#ue5-engine-source

1 messages · Page 11 of 1

past torrent
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@gilded pecanDoes continuously changing LOD on landscape causes artifacts ?

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Same story with nanite

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entirely depends on what is going to be used for WPO

gilded pecan
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@past torrent Fair enough. Thanks for the insight!

quaint kindle
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Hi guys, I have UE5.1 , I have a map in WP, it seem that I can't no longer chose Always Loaded for my playerstart, then my character fall since the WP map is not completely loaded.... someone have a idea for this problem ?

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I also have another level "that is not WP" it's a dungeon, when I try to load my WP Level from this level then it completly hidden the proxy is not loading.... I use "Open Level by name" it load my map but no proxy land are loaded

balmy tulip
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do you have data layers setup as well?

quaint kindle
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no data layers

balmy tulip
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Is there a way to lock the engine from building in VS?

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I accidently just rebuilt the damn engine. -_-

scenic mauve
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You mean like how to cancel a build?

balmy tulip
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Well I canceled the build but it still had to rebuild the entire engine after canceling it. I selected rebuild on accident.

scenic mauve
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oh damn, that sucks

balmy tulip
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Yup. Hence why I am asking it if can be locked somehow. Lol

shadow birch
echo ravine
balmy tulip
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😄

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okay. i guess i just gotta be more careful

spring ocean
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i removed the rebuild and clean from the context menu after a few
misclicks lol

balmy tulip
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oh you can remove them! Great

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also which is more stable 5.0 or UE5-main?

eager hedge
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5.0...

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(though neither is particularly stable)

balmy tulip
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i was using UE5 main.

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is there a place to see the difference?

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as in what they use the UE5-main branch for. i know that the other 2 are for, Staging and Internal.

eager hedge
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ue5-main is future development (5.1+)

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5.0 is... 5.0

balmy tulip
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ahhhhh

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i see

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Thank you! 🙂

quaint kindle
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does 5.0 source code of UE is the same that we have in the luncher ?

shadow birch
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5.0 branch is way ahead of 5.0 Early Access 2 available in the launcher

quaint kindle
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ok

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I compiled the 5.1 but something changed with World Partition

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it's seem that we can't activate it in the setting. When you create a new project. you have the choice of create an openworld project

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they remove something too, we can't "always loaded" static mesh, this option is gone, we can't make a proxy land to always load too.

shadow birch
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Things can change by the hours with the master branch.

shy willow
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Didn't a guy from epic recommend to use 5.0 branch

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5.0 is relatively stable except for console stuff

shadow birch
shy willow
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Yeah that's true

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I remember one said for any early adopter or those who make demo use 5.0 branch🤥

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Maybe I misremembered

shadow birch
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5.0 proper is like few dozen commits away from release. Some of the new stuff that debuted in Matrix Awakens demo weren't present in 5.0EA

covert cove
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how does UE5 editor fare in linux?

quaint kindle
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ouch... it's starting baddly for the 5.0 for me, error on start..

pearl wren
weak ravine
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when did they rename the branch to just 5.0

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or was i blind this whole time

spring ocean
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it was added a while ago now, it's new

balmy tulip
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So i am wondering if this is an enhanced input thing but:

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This node causes this:

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but the odd thing is before this I do check to make sure PlayerController is valid

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and it passes. So i am not quite sure whats going on. We dont use Enhanced input but maybe some changes caused issues in this.

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I setup a break on the function and this is what I see, any ideas?

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After stepping forward, I am thinking this might be where its having the issue

balmy tulip
# balmy tulip

This is checking if PlayerInput is Child of InputComponent (when i mouse over the Child and Parent), which obviously fails.

kind root
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its 5.0 Version fresh downloaded and when i create project shows me this errorFatal error:

static copper
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from a few messages up:

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

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@kind root

kind root
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I will comment it

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I hope not build the engine again 😄

kind root
static copper
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shouldn't be the entire thing with this file- nice

kind root
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😗

cyan laurel
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what is the var UE5 replaces for eSSP_RIGHT_EYE and eSSP_LEFT_EYE

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ok what

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it says the exact same thing

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oh it was renamed

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BRUH

balmy tulip
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LogWmfMedia: Format is not supported in D3D12 - We are getting this when trying to play a MP4

balmy tulip
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So we can play WEBM files and probably WMV

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I guess MP4 is just no longer supported?

cyan laurel
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now its throwing this error

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for stuff like this

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mainly the lines with StereoPass

next onyx
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ugh is this common?

lone hawk
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UE5 crashing? Yes 🙂 but that error? First time I’ve seen it, maybe some of the other guys have

balmy tulip
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First time here too. No clue what it is.

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Do u reproduce it a lot? What's Google say?

next onyx
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ahh

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lemme try and rebuild project

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ty

elfin cloud
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is it possible to run both UE4.26.2 and UE5 from source on the same PC? In the past when I run a newer source its seems to do something to the older version and those projects wont load

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I'm wanting to run 5.0 and do some testing but keep my project on 4.26.2 as well

shadow birch
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<@&213101288538374145> Crosspost without prior redirect

dim yewBOT
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:triangular_flag_on_post: Unreal Engine#5635 received strike 2. As a result, they were muted for 1 hour.

steep pendant
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@stiff flume Please read the rules. Ask your question in the appropriate channel and wait for a response, don't spam multiple channels.

