#ue5-engine-source
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it will usually rebuild everything anyway
it's
C++ way
it is the way
doesn't matter, if you change single header included everywhere, it will rebuild everything
as I said
C++ way
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
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
yes
Never build the whole solution, but the UE5 project. Also if you already have a game project, build that instead for even faster times.
Same with VA
I have tried doing Unreal work in VS without either VA or ReSharper.. and... I do not recommend it ๐
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
i prefer to rebuild ue5 everytime, but i usually leave that going overnight
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.
sorry i mean right click build not rebuild you're right
Sad 80s noises, but #audio has some related discussions to its (seemingly) replacement
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...
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.
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!
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Which branch to get?
e. none of the above
If you're using 5 from source, you should be using the 5.0 branch.
ue5-early-access is dead. ue5-main is technically 5.1 and super unstable.
Is the geometry scripting stuff in the 5.0 branch?
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.
Oh nice! Alrighty, Iโll try the 5.0 branch then.
Thank you!
thanks @eager hedge
if i'm not wrong, UE5 is not compatible with UE4.27 stuff right?
5EA isn't, 5.0 source is (any branch of 5 is)
Can someone PIN this message ๐
That, the 4.27 compatibility, and UE4 for beginners
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?
Means something depends on private code that's not on Github
anything to worry about?
Yeah, you're compiling the UE5 solution
Associate your project to the source code and then compile your project
Will be way faster
Nope
Other than twice the compilation time
Just add the directory \Restricted\NotForLicensees\Build\ and compile again
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'
That's APEX so you can ignore it
Build Unreal from your game project, not the UE5 solution
SHow your file
// 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" } );
}
}
alright got it fixed. was due to one of the plugins that was incompatible
interesting multi GPU commit https://github.com/EpicGames/UnrealEngine/commit/3494f1b04e0a6a5e959e50b409894b002e7bfc8b
Multi gpu was going to be a thing 10 years ago for offloading certain features like physx debris
What happened???
This is from a consumer standpoint, mind you
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
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
A sad end
No one other than Nvidia wanted that to happen, though
True
mGPU for consumers is dead anyway?
Mostly a pro market feature? sims, architecture, theme park and what not?
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
Hey there, I switched to the 5.0 branch, still getting build failures for the UnrealBuildTool, here's some output:
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
If you are on latest 5.0, you are probably missing VS 2022 and/or .NET 6.0
This, probably focused on nDisplay
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?
Just upgraded to VS 2022 & ensured .NET 6.0 is installed, still getting build errors, here's the output if it helps:
when do you get these errors, at what part of your process
you;ve got jetbrains errors in there so this is definitely not stock
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.
I pulled the source from a fork of the Epic Repo, using the 5.0 branch
so is this an upgrade over another fork/branch, or a new folder/clone?
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
Haven't done forking before this, is it possible to fork based on the specific branch and not the "master"?
That way I don't have to switch branches after pulling, and can only pull the branch-relevant data?
@uncut vigil after forking, remove branches you don't need from your forked repo, problem solved.
Hi people, I want to test some new features that comes with UE5, what is your recommended stable commit?
@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.
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.
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
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.
it sounds like you might want to start over from step 1 and verify as you go.
Okay, I'll try it via the cli, thank you for your help
the zip does work, I used it yesterday to build 5.0 without issue on a new machine
step 1, make sure you have VS installed correctly with the correct requirements for compiling the engine.
step 2, use a good client or CLI to clone to your machine
step 3, follow the instructions to compile it
step 4, figure out what was wrong earlier
Alrighty, will once again check my VS installation, are the instructions in the ReadMe accurate?
