate manually?

rancid kelp
full adder
rancid kelp
full adder
rancid kelp
#

Me too bud, me too.

chrome ingot
#

never need to make a backup if you use offsite source control ๐Ÿ˜›

rancid kelp
#

@chrome ingot Should i // these out?

chrome ingot
#

dont think it would help, thats a crash in the control rig

rancid kelp
#

damn my controlrig is 90% of my animbp.

#

๐Ÿ˜ฆ well that sucks.,

chrome ingot
#

might just need to try and figure out whats causing it

rancid kelp
#

thats not a crash log

#

thats my output log

#

ingame when i click play

zealous yarrow
#

A lot of control rig seems broken
For example with the "Select" node if it's type is something that has sub pins like (FTransform) and you connect something to a sub pin it won't work, it won't copy the value

Not sure if it's been fixed or not
I have a temporary fix/hack if anyone needs it

rancid kelp
zealous yarrow
#

Yeah it's pretty cool

I'll explain what you need to change in a bit when I get on my pc

This won't fix the crashes, just the sub pin thing on the Select node

rancid kelp
#

that is a great start. no more reloading project and trying again

#

Some people don't understand that control rigs are the future of animation for most of what the character is doing. (warping)(IK foot work) (idle transformation)

zealous yarrow
#

@rancid kelp
Open RigVMPropertyPath.cpp and on line 49 replace if(const FProperty* MemberProperty = StructProperty->Struct->FindPropertyByName(*PathSegment))
with

            if(PathSegment.IsNumeric() && !PathRemainder.IsEmpty())
            {
                WorkPath = PathRemainder;
                if(!WorkPath.Split(TEXT("."), &PathSegment, &PathRemainder))
                {
                    PathSegment = WorkPath;
                    PathRemainder.Empty();
                }
            }
            
            if(const FProperty* MemberProperty = StructProperty->Struct->FindPropertyByName(*PathSegment))

In short for whatever reason the select node pins are treated as separate FStructProperty while the property path is still being stored as like it's accessing FArrayProperty
This change is a workaround, it strips the array part from the property path

#

This won't fix any crashes but will make the "Select" node behave correctly

rancid kelp
#

bro.....

#

thank you for this fix!!!!

#

this is like life saving xD

elder raptor
#

Has anybody had the issue where building from source on mac it will crash immediately upon opening a project

zealous yarrow
opaque phoenix
#

has anybody managed to get the blockout tools working in ue5?

quiet acorn
#

Hey people, I'm trying to make ALS work and everything was going well until I got this error.

#

This is how ALSEditor.Build looks like;

#

I found it, with UE5 AnimationBlueprintLibrary.h has it's own module. Added "AnimationBlueprintLibrary" ALSEdtor.Build.cs and problem solved.

#

It was part of "AnimationModifiers " before.

cursive finch
#

Does anyone know if with a recent version of the 5.0 branch the desktop render works for iOS? Just found out it works on 4.27.2 and I was wondering if those fixes are merged

kind root
#

Goodday xD

#

i was working on a blueprint when i compiled crashed i tried to move the actor out from explorer but still crashing

lofty idol
#

Ayo, weโ€™re getting too many assertion errors... I also got one Assertion failed: (CurrentDirtySlotMask & SlotsNeededMask) == 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12DescriptorCache.cpp] [Line: 627]

rancid kelp
#

Tuesday i cant wait to see how many commits added to the repo ๐Ÿ™‚

lofty idol
#

Ello Atomik. Iโ€™ve tried stuff but didn't work.

rancid kelp
#

Yeah man, no matter what you do, you will receive those errors.

lofty idol
#

:((

#

Sad.

rancid kelp
#

try your best to avoid your process and take an alternative route. you cant just // everything out in the .cpp

#

i tried xD

lofty idol
#

This is my 2 weeks of work getting f*ed by github

#

It worked before

rancid kelp
#

This is why you save your project every 30 seconds or so. and make a back up.

#

or use source control

lofty idol
#

I was satisfied and saved everything and closed it and then boom I opened up again and nothing was saved

rancid kelp
#

oh man ๐Ÿ˜ฆ

lofty idol
#

I did saved it.