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also you might want to change your username

balmy tulip
real mirage
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I got some error as well. I am trying to rebuild now with 2019 instead of 2022.

echo ravine
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Project generated for 2022

real mirage
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Ok, makes sense. But I was sure I reverted with Git Fork... Which should make it back to square one. Let me give it another try... Thanks.

echo ravine
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Generated files should never be versioned

real mirage
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Ooh, right. Its on ignore. Silly me.

shadow birch
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I know this is #ue5-engine-source, but at least I'd expect that if it works on UE4, it works on UE5

real mirage
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My goal right now was to build with 2019 coz I never had issue with 2019, but 2 times I built with 2022 I had issues.
But going by your message sounds like I missed few steps in the setup.

shadow birch
real mirage
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Run GenerateProjectFiles.bat with -2022 arg
How do I run it with -2022 arg
I usually just double click to run it.

shadow birch
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Open Windows Terminal / CMD from the engine's root folder, and run:
GenerateProjectFiles.bat -2022

near torrent
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Hi, Our artists have recived latest update of UE5 engine from Github and they have noticed that Blending modes of decals are missing now. Can any1 confir that this will be removed?? this is Early acces:

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and this is engine build from 1.5 month ago

shadow birch
# near torrent

UE4 Early Access? 😱
How did you get UE4 early access? I'm still in UE3

near torrent
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we wanted to still make Decals using Stain blend mode and we Cant now

cyan laurel
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perhaps its decided automatically now?

shadow birch
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Probably replaced by one of those DBuffer

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Also out of curiousity, is the commits from today works?

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I'm maintaining my own 5.0 branch, and don't know if today's commit of the upstream builds at all or not.

cyan laurel
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most compile some just die

shadow birch
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My branch is at a07bc6cb18bf1128c88e309cb483c18332bdb129

next onyx
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still waiting on the commit that fixes need to comment out line 556

chrome ingot
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its weird how no one in the dev team has noticed it...

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which means we are doing it wrong, or we are doing it wrong? lol

next onyx
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"people are creating AAA games on our unreleased UE5 build... disable new projects"

lofty idol
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Heh, so it's really pure geo from now on out. Nothing else permitted..

spring ocean
next onyx
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lol oh wow

rancid kelp
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holy commits

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i might have to dabble on a engine upgrade

graceful quest
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Does anyone also experience the problem that the engine crash if you have Mobile Preview and Foliage in your Level, and that the Metal Desktop Renderer don't work anymore and the the Vulkan sm5 Renderer also don't anymore?

quaint kindle
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5.1 a lot of error like this one

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someone know ?

eager hedge
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That's called a TDR and it's impossible to glean any info from that error because the actual issue happened somewhere in graphics code not even necessarily related to that line.

quaint kindle
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I update to the last nvidia driver

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lot of user have this problem

eager hedge
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You're using the least stable branch of the engine, not really sure what to tell you. It'll get fixed eventually, and probably replaced by some other issue.

chrome ingot
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the latest nvidia driver might be causing this

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the oldest one might, the one from 3 weeks ago might.. its... a weird issue

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swap out of DX12 if you dont need it, seems to help atleast

quaint kindle
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I read that it's not UE problem. lot of user on windows 11 with nvidia have this problem.

eager hedge
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A TDR is a very generic error.

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"lots of users on windows 11 have this problem" because it's what basically any DX12 graphics crash shows up as

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so the idea that a lot of people are having this same issue is wrong.

quaint kindle
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well they also said that in windows 10 they don't have this problem with DX12

eager hedge
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You have no idea if that's the case with this issue because again, it's a completely generic message for almost any form of crash in DX12.

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You'll find thousands of reports of TDRs with a similar message with entirely different causes if you search around.

chrome ingot
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they do, it happens in windows 10 as well

eager hedge
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It happens anywhere DX12 is supported. It'll even happen on an xbox.

quaint kindle
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hoo ok

eager hedge
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It's just how DX12 reports that "something went wrong and we were unable to recover, fix your code".

elfin cloud
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What is the best UE5 source to use? 5.0 or 5.0 early access 2?

strong hull
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early access 2 is 6+months old at this point so if your using source you might as well build 5.0

elfin cloud
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ok, thanks

bold frigate
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I've tried building 5.1 and 5.0 from source, and I continue to get the same error when launching the editor. Any ideas as to what is the cause?

rancid kelp
pliant hazel
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Quick question about the source version.

So I checked out 5.0, ran setup.bat and generated, then built and all is good.

If I now notice I'm some commits behind and want to pull the latest, do I need to repeat the above steps? Or is pulling enough?

shadow birch
pliant hazel
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Awesome, thank you both.

And just so I'm familiar, how would I know if they updated the gitdeps list?

pliant hazel
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Ah perfect. Ty

crude prism
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is this normal?

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this is a fresh pull

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branch: ue5-release-engine-staging

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wait I am a idiot facepalmmario

chrome ingot
rancid kelp
opaque phoenix
chrome ingot
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I didnt see any mention of it but I never encountered it

mint idol
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At the rate they breaking things that were already working you might as well just call it ue6 by the time it's done

opaque phoenix
opaque phoenix
mint idol
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That is pretty much the excuse every single time

opaque phoenix
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well 4.26-27 was not so bad for example

mint idol
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So it only took them 26 versions to get their workflow right?