The ReadMe says to use VS 2019 but others have told me VS 2022
Sweeney just mentioned Verse on the livestream ๐ hope in to "open it up to the world" next year
Alrighty, thank you all very much
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
compiling in the background... it doesnt like using all cores lol
I know, it was just a speed test on the laptop
easier to just not install fork then clone this way
been testing various settings and laptops so not bothering with full environments, just get it done
definitely feeling the need for 32gb+ memory with 5.0, it shifted my choices in machines with that need
considering 64GB for no good reason as well lol
yep I hit 32gb at one point compiling 5.0 with nothing else running (16 threads)
it's reaaaaaaaaally shite right now with most laptops soldering on half their memory ๐ฆ
hmm.. I wonder what Matrix Awakens will require for system memory when it gets released in project form
which branch is more stable? ue5-release-engine-staging or -test ?
neither, dont use either
5.0 then?
if you have to use a 5 branch in theory its the most usable
EA might even be better based on what you need
only use them if you need to use them
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
theres ue5-main and 5.0 for the most stable, neither should be considered stable
with that said 5.0 has the best chance of being usable if you get a good commit lol
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
I think I found an error on UnrealVersionSelector.cpp :
https://github.com/EpicGames/UnrealEngine/blob/ue5-main/Engine/Source/Programs/UnrealVersionSelector/Private/UnrealVersionSelector.cpp
Line 238 : FString BinariesDir = ProjectDir / TEXT("Binaries") / FPlatformProcess::GetBinariesSubdirectory();
Should be : FString BinariesDir = EngineDir / TEXT("Binaries") / FPlatformProcess::GetBinariesSubdirectory();
This change fixed an error "Failed to launch editor" when opening .uproject files .
dont have this error
is there a guide on how to continue to pull updates from branch 5.0 with your custom plugins ?
what happens with plugins?
i guess the desktop app is asking if i want to commit the changes since the plugin changes
some files
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?
Hey everyone
Can anyone confirm that https://github.com/EpicGames/UnrealEngine/tree/ue5-early-access is UE5 EA2 ?
I'd like a "stable" UE5 (as much as EA allows, that is)
but I need a source-buit engine
Stable is 5.0 or engine staging
Still better than 5EA
Depends on the project really, if you don'ty want any surprise get the EA branch as you saw
Just saying "stable" is hard to define here
5.0 is constantly updated but it's a lot more stable
Just need to find a commit that builds
Stable as in wayyy less bugs
has anyone managed to build and run UE5 in Editor Debug mode? I get various memory exceptions all the time when editor starts loading..
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 ๐
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.
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
(full engine build, not through a project solution)
I might have been lucky but i rarely encountered compiling issues when compiling ue5-main
The rare break were from APIs changes and some plugins not being up to date or something
I'm trying to compile UE5 from source and getting this error. Should I simply download the toolchain?
Has anyone had the issue where when start project on Mac it just closes with no errors
I'm on a 5950X
~40 mins sounds right
Ye. 3900x here and a complete 5.0 build is ~1.5-2 hours (full engine, not just modules required by a project)
so that sounds right
The Threadripper 5000 series can't come soon enough
Good to know ๐
I was wondering if the times I'm getting are expected
3900x too = 40min full engine
I'm doing about 20 other things at the same time so my times tend to be a bit longer.
i see
ugh i wanna pull the trigger on a 3970x but i feel like threadripper 5000 is around the corner
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.
I had around 300gb of space.
Compile against your project.
Are the Sequencer and Lumen somewhat stable now?
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.
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)
did epic address the landscapes in any way since the early access?
revert to older commit
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.
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?
I built the engine through Unreal Binary Builder.
https://github.com/ryanjon2040/Unreal-Binary-Builder
UAT can optionally build a base DDC when compiling the engine, that's probably what that is.
Primarily useful when making an installed build.
Thanks for the answer. So what should I do about it?
we cant see an actual error there
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.
I see. Yeah I was looking for something that might tell about what the issue is but couldn't find any. (in the logs)
are you looking in the logs for the project?
No, the log that the software provided.
the project should have it's own saved log once you run it and it crashes
I found this. This log is from the project that I tried to create within the launcher.
This looks more promising
well that error is if you compiled the latest 5.0 release, did you do that?
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
This was the one I compiled
I guess I will need to recompile again then. Thanks!
Do you guys have any recommended commit from 5.0 branch?