#

It never got saved :((

rancid kelp
#

was it inside the save folder?

lofty idol
#

๐Ÿ˜ญ I hate github/source control

rancid kelp
#

can you load the back upfiles?

lofty idol
#

I can't

#

This was my only fix lol

rancid kelp
#

Well.

#

you have it in your mind. its still here.

#

make it better!

#

๐Ÿ˜„

lofty idol
#

XD

#

I am gonna reset my pc

rancid kelp
#

(thats what i say when stuff gets lost in the crashes LOL)

lofty idol
#

But 2 weeks of work

#

GRRRRR

rancid kelp
#

i lost months of work my guy to a harddrive crash.

lofty idol
#

I bought substance designer/painter JUST to make my landscapes

lofty idol
#

I have SSD

rancid kelp
#

I ended up making my shit 100 times better tho.

#

found flaws.

#

stupid ideas.

#

etc.

lofty idol
#

I had my whole pc getting f*ed my a hard drive when I was 11 and I had to wait for a new pc entirely till I was 14 so yea... I ain't gonna depend on HDD anymore

lofty idol
#

but lol still

#

Time wasted

#

Things learned

#

Heh idk whatโ€™s better lol

rancid kelp
lofty idol
#

Bruh xD

rancid kelp
lofty idol
#

Lmao one more thing

#

The engine gives me ref do a line of code which is... We'll empty. How cute unreal.

rancid kelp
#

example?

lofty idol
#
Blah boah blah 
(it's reference this space)
Blah blah boah ```
rancid kelp
#

no space then

#

fix for everything xD

lofty idol
#

yea right

lofty idol
#

Lmao

#

Yea

#

Dog-like errors...

#

Time to wipe my pc

cyan laurel
#

No matter what I do UE always freezes on one of those two dll's

#

ima check on this tomorrow but if it doesn't finish then something is really wrong here, I have reset my PC twice by now.

opaque phoenix
#

How do I compile engine source with a project if it is not the version of the engine I want?

kind root
kind root
# lofty idol SAME THING!!!

I solved by moving the Config Folder out of the project and delete intermediate -> Generate Visual Studio File Again

#
EditorStartupMap=/Game/GameContent/Maps/FirstPersonExampleMap.FirstPersonExampleMap

the project was crashing because of this line in config xD

opaque phoenix
#

A little help? ๐Ÿ˜…

kind root
#

what is the issue

static copper
opaque phoenix
static copper
#

good point, that engine might be able to be added to the engine registry with it's own local version selector thing

opaque phoenix
static copper
#

worth a try

opaque phoenix
#

ok time to wait for another 30 min to clone again ๐Ÿ˜”

static copper
#

so how was it supposed to compile without the source? am

#

I missing something?

opaque phoenix
#

no I just got pissed off and deleted the directory after it gave me out of space after hogging 250+gb even though I only tried to compile windows being up all night

static copper
#

also if it doesn't appear in version selector open the uproject with \UnrealEngine\UnrealEngine\Engine\Binaries\Win64\UnrealVersionSelector.exe

#

others say restarting can resolve it too

opaque phoenix
static copper
kind root
#

im getting same error

#

I can't open any blueprint or Right click it

static copper
#

which commit are you on?

kind root
#

5.1.0

static copper
#

that's not a commit dog

#

I think the latest ue5-main is building but I haven't tried it myself

kind root
#

ah version yes i download it zip

static copper
#

maybe try to pull and rebuild?

kind root
#

can i connect it to git without downloading an rebuilding again ๐Ÿ˜ฆ

static copper
#

if you pull a commit you are pretty much doing that either way

#

that's just the first thing I would try to do. build from a newer commit that might not have this issue

kind root
#

I will redownload it from github then and keep it up to date

static copper
#

or maybe even try 5.0 instead, probably more stable

kind root
#

Well another 2 hours without do anything then xP

quiet acorn
#

Today I managed to run my project on 5.0 and the first thing I noticed was the performance. I was getting almost 100fps in this empty level and it dropped to 60, even though Lumen and virtual shadowing were disabled. Also I found these visual ghosting problem. Do you have a similar experience?