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And it still seems broken for the new thing.....

opaque phoenix
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Plus there are a ton of features that did not exist. Timelines can now run on a specified thread like tick for example

opaque phoenix
mint idol
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I make money using both engines I don't have a preference

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I call it like it is

opaque phoenix
mint idol
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Any Studio using the bleeding edge is only asking for frustration

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That isnt an engine problem that's a studio problem

opaque phoenix
chrome ingot
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@opaque phoenixstill broke? It's... weird. Enabled it seems to work, disabled it seems to work but differently lol

opaque phoenix
chrome ingot
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yeah with it enabled in settings, and on manual it locks it like expected. if disabled and on manual auto exposure seems to be in a basic mode (goes up and down)

opaque phoenix
chrome ingot
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well enabling it to manual and a fixed bias does lock it to a constant

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off to the 4.x to see how its supposed to work lol

opaque phoenix
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wait

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it does? Did not when I last saw it. Gonna check after 2 weeks of crunch ends lol

full depot
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Hi guys,
Is one of you running a recent 5.0 build ? Im wondering if they re-enabled hardware tesselation and WPO for non-nanite static meshes.

chrome ingot
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@opaque phoenixyeah 4.x with auto exposure disabled in settings is fixed to a value, in 5.x Its like the checkbox is stuck on lol

opaque phoenix
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wait when? I upgraded a project to 5 with wpo for preventing fps clipping without issues

full depot
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My bad, WPO is there

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It's tesselation I'm missing in EA2

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😩

opaque phoenix
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I had a shader doing wpo preventing my gun from clipping and it works 🤔

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no

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I heard people saying its removed and I though its gone entirely

echo ravine
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It's not been removed at all

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Tessellation has been

clear pawn
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If I recall correctly:
WorldPositionOffset is per original vertex
WorldDisplacement is per vertex, after tesselation
I'm sure nanite has no support for world displacement since tesselation is discontinued, but maybe it still has WPO?

echo ravine
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No deformation of any kind

clear pawn
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Oh wow

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Intriguing

echo ravine
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Not really

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The way it works makes animation challenging

clear pawn
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Mostly intriguing since I don't think they would straight up abandon the idea of changing vertex positions at runtime and hopefully have some future system up their sleeve

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But that might be wishful thinking

echo ravine
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Just not for Nanite meshes, which also don't support crucial stuff like masked opacity

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This is pretty much only usable on environment meshes

crude prism
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yeah.... figured it out...
took me way to long to realize, tbh

lofty idol
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oh wait you're on Windows

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I mean they have one for Windooz too

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god the devs are amazing for this kinda stuff happening tho

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0 warnings 😭

grave river
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Hey guys do you know why my UE5 version would be incompatible with VS2019?

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Is there a flag I need to pass to generate?

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Or is 2022 the default now?

fading axle
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yeah 2022 is the default now, you can pass in -2019 to GenerateProjectFiles if you want vs2019

grave river
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ah ok cool, do I need to update the BuildConfiguration.xml still to specifiy VisualStudio2022?

full depot
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On 5.0 main, EA builds against 2019 still

grave river
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Yah sorry, 5.0 main, I guess that would explain it.

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    <ProjectFileGenerator>
        <Format>VisualStudio2022</Format>
    </ProjectFileGenerator>
</Configuration>
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^ Is that still needed? I think I had to do that a while ago with vs2022

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maybe on 4.27

shadow birch
fading axle
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@grave river you don't need to change any build config files now

lethal osprey
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I read there's a place to see the latest 'stable' commits of the source for 5.0. Anyone know where that is?

shadow birch
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Getting a latest commit that built at all is still a gamble and would require full engine rebuild every single time a commit is pulled

lethal osprey
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yeah

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righto. I'll roll the dice

grave river
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I seem to have gotten a very non-descript error when building, any recent happenings people know of?

eager hedge
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look in the output tab

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the error list lies and doesn't show everything

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oh wait... if that's a real internal compiler error that's a whole different story

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that usually means try updating VS (2019 if you're using that compiler - which IDE you're using is irrelevant)

grave river
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Yes an actual real internal error :D. Output shows each module building...then 3 successes and 1 fail

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I'm VS2022 though, everything is basically fresh

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And I seem to be up to date

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I'm getting SDK warnings when generating the project for iOS, Mac, etc, but I assume that's normal

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Is there a specific .net framework or something I need?

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I'm just going to grab more Win10 SDKs and see what happens

weak ravine
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what should my build config look like if im building from source with an i7 12700k, it has 8p+4e cores, and only the p cores are multithreaded

covert cove
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Ue5-main usable?

lone hawk
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Sure

torpid valve
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just fyi

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if you are using Ue5

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just isntall VS 2022

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I don't know what would you inflicting that 32-bit abomination on yourself

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-;-

cedar tree
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I'll get my coat

torpid valve
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I use both

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Rider have better editor, but VS still have more advanced debugger

covert cove
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TFW when UE5 uses deprecated code and warns about its usage 😄

opaque phoenix
last fox
opaque phoenix
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is temporal super aa more performance freindly or should I stick to old AA

echo ravine
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There's nothing to do here really

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TAA is the main AA in Unreal

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The super resolution stuff just happens if you change screen percentage to reduce the perf cost

next onyx
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ue 5 has moved to vs 2022, but still uses .net framework 5.0 smh

grave river
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I want to enjoy Rider...but vs2022 + vax feels much nicer now

pliant hazel
grave river
pliant hazel
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Nah i meant literally the product, Rider for Unreal

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😄

grave river
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Sorry that's what I'm talking about

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It's still a similar IDE to regular rider

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It's basically akin to VS + VAX to me

pliant hazel
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Ah Fair. Havn't used VS 2022 yet, so was wondering why you think its nicer than rider for unreal. Is that just preference or is there some spicy features that puts it ahead of rider for unreal?