I commented it out, no issues so far
That's the same line I'm having problems with. That method is being called from the Render Thread and failing causing a crash
recompile and.... cross fingers
yeah I know, I just need to test some new features. Didn't expect that much pain though
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
then everything was working but I got "you have no disk space" error
that was really painful, since my processor is not really powerful
10900k compiling at 90c, safe? :p
as long as it doesnt catch fire, why not
its gonna throttle before it breaks so you are fine
that's not enough space haha
I mean the whole disk is compiled UE5
oh haha
if I recompile it, would it make it or simply fail
if you just hit compile it will just fix the issue
it shouldn't take up 300gb..
242 here on disk right now for 5.0 without any cleanup
Yeah I wonder why that happened. I thought it would take less space since all those linux, mac options were disabled
Commenting out that check line fixed my issue - thanks for the confirmation.
download source, run files, compile, profit
How can I manually avoid compiling anything other than Win64?
Is there a guide for that?
dont install the dependencies for it?
like its not going to compile android by default if you didnt install those requirements
I just downloaded the zip from github, run the setup.bat and the rest is done by the builder
thanks
One last question, I made the changes so should I just press build and will that do the rest?
right click the UE5 and hit build
OK thanks. Thank you everyone for taking your time.
Good to know that, glad I didn't do it then
Has anyone had the issue where when start project on Mac it just closes with no errors
May I know what was confusing? Feedback like this will help me to improve it further. ๐
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)
or just build from visual studio with project solution, it will handle lots of platform stuff according to your project settings, ez pz
is it just me or 5.0 branch on the latest build is super unstable?
it got so bad i cant even play without getting breakpoint on isOnGameThread() function everytime
anyone knows what build is "stable" for 5.0 branch
i am getting weird graphical issues with the latest build. right click and it looks like a new UE5 window versus context menu
his discord just tests if it compiles
khai's issue is after compiling
khai for now i would just comment out the line
isOnGameThread()
It's checking if it should render cloth on mobile and it's reading it from a console variable which triggers the game thread check
If you follow the callstack a few steps back you can comment out the mobile check
Besides that it seems relatively stable
^Yup. With reordering those lines mine runs just fine
DX12 is what seems the most unstable to me. Crashes quite frequently
Running in DX11 has been really solid
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.)
There is no such thing
Are you talking about EA2?
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).
Well, I am talking about 5.0.2, as I said.
Here is a screenshot, of a contact who actually did got it.
UBT: Add a -nocpp option for generating solutions without any C++ source when working on C# projects.
what
That's... 5.1.0. Not 5.0.2. Because 5.0.2 doesn't exist.
if you want the latest version of 5.0, do what blue man said and build 5.0.
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.
Perfect, so building this: https://github.com/EpicGames/UnrealEngine/tree/5.0, should give me 5.1.0
No. Building ue5-main will give you 5.1.0.
Building 5.0 will give you 5.0.0.
You should not be using ue5-main unless you know what you're doing.
But if you want to build something incredibly unstable, then ue5-main will give you 5.1.0.
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)
Alright. Really, thanks a ton to you, Blue Man and Siliex for helping me with this!
Have a nice day!
Not sure if anyone else is getting this
But Chaos check( IsRotationNormalized() ) fails for overlapping spheres
For me
Also FChaosEngineInterface::GetCurrentScene() crashes when my character tries to jump
Is Chaos just really that bad?
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.
also 5.1 seem to load 4.26 projet without any bug and without trying to convert it.
very impress by the 5.1 so far.
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 ๐. 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 ๐ค
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 ๐
5.0EA2 (the "preview" version) is not the same as 5.0. No one should be recommending ue5-main (5.1) for general use whatsoever - it's unstable and assets created with it are unlikely to be compatible with 5.0 due to it being from a newer branch.
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.
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
your first mistake was building early access
Yeah building the EA tree is like downloading from.... launcher? lol
that's a good build right there.
really?on #8647 build of 5.0 i cant open any level without it crashing even though i commented it out
does anyone know what build of 5.0 that u guys use that u guys know stable atm?
tried that but somehow still got crashes whenever i open any level
i'd like to add that it seems quite a few things are failing due to checks() when running with -game or -server parameters. Some modules are loaded and failing when they try to load MainFrame module
๐ค
@torpid valve thank you for the helpful message. According to the documentation this should be the most stable version and it's actually not recommended to use ue5-main. In the mean time i check out ue5-main build that this seems to be working for now.