#

Thanks, didn't change the performance though. I guess I will need to run profiler

#

Also I noticed this:

#

Volumetric fog is not blending smoothly.

kind root
#

๐Ÿ™‚

#

What is the problem guys i download it as a ZIP from 5.0 tried to Clone repository directly also show errors

cursive finch
#

Hey guys, does anyone know if the changes on 4.27.2 are already in 5.0?

quiet acorn
# static copper Super taa?

I even tried to disable anti aliasing but didn't change much. The frame rate drops especially when the game starts.

static copper
#

Insights time!

kind root
#

its first time happens last week i've downloaded the source version no problem was there

#

my DNS set on Automatically what dns can i use to avoid these errors ?

shadow birch
kind root
#

ok ๐Ÿ˜ฆ

shadow birch
#

1.1.1.1's DNS is kinda special, in that it obfuscate the connection going into the ISP, and sometimes ISPs selectively had trouble with certain sites.

kind root
#

Yes I set but still same error

shadow birch
#

Even after system restart?

kind root
#

no havent restart do i need to restart the system after DNS setup

#

?

#

i'm restarting now

#

I woke up happy today because its sunday i can work full day on ue and i got this issue ruined my weekend xD

quiet acorn
#

If you guys have a time, could you test this simple thing in your project? Volumetric fog basically looks broken in my end but I'm not sure if it's a common problem. There is no smooth transition.

#

You can just paste this to your level.

#
Begin Map
   Begin Level
      Begin Actor Class=/Script/Engine.ExponentialHeightFog Name=ExponentialHeightFog_0 Archetype=/Script/Engine.ExponentialHeightFog'/Script/Engine.Default__ExponentialHeightFog'
         Begin Object Class=/Script/Engine.BillboardComponent Name="Sprite" Archetype=BillboardComponent'/Script/Engine.Default__ExponentialHeightFog:Sprite'
         End Object
         Begin Object Class=/Script/Engine.ExponentialHeightFogComponent Name="HeightFogComponent0" Archetype=ExponentialHeightFogComponent'/Script/Engine.Default__ExponentialHeightFog:HeightFogComponent0'
         End Object
         Begin Object Name="Sprite"
            AttachParent="HeightFogComponent0"
         End Object
         Begin Object Name="HeightFogComponent0"
            FogDensity=0.032000
            FogHeightFalloff=0.480760
            StartDistance=3680.000000
            bEnableVolumetricFog=True
            VolumetricFogScatteringDistribution=-0.352800
            VolumetricFogExtinctionScale=9.841600
            RelativeLocation=(X=-1040.000000,Y=110.000000,Z=320.000000)
         End Object
         Component="HeightFogComponent0"
         SpriteComponent="Sprite"
         RootComponent="HeightFogComponent0"
         ActorLabel="ExponentialHeightFog"
      End Actor
   End Level
Begin Surface
End Surface
End Map
cyan laurel
#

4>[5582/5588] Link UnrealEditor-UnrealEd.dll 4> Creating library D:\PHSQBuild\UE\Engine\Intermediate\Build\Win64\UnrealEditor\Development\UnrealEd\UnrealEditor-UnrealEd.suppressed.lib and object D:\PHSQBuild\UE\Engine\Intermediate\Build\Win64\UnrealEditor\Development\UnrealEd\UnrealEditor-UnrealEd.suppressed.exp 4>[5583/5588] Link UnrealEditor-Engine.dll 4> Creating library D:\PHSQBuild\UE\Engine\Intermediate\Build\Win64\UnrealEditor\Development\Engine\UnrealEditor-Engine.suppressed.lib and object D:\PHSQBuild\UE\Engine\Intermediate\Build\Win64\UnrealEditor\Development\Engine\UnrealEditor-Engine.suppressed.exp

shadow birch
kind root
#

same error but this time reached to 34% not 25%

shadow birch
#

Maybe unstable connection? Git stuff do hate unstable connection so much

cyan laurel
#

It is taking up a gig of memory

#

but thats out of the 32 Gigs available to the entire system

shadow birch
#

At least high disk activity is going to be modules. Not sure about RAM usage

cyan laurel
#

theres no disk usage at all

#

and it always happens around here

#

This doesent happen with other builds of UE5 only the truesky Build of UE5

#

and theres nothing wrong with the build, its pretty much the same as UE5-Main

kind root
cyan laurel
#

nvm it froze again

#

with UE5 do i have to build the entire solution or just UE5.vcproject

quiet acorn
#

I'm new to world partition, why these are unloaded and how can I load them?