I've used Visua Studio + Vax but was kinda disappointed with the lack of Unreal support and auto corrections vs Rider

grave river
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But I think it's been in preview for awhile so it might be much improved

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It's mostly just speed of parsing a project, opening a new file or jumping to a definitiion

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And yah keep in mind VS 2022 is faster

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It's snappier than VS2019/2017 for sure, prob due to 64 bit I guess

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Macro support in VAX and meta completion still feels nicer

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I should get an updated version of rider and see if there have been improvements in the last few months

pliant hazel
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Ah fair! I just really like Rider for Unreal atm because it links with blueprints, and i can see if a variable has been modified in Blueprints and by which ones which for me is HUGE

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It also seems super snappy and responsive, clear highlighting, and it filters out private members from the completion list which is something visual studio + vax doesn't do which is nice

grave river
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Hmm maybe it's gotten better then, the BP linking never felt right enough for me to trust it for continued useage

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Time to get a new version and check against UE5 now...maybe I'll be a convert

next onyx
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rider is definitely nice, makes working with unreal C++ manageable. i don't like that it doesn't have a macro to lazy forward declare, but I can work with that lol

eager hedge
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it's only for the build tools and a few other minor things anyway.

solid cypress
next onyx
pliant hazel
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I just pulled some commits from 5.0 so i'm up to date and now i have to rebuild all 3.5k modules again? Is this normal or has something gone wrong here?

echo ravine
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Yes

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Just takes a few header changes to trigger a full rebuild in c++

pliant hazel
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Damn

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Guess i'm not meant to pull so often then, or whats the usual way to deal with this? Sitting around for 4 hours for a recompile isn't ideal :/

echo ravine
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If you have a 5.0 version that works there's no reason to ever update

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Pick one and wait for the final release

pliant hazel
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Ok makes sense. Is there a popular Commit most people use or is it just a lucky dip?

echo ravine
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Pretty much luck

granite olive
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Hey everyone I can't build anymore cause onnxruntime_cxx_inline.imp wasn't found

waxen lantern
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Any reason the UE5 Source would fail to build out of the box?

shadow birch
waxen lantern
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sure it is, but would figure since we can use it... it should compile

shadow birch
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Hahahaha no

Getting a working commit first try would still be a lucky jackpot at this point.

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If you really want to build UE5 from source and get it working right away, there's hugely obsolete and soon irrelevant ue5-early-access branch

waxen lantern
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Figured if i built it from source i could pull changes as it evolved. Didn't think they would commit changes that dont compile.

eager hedge
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or scroll through this chat and find the last commit someone mentioned builds. Or find a link to that discord someone made that posts build results.

quiet acorn
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This one built successfully for me. You need to comment ConsoleManager.cpp:556 to avoid crashes though

granite olive
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Hey is it better to redownload and recompile ue5 from scratch every now and then or should i just stick with the binaries I have to save on compile time

shadow birch
kind stirrup
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hey all - I'm building from UE5-main - using RunUAT, but I'm not seeing the quixel bridge - is there something I should be changing or another repo I should be grabbing to build that in?

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I build from EU5-main (5.1 version) pretty regularily now - i rarely run into major problems. I think there's some process where unaware of that does some sanity checks before the code ends up merged into what we can see on github. It's not uncommon that you'd require some build tests before allowing merging into a massively shared branch like this

indigo leaf
kind stirrup
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yeah - not foolproof - I'll sometimes hit a day or two when I can't build - but it's pretty good generally

spring ocean
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ue5-main is the master branch for 5, if it happens to be working, you're more likely not using what is broken

torpid valve
ashen kiln
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Something like JNI probably.

indigo leaf
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Seems like progress on Verse front, so I'm excited. The change linked looks like it's pretty early stages, but the first ones title looks like finishing work to finalise the packaging steps?

indigo leaf
pliant hazel
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Am i imagining stuff or did somebody post a link to a place where you can see if a nightly build succeeded or not?

fading axle
pliant hazel
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Perfect, thank you 🙇‍♂️

cedar bone
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Is this in relation to the landscape layer that were totally busted? Great to hear if so!

dusky stump
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I noticed that I can continuously keep building the engine.
I also noticed the same thing with UE5 projects building over and over again, having to build everytime I run a project, either through VS or the UnrealEditor. Building inside VS(2022), most of the build output is:

...
Creating makefile for <various stuff> (UnrealBuildTool assembly is newer)
>Building 2 actions with 2 processes...
>[1/2] UnrealBuildTool UnrealHeaderTool.version
>[2/2] UnrealBuildTool UnrealHeaderTool.target
...

As a dummy, is this normal? I have different config solutions for UE5 (DevelopmentEditor) and project (DebugGame Editor), but I don't take project settings interferes with the engine build?

rugged ether
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How to use same engine build across multiple dev machines is checking it in perforce is the only way to go

shadow birch
rugged ether
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Team wants to work on the same engine build

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How to achieve this

shadow birch
rugged ether
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How to make installed builds

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Am new to unreal world 😩

shadow birch
rugged ether
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Thnx @shadow birch gone through it one more question-- installed build is able to generate dedicated server binary

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👍

rocky oyster
chrome ingot
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I dont have an older version of 5.0 installed, anyone with a vertsion from say a month ago or so does your shader compilation in the bottom right persist when there is nothing to do or does it auto hide when done?

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it feels like the latest version auto hides this now... but maybe I just never noticed it in older versions doing that

torpid valve
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never noticed hiding

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im using latest commits

chrome ingot
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so in the bottom right it shows like no shaders or some other status?

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I think I am going crazy, I recorded some videos last week (on a 2 week old build) and it was hidden.... brain broken? have you tried rebooting lol

next onyx
crude prism
chrome ingot
lofty idol
lofty idol
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also oof did you follow the proper build guide?

random nova
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anyone tried setting up their build on a NAS share? dreadfully slow, or un-noticeable?

shadow birch
crude prism
chrome ingot
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yep, which is why the only part that that matters in the end of an URL

scenic cave
#

Here we go again boiiiiiis

frosty heron
unique badger
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Oof GenerateProjectFiles.bat complained about me not having a wanted version of .NET and then froze and rebooted me!