Early Access is demo
not supported, horribly outdated and someone should updated documentation ;D
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
Certainly not ad admin since that means you'll only be able to compile as admin
any interesting updates in ue5?
Pains of early access haha
damn the assertion in consolemanager is still in the latest git ๐ฆ
omg I just hit that exact same error trying to open up a project after a successful build overnight ๐ข
yupp
oh well, time to play around with reality capture and try out some photogrammetry I guess
that is the issue i am facing.
downloading commits.. testing project.. if it dont load on to the next one.
no other issues on the latest, just have to comment out that check
ahh cool, do you know the file and line? I forgot to take a screenshot
the lastest gave me fatal error on project launch ๐ข
nm got it
yeah when it crashes it tellls you the line, just // it out
assuming this is the check in ConsoleManager, that should get past it
It's a fair price to pay for free access to the latest and greatest cutting edge tech imo
truth my guy ๐
Just don't update once you have a working commit
I like to do a build about once every 2 weeks
I'm on a 6 weeks old commit I think ? Probably won't update until previews hit
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 ๐
91ddb890213e584edd76987591cfa9bcb3f2188a, it's actually just 3 weeks old apparently
Oh cool it works now
I had to fix stuff for DLSS but that's it
Just had to comment out that line like @chrome ingot said then rebuild engine and project
ill try the new one then
15,000 shaders to compile now ๐
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
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
it compiled for me as well, but fatal errored after opening anim bp in project.
what error?
never even bothered to look just tried another.
ill recompile right now.
ill let you know in 45
well im opening an animbp now, will see what happens
try editing something compile and save
Could be an engine issues, only tested with the Third person animbp
who knows, thats what errors are for!
alright ue is building talk to you in about a hour!
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?
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.
are you compiling your project with VS?
or the right click?
xD
i never knew that's what hot reload mean's
I will create a new project and replicate the same thing, I forgot what exactly happened.
Are you using marketplace plugins?
Only the engine plugins
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.
I deleted that project but I will try to get the same error and apply your solution, thanks!
I have been doing this for a week with marketplace plugins xD Ahh what a wild ride this has been
I guess I'm not as lucky as you right now lol
1 - I clicked Select Unreal Engine Version, the engine was already selected but I clicked OK anyway. (Source build at G:\UE5)
2 - Opened the project in Visual Studio, clicked project name in Solution Explorer and clicked Build
3 - It did build the project succesfully but I get the same error when I try to open the fresh project.
This is the latest log
back up your Winpix folder
ill send you mine
see if that works
from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/
Thanks for helping!
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?
That or pinned messages
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.
No because the commits happen to frequently.
Hello!
Anyone has experience packaging projects? If so, please, DM!
@rancid kelp I was able to compile properly in 507b78a27cbe3da0b5c371b69ccd88d398c4ee66, seemed to work well too
any assertion errors?
im still building this one
No blocking errors, there was some message etc but I just expect those so
still having IsGameThread() issues on new maps. how has this not been fixed yet ;0
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...
not yet as far as i know,i'd just comment that section out
yeah the consolemanager one
have anyone make a bug report of that to epic yet?
๐ค
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.
epic staff are on leave until jan 3rd anyway
ahh okay i forgot they on a break till new year
Ahh ok. Tyty
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.
I've heard of multiple issues in the latest ue5-main branch, so yes assume it's very broken
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
Almost done compiling the newest commit.
ill let you guys know what happens ๐
========== Build: 4 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========```
still console error. btw // it out......
Hey, please don't multipost and read the channel titles
what your problem
I just explained it
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?
:triangular_flag_on_post: Ahmad9a9PRO#5635 received strike 1. As a result, they were muted for 10 minutes.
Any time you update the engine you're bound to rebuild most of it, yes
ok, thank you
@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.
It's not regression, the whole thing just isn't ready for production yet.