#

Edit: Found out, you need to load them by loading tiles in World Partition menu.

limpid axle
quiet acorn
#

I don't know honestly, I don't know what the problem was. I'm using UE5 for like three days and never tested world partition

static copper
#

I'm case they are some always needed actor

opaque phoenix
#

ummm finally compiled 5.0 and it gives this on start

opaque phoenix
#

is it a known issue?

balmy tulip
#

Okay so in 5.0 for MetaSounds we had AudioComponent->GetParameterInterface and then by Name you could get the difrerent parameters. Now that's gone, anyone know what to use?

next onyx
opaque phoenix
#

I see sadly its recompiling the entire thing for one line ๐Ÿ˜‘

rancid kelp
next onyx
#

lol

#

i don't think it'll be fixed until epic gets back from holiday in early janm

opaque phoenix
#

I use build

#

is it necessary to edit the code via VS? I edited just one cpp in npp (dont ask) and built in vs

next onyx
#

right click ue5, build

opaque phoenix
#

built with project with no cpp

#

at least it shows 2k modules instead of 3k

random nova
#

5.0 is the correct branch to be using, correct?

zealous yarrow
#

yep

random nova
#

thank god, its almost done compiling before i thought to confirm that, lol

balmy tulip
#

Its actually 5.1 now, but its the 5.0 branch

#

I found that out a few weeks ago

random nova
#

huh.... getting everything but UnrealEditor.exe -- anyone else run into that?

scenic mauve
random nova
#

looks like one of the build scripts has an issue with spaces in the path

#

unfortunately, fixing it triggered a full rebuild ๐Ÿ˜ฆ

balmy tulip
#

Also don't forget to comment line 556 in the Console manager.cpp

#

That one causes quite a few issues with the latest version.

random nova
#

guessing that line is acting up when cross-compiling?

random nova
#

dang... still missing editor ========== Build: 72 succeeded, 0 failed, 2 up-to-date, 26 skipped ==========

balmy tulip
#

it causes an issue with a lot

#

like you cant open Skeletal Mesh files

#

๐Ÿ˜„

random nova
#

this guy, right? check(IsInGameThread());

balmy tulip
#

thats the one!

random nova
#

dont think thats my issue, but giving it a shot!

balmy tulip
#

oh im sure its not

#

but it will be!

#

๐Ÿ˜„

random nova
#

well, this is frustrating... no errors... but Editor isnt even in the project config

chrome ingot
#

you dont need to compile everything, you probably should not be. are you building the UE5 target?

random nova
#

yea, i've built both

chrome ingot
#

so does 5.0 success?

#

sorry UE5 target

random nova
#

yea, compiles with a success, but dont build UnrealEditor.exe

chrome ingot
#

perhaps your anti virus is nuking it from orbit?

#

make a small edit in one of the files, like say a comment somewhere to test, then build just the target again and see what the last couple log lines are

random nova
#

evil me --- i dont run AV

#

i just cleaned up the git repo, making sure nothing was leftover from 4.27 build.... mabey this will go better

#

might have been something leftover from the 4.x build

chrome ingot
#

maybe but the editor should still show up if it shows success.

random nova
#

no dice there... i'll try finding something to edit

#

yea... didnt trigger a rebuild--- it must be something in the project creation

chrome ingot
#

thats super weird

random nova
#

yea.. super stumped... moments away from nuking my checkout and re-downloading... that takes forever on dsl tho

chrome ingot
#

did you do a clean?

#

just asking because did you check for ue4editor.exe in the event its got the wrong checkout

random nova
#

yep, did a clean, and nuked the binary directory

#

git stash as well, to make sure there were no artifacts

#

gotta be something cached tho

chrome ingot
#

super weird. I can't say I have had the issue recently personally, just the one line 556 crash issue with 5.0

random nova
#

i'll let ya know when i figure out what it is!

balmy tulip
#

Did they reclassify the "not initialized properly" info message to an error?

#

We always had a few plugins that threw some variables "not initialized properly" info messages. Building in UE5.1 now throws them as errors during build.