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Worked on restart with no complaints ¯_(ツ)_/¯

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Oh this might not be worth it... I was going to open a tiny PR to remove an unused variable to get my feet wet building/contributing to the engine, but there's 1000+ open PRs :/ Probably this one-liner will never be seen?

unique badger
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Well I may not even open it then. My OCD side wants to let the engine build finish, since it's been running for 10 mins already. Will decide after that.

molten knoll
scenic cave
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3.65 hours
so, over 3 and a half hours

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maybe it could do faster if I find how to set it up to use 8 threads (4 physical cores + 4 hyperthreaded cores) but I am not sure

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🤔

shadow birch
scenic cave
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Also valid, but if you try to create a new project it will fail.
You can postpone a full build if you are in a rush, but if you have the time you should do a full build

echo ravine
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Full build is like 5 hours and 300GB, so I get the reduced engine idea

scenic cave
#

150 GB iirc.
Will confirm in like 5 min

echo ravine
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It's more than 300 once you've compiled the full thing, used it a bit and compiled a Shipping project

zealous yarrow
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Just a development build of 5.0 is 200GB so if you have multiple configurations built it's gonna end up being much higher

echo ravine
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My local build clocks in at 353GB

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Not even sure I built Debug yet

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Did build Linux though

shadow birch
scenic cave
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When you create a new project, it will add default plugins like VR and Online.
If you didn't build them, your project wont build 😬

#

also, my full UE4.27 build (windows only 🤷‍♀️ )

viral narwhal
#

Anybody whose built UE5 on Linux, how's it's support/performance compared to 4 right now? I've noticed lots of PR's are getting pushed into the 5 branch rather than main

viral narwhal
#

Interesting - Have you used 5.0 on Linux?

echo ravine
#

5.0 compiles for Linux, at least as a game target, but I don't know any more

shadow birch
#

IMO compiling the editor for Windows has the best compatibility (except Apple products) and best workflow.

Cross compiling game for Linux from the comfort of Windows is a real thing.

viral narwhal
#

I daily drive linux so I would be building the editor - but from what I've read the build time is extremely long, so I wasn't gonna worry about it right now if performance was poor

shadow birch
viral narwhal
#

I've got a pretty beefy machine, Threadripper 2950x/2080ti/32gb RAM.

Doesn't stop the UE4 editor from being a little sluggish though :/

shadow birch
#

Guess selling my soul to Satya Nadella was worth the development experience after all.

viral narwhal
#

Eh.. to each their own lol.

UE is the only thing I use dev wise that doesn't run as well or better on linux... UE definitely runs better on windows, I just don't wanna reboot whenever I wanna do UE stuff

indigo leaf
viral narwhal
#

Yeah, for sure. I do 90% of my gaming on Linux, but anything with AC is still windows based.

shadow birch
#

But it needs to be stressed out on the "consumer gaming" part.

viral narwhal
#

Even as someone who loves Linux/Linux gaming - it won't ever hit mainstream unless a major, locked down distro (ala SteamOS) hits it big. But even then, the community is so split I still don't think it'll happen.

shadow birch
#

Because Proton sure won't run Visual Studio IDE and build tools properly, that's for sure.

shadow birch
viral narwhal
#

I think bestcase scenario for SteamDeck is getting anti-cheat games to enable proton support. I don't think it'll change much as far as native support goes

#

But I also 100% preordered one haha

hazy moat
#

Anyone else having problems when opening any material with 5.0 latest crashes? Thanks. I have not compiled Unreal 5.0 since end of December.

gilded pecan
storm lichen
#

Who hoo. World collision finally!

gilded pecan
#

Any hints for a 5.0 commit that is somewhat stable?

#

We've been on one from early September but it is quite unstable.

shy willow
#

im one the december one and its pretty stable

#

dont commit the january one,i hated that build

hazy moat
gilded pecan
gilded pecan
molten knoll
#

Okay, so Ima go and build the engine from source, start placing bets on how quickly I’m going to ragequit :D

hazy moat
tall rain
#

how long does it take to build the engine from source? currently on [61/66] Link UnrealHeaderTool.exe

echo ravine
#

2 to 4 hours on a decent machine

#

More if you did a full build and not a project build

molten knoll
#

Damn, I’m starting to think I should do it tommorow

tall rain
#

I just downloaded and building for the first time.

molten knoll
#

But tbh, if it does take up 300GB, 4h isn’t that bad

#

Like, compare it to downloading the whole thing

tall rain
#

no time stamps on the output window i dont remember when i started exactly lol

gilded pecan
#

On my 5950x it took 33min for a full source build

tall rain
#

my cpu is an i7 7700k @ 4.2ghz how good is that for building ?

gilded pecan
#

4-8h probably

#

High core count CPU and having 64GB of ram are recommended.

#

That being said, @primal night builds it every day on a 4 core Intel i7-4790K CPU in 7+ hours 😸

eager hedge
#

I did a big dumb today and wasted 1-2 hours building a commit I already had a build for 🙃
Don't forget to git merge 5.0 into your custom branch before building, kids.

waxen lantern
#

Managed to get my ue5 built from source. For anyone else having the same issue, you just remove the UnrealFileServer Configuration and it builds and runs

tall rain
#

im afraid to do anything while this is building lol

shadow birch
tall rain
#

probably should have done this when i went to bed. im hoping maybe this one the physics handle may work better. its the 5.1 one

#

it taunts me lol, the animation is going.

upbeat sigil
#

Has anyone noticed the ComputeFramework module in UE5 yet? Commit caught my eye, visual scripting cuda-esque graph

#

using the RHI provided compute

#

pretty insane

shadow birch
# tall rain it taunts me lol, the animation is going.