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.
Welp, Epic didn't formally released stable version of it yet, but eh, you take your risk ๐คท
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.
that is the same as the launcher build...
not going to lie, you just built that for nothing ๐
Yes that is how stuff works working with raw data.
GrassType is broken in EA2 so there's no way to stay with it.
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.
~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.
I got 5.0 from 14 hours ago.
I wouldn't mess around deleting files in the engine if I were you. If you have to delete something delete the intermediate folder
The current engine build isn't that useful though
I recommend this:
https://github.com/EpicGames/UnrealEngine/tree/ue5-early-access
instead of these:
https://github.com/EpicGames/UnrealEngine/tree/ue5-main
https://github.com/EpicGames/UnrealEngine/tree/5.0
i dont recommend the launcher version... lmao which is https://github.com/EpicGames/UnrealEngine/tree/ue5-early-access
Then what do you recommend? The other 2 are doa
Afaik 5.0 Main would be 5.1 which wouldn't be compatible with the final 5.0 on release.
https://github.com/EpicGames/UnrealEngine/tree/ue5-main is the future dev. https://github.com/EpicGames/UnrealEngine/tree/5.0 is building up to ue5 release in july.
5.0 is just as broken though, the lighting doesn't work
Nothing guarantees to work. This is why this is not recommended.
Anyways, thanks for the replies.
Are you sure this is the launcher version https://github.com/EpicGames/UnrealEngine/tree/ue5-early-access ?
100%.
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
They released EA 2 six months ago then a hot fix
two months later. Which is four months ago.
That does not add clarity
I think by launcher version, you meant old version
Which is what I want
what about https://github.com/EpicGames/UnrealEngine/tree/ue5-release-engine-test
and https://github.com/EpicGames/UnrealEngine/tree/ue5-release-engine-staging
should we use one of them, or the ue5 / ue5-main branches?
since they are all getting updates
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
Look up and go thru what people and I have said before.
Maybe we should be using ea1 instead of 2, the epic site for source code links to ea1
lots of references to working builds and how to fix an issue.
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
They don't name it Early Access without a reason.
Or they did, your call.
I'm just going with the link on the Epic site, it definitely is the most stable for me.
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.
Then why would they make it the main link on their site?
He already took the risk, so yeah
Also they really said it's going to be July?
Someone mentioned july before. I have no idea.
I think that's way too far when the 5.0 branch is already cooking, and ue5-master is in 5.1
I'd expect sometime Q1/Q2 next year
The animation features and TSR really really sold me ๐ญ
TSR only works with 4.26-4.27 ๐ข
Not even there lol
UE4.26+'s Gen5 TAA still looked shit below 50% :(
you tried the TSR's plugin right?
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
There's no built in plugin of TSR in UE4 ๐
That's not TSR...
FSR TSR same thing
Really?
Oh right, I remember AMD making it GPU agnostic
i guess who is approving these new commits? is it epic?
Epic does everything, including approving the 0.01% of community commits ๐
Does anyone know why the screen goes black in the 5.0 engine build when looking at certain angles? https://github.com/EpicGames/UnrealEngine/tree/5.0
https://www.youtube.com/watch?v=auFm-7htxR4
first time using plugins in source built ue5... how do i do that?
bop
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?
on 5.0 github and it works justfine
did nothing but login.
ignore update at bottom, it means nothing i guess?
that's what I mean though, yeah
ye im logged in too but it says im offline even tho im connected to the internet
You might need to allow it thru your firewall
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
I have no idea then bud.
you could always use the main app and use the same storage folder
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?
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] ```
Warning: Failed to find object 'Class None.DestructibleMesh'
the assertion error itself is an isse with 5.0, there are fixes above (just comment out the line for now).
@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?
this channel
Quick update.
I just manually build the project and this time classes are loaded. (I removed binaries etc. and it compiled the project when I open it)
Before that blueprint actors were unable to find my classes.
what is the latest stable commit for 5.0?
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
I remember somebody mentioning a commit for nanite and lumen optimization. Is it live yet?
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.
404?