#

But it they didn't cancel the build out, it's still going? ๐Ÿคท

random nova
#

UnrealEditor should be in this list, correct ("Project Configuration Properties")

chrome ingot
#

@random nova I dont have UnrealEditor, I assume UE5 is that as that is what is built when you build that target

random nova
#

interesting... I manually added the UnrealEditor Target and its doing ....... something..... time consuming

#

almost done tho

chrome ingot
#

you can see here the properties for the UE5 target and it doing the UnrealEditor.exe

random nova
#

ahh, thats whats whack on mine

#

mines set to game

chrome ingot
#

that doesnt look like the UE5 target

random nova
#

this guy, right?

chrome ingot
#

yeah your not on development editor iswhy

#

right click the UE5, set as startup project. then in the top left change your configuration to development editor. Then check your properties

#

in that properties page, the one you showed earlier what did it show in the top left. here is something like yours when I change to shipping

random nova
#

that'll be a sec, i just nuked everything

#

you might be right tho, thinking back, that might have been what i forgot

chrome ingot
#

ah it looks like Development might be what you had

random nova
#

git clean -dfX -- handy to remove all the git ignored files!

#

yea, crap... i think your right, i think i forgot that

#

I'm going to be really angry with myself if i spent all day repetitively recompiling because of that

chrome ingot
#

I really really really dont like the fact that UE5 doesnt use all threads when compiling now by default

random nova
#

its still building, but it looks like that was it, properties pages looks right

#

i had this all working under 4.3.... when i updated the repo it musta reset it, and i fogot to reset it to development editor

chrome ingot
#

super weird but hopefully its working now ๐Ÿ™‚

random nova
#

looking prommising

#

thank god this isnt my day job... I would have WAY under-estimated points, lol

astral ore
#

Can anyone using the latest github build tell us if they have added pixel depth and world position offset support to nanite yet? ๐Ÿ™

#

Ok. Thanks for the info. Will suspend using nanite till they add support๐Ÿ‘ Lumen can still be used with regular meshes.

#

Agreed. Probably by late 2021..I think Ue5 will be released or may even be postponed to 2023.

kind root
#

Guys line 556 crashing the engine even for new fresh created project ?

#

its in Engine/Source/Runtime/Core/HAL/ConsoleManager.cpp

#

xD

#

I will

gilded pecan
astral ore
#

On second thought, lower poly meshes can still be converted to Nanite so maybe they can add wpo but with a warning to only use it with much lower poly nanite meshes.

#

Because advantage of nanite is no need to use lod so lower poly meshes can still work.

gilded pecan
#

The developers mentioned working on transparency support for Nanite (I believe Activision has already figured this out for their Variable Rate Shading technology, which is conceptually similar). Deformations (Skeletal Mesh/WPO), PDO and other missing features...who knows...

#

It will probably stutter on slower SSDs, but swapping between Nanite/Non-Nanite meshes might become the norm for this sort of task.

astral ore
#

I am hoping they get added in the future because they are really useful for a lot of important things. Good on Activision. I also believe in our devs. They will figure it out too๐Ÿ™‚ ...hopefully.

astral ore
torpid valve
#

i doubt WPO will ever be available for nanite

#

the sheer amount of vertices to transform would kill gpu

gilded pecan
#

Brian Karis talks about the future of Nanite at 1:08:12 (this is from Oct 30, so as fresh as it gets) - https://youtu.be/eviSykqSUUw?t=4092

Nanite, Unreal Engine 5's new virtual geometry system, enables the rendering of trillion triangle scenes at real-time framerates. This lecture will take a deep dive into how Nanite works, from mesh import all the way to final rendered pixels. Part of the SIGGRAPH 2021 Advances in Real-Time Rendering in Games course (http://advances.realtimerende...

โ–ถ Play video
#

I also hadn't noticed that ue5-source's Nanite eats up 20% less disk space than the EA2 version. Really impressive upgrade.

lofty idol
#

LocalExecutor has been replaced by something in ue5 ?