Also protip, you can sped things up by closing Visual Studio and build with commandline.

Oh yes, you can.

It's as simple as this
Engine\Build\BatchFiles\Build.bat UE5Editor Win64 Development -waitmutex

Also excluding Unreal Engine folders from Windows Defender.

hazy moat
tall rain
#

and what do you mean excluding unreal engine folders from windows defender?

shadow birch
shadow birch
shadow birch
tall rain
fading axle
#

Yeah UnrealEditor is the one

tall rain
#

omg now i get "ERROR: UnrealHeaderTool failed with exit code 0xC0000130 - check that UE4 prerequisites are installed."

shadow birch
#

UHT asks for prerequisites? That's odd 🤔

gilded pecan
#

Have you ran the Setup.bat ?

tall rain
#

ya, i followed a video. i did setup.bat and generate projectfiles.bat

shadow birch
tall rain
#

it was building in VS and it was ok the headertool it looked like

shadow birch
#

Building through VS would still invoke UHT

tall rain
#

well now it stop on that in VS it do that before

#

if i do the command line to i need to generate project files?

shadow birch
torpid valve
#

there is also machine learning framework

#

(;

upbeat sigil
#

:)

eager hedge
#

Damn, found that latest 5.0 fixes a few issues I've been having with my month-old build but it has a new graphics crash... time to see if DX12 has the issue.

tall rain
#

well its doing this, has been for a bit, i just wish there was an indicator i see. im always afraid its just doing nothing.

tall rain
#

if it was dead it would error out or something ya?

shadow birch
opaque phoenix
#

any improvements in lumen and nanite recently?

tall rain
storm lichen
#

hmmmm 🤔

#

HMMMMM

tall rain
#

This has been building for probably 16ish hours. I dont think its working 😦 is there somewhere I can just get a built 5.1?

#

oh wait it actually moved onto 59/66 UnrealHeaderTool-CoreSuppressed.lib and exp took forever.. now its doing UnrealHeaderTool-SSL.suppressed

flint loom
#

Which branch on github is the launcher 5.0.0 ea2 version? I'm currently using the 5.0 branch from about a month or so ago. I just tested ea2 and the vehicles in it seem more stable (my build they pop around and crash my editor)

#

oh, I see theres a ea2 branch. Which version should I be using?

indigo leaf
flint loom
indigo leaf
#

That's a branch yup

tall rain
#

I got further then ran into this .

flint loom
#

a branch. which is the correct branch? 😄

indigo leaf
flint loom
#

5.0 is the branch I pulled from Dec1, so I'll try updating it and see if it improves stability. Cant even test non vehicle things if theres a vehicle around

indigo leaf
#

Stability (and ability to build) changes each PR 😅

Just gotta keep trying till you get lucky

rancid kelp
#

built perfectly, project built with out issues.

#

i got my new ue version! woot!

indigo leaf
#

The things we do in lieu of Epic releasing EA3 🙃

rancid kelp
#

my last working build was 6 weeks ago so this is an upgrade

#

lol

indigo leaf
#

Imagine the electricity burned compiling random commits because EA2 is ancient

scenic mauve
indigo leaf
scenic mauve
#

Better to at least glance at the builder bot before wasting time on a build that won’t compile anyways

rancid kelp
#

takes a hour for me to build, it does not bother me 🙂

#

but why are people using 5.1

#

that's like asking for a non working build. just use the 5.0 branch....

echo ravine
#

5.0 is hardly stable itself

scenic mauve
#

Because people get all caught up in the hype

rancid kelp
#

5.0 comes beautiful right out of the box.

scenic mauve
#

or it comes from a lack of understanding that newest version doesn’t automatically mean best version

flint loom
#

thats why I was asking earlier 😄

#

But now, it seems I downloaded the engine by zip file. Do I have to download/unpack the whole zip again? and can I unzip into my main engine folder and just overwrite?

limpid light
#

The only valid reason for using the main (5.1) branch now is if people started using it before the 5.0 branch was made available. I'm in that situation myself 🙂

rancid kelp
#

Yikes 😦

#

and there is no going back either

limpid light
#

nope, the assets you save in 5.1 arent compatible with 5.0

slim violet
#

Not sure if this is a UE5 bug or not, but I can't get the cursor to show up on my widget. I am setting the input mode in C++ and this has worked in UE4 in the past

#

the widget doesn't seem to have any cursor overrides

#

but it's just not visible. I can guess where the cursor is at and successfully click buttons, but I can't see the actual cursor

#
void URaevinUIHostWidget_Character::ShowMainMenu(const FString& InitialWindowCode, const FString& InitialSubMenuCode)
{
    if(bIsShowingMenu)
    {
        // TODO: Check if the sub menu code is different than the current window code and potentially switch tabs if the user is not in the middle of changing something?
        return;
    }

    const FLocalPlayerContext& MyContext = GetPlayerContext();
    if (!MyContext.IsValid())
    {
        return;
    }

    bIsShowingMenu = true;
    MainMenuTabOverlay->SetVisibility(ESlateVisibility::Visible);

    FInputModeUIOnly InputModeUIOnlyData;
    InputModeUIOnlyData.SetLockMouseToViewportBehavior(EMouseLockMode::LockAlways);
    InputModeUIOnlyData.SetWidgetToFocus(MainMenuTabOverlay->TakeWidget());
    MyContext.GetPlayerController()->SetInputMode(InputModeUIOnlyData);
    MyContext.GetPlayerController()->SetShowMouseCursor(true);
#

Is there something silly I am missing?

rancid kelp
#

just c lick on that like i said

#

click code

#

and download .zip

#

Extract .zip to a folder.