404 means you have no access to unreal engines github
mb not logged in XD
be warned tho, that list above, ue5 is plagued with errors.
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 ๐ฆ
got it ty
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 ๐
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
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.
and I can't ๐
I am gonna try this out first

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
Steven, go celebrate christmas
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
haha I can relax as soon as this is through ๐
when I try to run the AutomationTool.exe the command prompt opens for .1s and closes right after
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?
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
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?
GitHub > 5.0 and then download as zip
ok and after unzipping the source, you ran the setup.bat file then generate project files.bat ?
exactly
ok which target did you build in VS?
that should be the development editor, right?
well what did you do to build? like for example I right click the UE5 target in the solution explorer and build
I build the UE5
ok and then you get that error earlier? that showed your editor didnt build. Does it build now?
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
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
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
ok so this is a BP only project isnt it?
it was until I added a c++ class because one user gave the tip to build the project
ok but the goal is BP only yes?
originally yes
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
I can also just make a new clone from the original project (since I am using a duplicate for the new engine version)
you can try that as well sure
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
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
it shouldnt take long to compile if you just comment, save, and build again it will just rebuild the needed file
Is there a practical way to change double to float in c++?
it worked!
i thought i told you to take the module out >_<
oh well sorry!
delete the module from the project documentation.
Thank you sooo much! I wish you guys all a happy holidays and merry christmas until I get the next problem ๐
should of been more clear about that xD
dont worry! It is working now
doubles to floats in ue5? floats are doubles now.
sorry invalid information
FVector and FRotator are doubles now.
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
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++)
No worries ๐ I don't know much either, just learning
thats how i converted mine.. i have no idea what the hell i did.
I guess you just changed float to double. I tried static_cast<float>(DoubleValue) and it seems it compiles now.
well i am glad i helped in the most useless way possible xD
Honestly to make that i searched like 50+ .cpp files in the engine folder based on a certain name lol
you actually helped me right now, yeah I can actually look at to code examples in the engine. ๐
Hey. I know that UE5 doesn't support UE4.27 projects just yet. Is there a way I can migrate manually?
I told someone to to this earlier. It might work, it might not. People say it's useless to do, but it migrates to the new engine sense the right click convert does not work.
aight, I will check it out. Thanks!
MAKE A BACKUP
ofc I will. I lost so much by not making backups. Not making this mistake again :/
Me too bud, me too.
never need to make a backup if you use offsite source control ๐
dont think it would help, thats a crash in the control rig
might just need to try and figure out whats causing it
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
I would love to have it, when you get a moment of your time ๐ I seem to love control rigs. you add what you need, and its done. The crashing with controlrigs is crazy as well lol, I swear. It might be some time before an actual fix
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
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)
@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
Has anybody had the issue where building from source on mac it will crash immediately upon opening a project
Crossposting is against the #rules
Be patient
has anybody managed to get the blockout tools working in ue5?
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.
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
Goodday xD
i was working on a blueprint when i compiled crashed i tried to move the actor out from explorer but still crashing
Ayo, weโre 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]
SAME THING!!!
Idk why
Tuesday i cant wait to see how many commits added to the repo ๐
Ello Atomik. Iโve tried stuff but didn't work.
Yeah man, no matter what you do, you will receive those errors.
try your best to avoid your process and take an alternative route. you cant just // everything out in the .cpp
i tried xD
This is why you save your project every 30 seconds or so. and make a back up.
or use source control
I was satisfied and saved everything and closed it and then boom I opened up again and nothing was saved
oh man ๐ฆ
was it inside the save folder?
๐ญ I hate github/source control
can you load the back upfiles?
(thats what i say when stuff gets lost in the crashes LOL)
Oh yea
But 2 weeks of work
GRRRRR
i lost months of work my guy to a harddrive crash.
I bought substance designer/painter JUST to make my landscapes
Owww that hurts
I have SSD
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
I do the same
but lol still
Time wasted
Things learned
Heh idk whatโs better lol
Music video by Chumbawamba performing Tubthumping. (C) 1997 Chumbawamba Licensed exclusively to Universal Records, a Division of UMG Recordings, Inc.