#

I do not find the file anymore

random nova
#

daaaang.... after all that getting working from source, one of the plugins i was relying on wont compile

random nova
#

these build times have me daydreaming of a 24 core threadripper, and i'm not usually an amd guy, lol

crimson granite
#

UnrealBuildTool : error : Could not find definition for module 'DirectML', (referenced via Target -> NeuralNetworkInference.Build.cs -> NeuralNetworkInferenceProfiling.Build.cs -> ThirdPartyHelperAndDLLLoader.Build.cs)

#

On latest 5.0 commit

#

Anyone else seeing this?

chrome ingot
#

not here when compiling UE5 target only

crimson granite
#

Cool thank you for checking

balmy tulip
#

okay so these used to be warning

#

these are now errors in 5.1?

balmy tulip
#

Okay I just confirmed for packaging, that we have no other errors than these, which used to be warnings on all previous versions of Binary version.

#

We have had these warnings for years. lol

random nova
#

that seems likely --- i just fought a similar issue getting a plugin to work, rolling back to the EA branch worked tho

cursive elk
#

In case of instanced static meshes in ue5 are the data of the individual instances stored in gpu scene?

#

What does gpu scene store in instanced static mesh case

lone hawk
#

Earlier Lorash mentioned git clone --filter=blob:none as a smaller source build file, what's going on there?

past torrent
cursive elk
past torrent
#

@cursive elk of course

opaque phoenix
past torrent
rancid kelp
#

Opps wrong section, thanks for the correction xD

hazy moat
#

Is that command passable to setup.bat? thanks.

opaque phoenix
#

has there been any progress in lumen and nanite? Shipping is getting closer now

scenic mauve
#

Yeah, there's also a ton of experimental plugins being updated nearly everyday.

thorny badger
#

Is anyone making nightly builds for Unreal 5?

cursive elk
tropic yew
#

Hey guys, has anyone had this error come up when just creating a new project? (First person) Fatal error: [File:C:\UE5\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 927]
Rendering thread exception:
Assertion failed: IsInGameThread() [File:C:\UE5\UnrealEngine\Engine\Source\Runtime\Core\Private\HAL\ConsoleManager.cpp] [Line: 556]

0x00007ffdd19fc879 UnrealEditor-Core.dll!FConsoleVariable<bool>::GetPlatformValueVariable() [C:\UE5\UnrealEngine\Engine\Source\Runtime\Core\Private\HAL\ConsoleManager.cpp:556]
0x000000b54c55bfe0 UnknownFunction []
0x00007ffdd9365c40 UnrealEditor-ApplicationCore.dll!Singleton() []
0x000001fab6864c90 UnknownFunction []
0x0000000000004000 UnknownFunction []

#

I'm just trying to build from the latest in ue5-main branch

#

when I look at the code:

#

I thiiiink its just failing to resolve my platform? i.e. win64.

#

which is weird because I am building it in Development Editor / Win64 release

#

any help to resolve this would be immensely appreciated ๐Ÿ™‚

random nova
#

yes! I do know what that is

#

you need to comment out a line... sec, let me find the line number

#

comment line 556 in the Console manager.cpp
check(IsInGameThread());

#

which yea... right there in your screen shot. Everyone's been working around that by commenting out that line

tropic yew
#

you're an absolute legend, thank you so much!

#

โค๏ธ

random nova
#

hah, i'm just echoing what others have helped with here

marble sedge
eager hedge
#

That assertion isn't the bug, commenting it out is a workaround and not a particularly safe one.

#

The bug is that there's some rendering code added that calls into GetPlatformValueVariable from the render thread... but that function is only meant to be used from the game thread. The exact commit that resulted in this is 678fa237478e18e0360cd211a56aa146f0f91129 which can be reverted as a safer measure (though you have to deal with some conflicts iirc).
It'll be fixed eventually, just give it time...

gilded pecan
past torrent
# gilded pecan Could you elaborate on this a bit? I'd love to hear your thoughts on Nanite vert...

Thoughts are pretty simple. You first have to figure out which vertices you need. Nanite already has per cluster LODing. So logically, you want to manipulate vertices only on those clusters, that are potentially visible and only on their current LOD. During cull pass, you just extend bounds of clusters by user-defined maximum displacement value. After that, you run categorization pass, splitting post cull vertices into groups, one group for ones not using WPO, and one group for each unique material that uses WPO. After that, for each such group you run a pass, and evaluate material WPO. After that, normal nanite pipeline continues.

gilded pecan