#

change folder name to like UE5v1

#

run Setup

flint loom
#

if I download zip, I have to unpack the entire engine again. Isnt github supposed to allow me to not have to do that?

rancid kelp
#

Each commit makes the engine a different version if i am wrong correct me (The reason why i say this is because it shows the engine as the commit and not 5.0), but i have never downloaded like that before because it has never worked.

#

Just follow the steps, and your problems will disappear.

flint loom
#

From my understanding of it, if I have a git linked to the 5.0 branch online, I should be able to have it just download the changed files, and not have to redownload every time somebody makes a change

rancid kelp
#

github is a very unstable platform, this is why i choose not to use it.

slim violet
#

o.O

#

What

#

git as a general source control platform is unstable?

#

No

flint loom
#

the app certainly seems problematic

slim violet
#

What app? Github? Github != git

flint loom
#

github desktop app

slim violet
#

But if you mean Github, then I can't comment on that, because I don't use that app

#

I just use git via command line

rancid kelp
flint loom
#

well github is where to get the ue5 source code to build from, so kinda limited that way.

slim violet
#

no worries lol

flint loom
#

and no way in hell am I learning git command lines as well

slim violet
#

It's really not that hard

#

You just really need to know a few commands if all you are doing is pulling the engine as a read-only source

#

and never updating it

flint loom
#

With what limited brain power/energy I have, I'm busy trying to make a game and learn the c++ required.

#

I would like to have a source control for my local game files to track changes and such

slim violet
#

Do you not store your game project in source control at all?

flint loom
#

no. just getting into c++ code. Previously I made backups of the whole project folder

slim violet
#

Even if you have to use the github desktop to maintain it, you definitely want your project in source control. I scoffed at it for years, using manual back ups instead. I paid very dearly for that mistake when my backups failed and I lost 2 years worth of work

#

Never again

flint loom
#

well, I'd use the desktop app, but I have no idea how to use it, and the docs make no sense to me cause every 2nd word is some git-specific jargon

slim violet
#

I haven't used the github desktop app in a very long time so I can't really remember how it is setup

#

But basically, you have branches. You save your changes to a branch.

#

In theory, though not recommended, you could start out with just the default branch and always commit to it

#

So you have a repo, think of that like a hard drive for just your project's code

#

then you have branches, which you could just use the default one and only branch for now to get started

#

so you create a repo in github, then just copy your code to the local folder for the repo and click commit and push

#

done

#

anytime you make changes, same thing, commit and push

#

let me know if you are interested to learn more and I can DM you since this isn't a git channel

flint loom
#

ok, thanks. Maybe eventually if I ever get the new version downloaded and compiled. My computer seems to be going real slow, and I'm just hella frustrated with the whole process right now

slim violet
#

Yep, offer is always there. Good luck.

flint loom
#

Thanks

elfin cloud
#

what advanced steam seasions should I use with UE5?

slim violet
#

Anyone here know if they ever got around to fixing the UE_LOG macro not being able to have arguments passed in?

#

It's really starting to get in the way of development.

next onyx
#

omg

#

lol nvm

grave river
#

Kind of a dumb question, but is there something about building from UE5 source that causes a game project to also want to build Engine in addition to your game modules everytime?

shadow birch
grave river
#

Ah...installed build would be a waste. Which .cs file specifically are you referencing?

spring ocean
cursive finch
grave river
cursive finch
fluid star
fluid star
#

does anybody have the issue with linking UEPushModelPrivate::MarkPropertyDirty(int,int) when building own project against latest UE5 (Dev-Main) ? GAS and many other plugins use that.

fluid star
#

oddly enough though

limpid axle
#

Hi Guys, did they remove the option to select multiple SM in the Editor and save as a new SM?

chilly maple
#

which one is the latest?

#

i need also latest version of the datasmith

echo ravine
#

5.0

tall rain
#

I know ue5-main is 5.1

echo ravine
#

5.1 is a separate branch

#

Though some ue5-main stuff still goes both in 5.0 and 5.1

#

It's main, it's not a particular version

chilly maple
#

where do you see the 1 thingy

echo ravine
#

Look for a branch called exactly "5.0"

#

If you want something that works most of the time

#

"5.1" for something that works less often and features some of the 5.1 features

#

"ue5-main" if you enjoy compiling 4 times before finding a commit that actually does compile

chilly maple
#

i just need the newer datasmith

#

which one has that?

echo ravine
#

Newest anything is ue5-main

#

Probably doesn't work though

#

Try 5.0, see if that works

chilly maple
#

ill try main first

echo ravine
#

¯_(ツ)_/¯

chilly maple
#

just the one for solidworks files is okay for me

#

4.27 can import without that

#

i know

#

ue5 downloaded from epic launcher cant import sldasm file with datasmith importer

#

but i read in a forum that a guy could import it with the source built ue5

#

just trying to find which one

#

it didnt work

#

geometries come empty

#

i need chaos physics also

#

anyway im building the ue5-main one right now

grave river
#

Hey all I'm getting a compile error when adding the EnhancedInputPlugin to my source compile:

Severity    Code    Description    Project    File    Line    Suppression State
Error    C1083    Cannot open include file: 'InputActionValue.generated.h': No such file or directory    FireAndMovement    E:\Unreal Engine Source\5.0\UnrealEngine\Engine\Plugins\Experimental\EnhancedInput\Source\EnhancedInput\Public\InputActionValue.h    8    
#

Do I need to recompile the engine source when adding a plugin..?

echo ravine
#

Never use the error window, compile and put the error here if it is real

chilly maple
#

trying to rebuild chaos demo for ue5 and got this error

#
frigid warren
#

Hi does anyone here have the Valley of the ancient sample?
If so, can you provide me some insight on the simulation stages (niagara) samples?