#Chumbawamba #Tubthumping #Vevo
Bruh xD
LMFAO!!!
Lmao one more thing
The engine gives me ref do a line of code which is... We'll empty. How cute unreal.
example?
Blah boah blah
(it's reference this space)
Blah blah boah ```
yea right
Pain
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.
How do I compile engine source with a project if it is not the version of the engine I want?
I tried to Switch version but all my bp disappear
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
A little help? ๐
what is the issue
right click>>change engine version?
what if it is not compiled? I cannot spare much space
good point, that engine might be able to be added to the engine registry with it's own local version selector thing
wait so running setup.bat and using engine selector can work?
worth a try
ok time to wait for another 30 min to clone again ๐
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
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
can I take what is compiled into binary builder?
if it's the same version it might work? no clue
which commit are you on?
5.1.0
that's not a commit dog
I think the latest ue5-main is building but I haven't tried it myself
ah version yes i download it zip
maybe try to pull and rebuild?
can i connect it to git without downloading an rebuilding again ๐ฆ
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
I will redownload it from github then and keep it up to date
or maybe even try 5.0 instead, probably more stable
Well another 2 hours without do anything then xP
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.
Super taa?
๐
What is the problem guys i download it as a ZIP from 5.0 tried to Clone repository directly also show errors
Hey guys, does anyone know if the changes on 4.27.2 are already in 5.0?
I even tried to disable anti aliasing but didn't change much. The frame rate drops especially when the game starts.
Insights time!
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 ?
Try switching the DNS in your Ethernet/WiFi config in Windows, and see if it's the problem
I prefer 1.1.1.1
ok ๐ฆ
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.
Yes I set but still same error
Even after system restart?
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
New tool it seems. Looks interesting, I need to learn it. Thanks
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
Nope still stuck here
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
How's disk activity looking?
same error but this time reached to 34% not 25%
Maybe unstable connection? Git stuff do hate unstable connection so much
None
It is taking up a gig of memory
but thats out of the 32 Gigs available to the entire system
At least high disk activity is going to be modules. Not sure about RAM usage
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
Well im pretty sure if i try it tomorrow will work 1000% ๐
nvm it froze again
with UE5 do i have to build the entire solution or just UE5.vcproject
switching worked thanks
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.
So WP is working in the latest build?
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
You can just set their world partition settings in details to always loaded btw
I'm case they are some always needed actor
ummm finally compiled 5.0 and it gives this on start
is it a known issue?
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?
Thanks, makes sense!
known issue
I see sadly its recompiling the entire thing for one line ๐
Welcome to the rest of your life ๐ Here in UE compile hell, we like to do this to people.
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
right click ue5, build
5.0 is the correct branch to be using, correct?
yep
thank god, its almost done compiling before i thought to confirm that, lol
huh.... getting everything but UnrealEditor.exe -- anyone else run into that?
Probably has to recompile the whole thing because itโs the first ever UE5 build attempt that failed. Even if all you did was change one line, thereโs nothing cached.
looks like one of the build scripts has an issue with spaces in the path
unfortunately, fixing it triggered a full rebuild ๐ฆ
Also don't forget to comment line 556 in the Console manager.cpp
That one causes quite a few issues with the latest version.
guessing that line is acting up when cross-compiling?
dang... still missing editor ========== Build: 72 succeeded, 0 failed, 2 up-to-date, 26 skipped ==========
this guy, right? check(IsInGameThread());
thats the one!
dont think thats my issue, but giving it a shot!
well, this is frustrating... no errors... but Editor isnt even in the project config
you dont need to compile everything, you probably should not be. are you building the UE5 target?
yea, i've built both
yea, compiles with a success, but dont build UnrealEditor.exe
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
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
maybe but the editor should still show up if it shows success.
no dice there... i'll try finding something to edit
yea... didnt trigger a rebuild--- it must be something in the project creation
thats super weird
yea.. super stumped... moments away from nuking my checkout and re-downloading... that takes forever on dsl tho
did you do a clean?
just asking because did you check for ue4editor.exe in the event its got the wrong checkout
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
super weird. I can't say I have had the issue recently personally, just the one line 556 crash issue with 5.0
i'll let ya know when i figure out what it is!
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? ๐คท
@random nova I dont have UnrealEditor, I assume UE5 is that as that is what is built when you build that target
interesting... I manually added the UnrealEditor Target and its doing ....... something..... time consuming
almost done tho
you can see here the properties for the UE5 target and it doing the UnrealEditor.exe
that doesnt look like the UE5 target
this guy, right?
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
that'll be a sec, i just nuked everything
you might be right tho, thinking back, that might have been what i forgot
ah it looks like Development might be what you had
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
I really really really dont like the fact that UE5 doesnt use all threads when compiling now by default
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
super weird but hopefully its working now ๐
looking prommising
thank god this isnt my day job... I would have WAY under-estimated points, lol
Can anyone using the latest github build tell us if they have added pixel depth and world position offset support to nanite yet? ๐
Ok. Thanks for the info. Will suspend using nanite till they add support๐ 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.
Guys line 556 crashing the engine even for new fresh created project ?
its in Engine/Source/Runtime/Core/HAL/ConsoleManager.cpp
xD
I will
WPO support for Nanite won't be around for a few years (if ever). It's a complicated, costly operation to move around billions of polygons, and it might not simply be possible on current gen hardware or with the current Nanite algorithm implementation.
Ok. Thanks for the info. I kinda suspected that. What about pixel depth offset? do you think it could be supported for Nanite?
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.
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...
https://youtu.be/mpuFVWHa5hA?t=48 - For the Matrix demo, they seem to be switching Nanite off once WPO is needed.
The Matrix Awakens Nanite View
It will probably stutter on slower SSDs, but swapping between Nanite/Non-Nanite meshes might become the norm for this sort of task.
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 too๐ ...hopefully.
Thats actually a smart move and Lumen still works with non nanite meshes so a combination of both works. But I think they stated they plan adding wpo to nanite so lets hope but I think we will be seeing it a very long time from now.
i doubt WPO will ever be available for nanite
the sheer amount of vertices to transform would kill gpu
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...
I also hadn't noticed that ue5-source's Nanite eats up 20% less disk space than the EA2 version. Really impressive upgrade.
daaaang.... after all that getting working from source, one of the plugins i was relying on wont compile
these build times have me daydreaming of a 24 core threadripper, and i'm not usually an amd guy, lol
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?
not here when compiling UE5 target only
Cool thank you for checking
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
that seems likely --- i just fought a similar issue getting a plugin to work, rolling back to the EA branch worked tho
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
Earlier Lorash mentioned git clone --filter=blob:none as a smaller source build file, what's going on there?
perinstancedata struct
So all the instance transforms are stored in gpu scene buffer?
@cursive elk of course
actually. It did clone way faster
Nothing says it has to be pre-cull vertices. When nanite will support vertex animation, it is most likely going to take up a form of limited displacement, maximum of which is accounted for when calculating cluster bounds.
Opps wrong section, thanks for the correction xD
Is that command passable to setup.bat? thanks.
has there been any progress in lumen and nanite? Shipping is getting closer now
Yeah, there's also a ton of experimental plugins being updated nearly everyday.
Is anyone making nightly builds for Unreal 5?
could you point me to the code where instance data is uploaded to gpu scene buffer in instanced static mesh component ??
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 ๐
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
hah, i'm just echoing what others have helped with here
Any chance that this bug would be fixed? Exactly why do we need that assertion?
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...
Thanks for the info !
Could you elaborate on this a bit? I'd love to hear your thoughts on Nanite vertex animation.
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.
But wouldn't the continually changing LODs create a lot of visible artifacting in the WPO (especially at a distance), like it currently does with Vertex Color?
https://youtu.be/ln2TOz_TDpA - example of that here at 4:54
Part 2 of the "Baking Vertex Colors in Blender" video, demonstrating a procedural textures that utilizes world aligned textures and vertex color blending to eliminate the need to UV unwrap high poly scans.