#

I do not have 100GB disk space free so can't access them, nor have I found a repo with them

open spear
#

hello all, what's the difference between ue5-main and 5.0 branches?

indigo leaf
open spear
#

so for evaluating current state of 5.0 it's better to use 5.0, I guess

#

thank you

grave river
#

Also dumb, but is there a proper way to include the headers for experimental plugins? This seems to simply work and I don't know I trust it:
#include "EnhancedInputComponent.h"

#

as this also works

#include "../Plugins/Experimental/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputComponent.h"```
echo ravine
#

I'd expect EnhancedInput/EnhancedInputComponent.h

grave river
echo ravine
indigo leaf
#

There's also all those "booleans", prefixed with b and all, that are actually uint8. No codebase over a day old achieves much consistency 🐣

echo ravine
#

Yeah but those are old, EnhancedInput would be expect to be consistent

indigo leaf
#

Are the new plugins doing away with that suffix maybe?

echo ravine
#

Should be the other way around!

indigo leaf
#

For sure, but the codebase is inconsistent on whether it uses bools or those. Seems to lean towards uint8 when there's more of them, as a general rule?

#

really uint1 is more accurate I guess

#

Ah that explains it! I thought AActor and the likes might have been Hungarian notation too, but evidently not.

Yeah I know it's not a type, but I'm more saying that calling them uint8 isn't really true, as they take 1 bit, which is the whole reason for opting for them.

#

Yeah I'm agreeing, I'm saying that it's inaccurate to call them uint8, as it's a pretty different thing. Without the :1 using them makes no sense, but with it, the Hungarian notation usage suddenly makes sense too

hazy moat
#

Anyone compiled latest 5.0? is opening material crash fixed?

#

hours ago i mean, today.

indigo leaf
#

I'll only look more clueless if I keep commenting. Quitting while I'm not down in the mud 😅

torpid valve
#

uint8 bBlbla:1;

#

is bitfield

#

if several of them are after each othe they are packed by compiler into single uint8

#

with uint8 you can have 8 if them (8 bits) uint16 - 16 etc

#

it has little to do with consistency

#

and more with memory packing

crimson granite
#

Does anyone else not get ipp files for Boost when compiling from source?

next onyx
#

omg this whole time 10900k, been using half the amount of threads as I could be using.. check pin and make sure you're maximizing your cpu

#

:0

static copper
#

You might not really benefit much without 1.5gb of ram per thread

ashen kiln
#

or watch your computer freezing to death if there are no enough ram 😄

sonic jungle
#

Anyone experiencing UE5 Editor closing without error crash report when building new and existing project?? I am using latest ue5-main branch. M1 Macbook, Xcode 13.2.1

echo ravine
#

What do you mean building? Compiling should happen in your IDE

sonic jungle
#

Compiling of UE5 done. . and I am on the editor palying with my projects..

#

hitting build or at least building the lights would make the editor close with no crash report..

echo ravine
#

So building lights?

#

Why UE5 if you're using baked lights?

sonic jungle
#

that is not the point.. tried making a blank project, Hit Build then it closes without crash report lol

#

happens on both newly created and existing projects

#

I am just curious if its a Mac only issue or someone else have this

indigo leaf
#

UE5 is unstable on Windows, I wouldn't expect much on Mac 😅

x86 or ARM?

sonic jungle
#

M1 mac.. (ARM) ue5-main branch to be exact

indigo leaf
#

Console might hint at what's the issue, or crash logs. Lumen doesn't work on M1 yet, for one thing

echo ravine
#

ue5-main lmao

#

Seriously though - why UE5 with baked lights? Why not UE4?

indigo leaf
#

He's got 100% of the bug fixes but 😅

sonic jungle
#

lol yeah, that is the problem.. nothing appears .. just plainly closes without nothing

echo ravine
#

ue5-main is the definition of unstable

echo ravine
#

There is zero reason to ever use ue5-main

#

Compile the 5.0 branch that is probably the most working version of UE5 and try that

sonic jungle
#

lol yeah... but this channel is for ue5-engine-source is it not?? I was expecting developers anwering not suggesting what to use??

#

funny

#

lol

echo ravine
#

And now you're being told that no one should ever expect ue5-main to work

sonic jungle
#

ok, then what branch you suggest to use for Mac users testing for iOS device.. since EA2 wouldnt allow or not supporting Xcode 13

echo ravine
#

Compile the 5.0 branch that is probably the most working version of UE5 and try that

#

Like I said

indigo leaf
#

And Console aggregates messages sent to MacOS from apps that you are refusing to use apparently

sonic jungle
#

Ok

echo ravine
#

And seriously, UE5 for mobile ? why?

#

Why do that to yourself

#

Literally none of the UE5 features make sense there?

indigo leaf
#

UE4 skills will be redundant soon /s

sonic jungle
#

This is from a blank new prj I made to test the latest branch

#

This part exactly is interesting
[2022.01.11-08.34.19:447][735]LogMac: Error: Error reentered: Fatal error: [File:/Users/john/Develop/Github/UnrealEngine/Engine/Source/Runtime/Core/Private/Mac/MacPlatformMisc.cpp] [Line: 2396] FMacPlatformMisc::GenerateCrashInfoAndLaunchReporter: posix_spawn() failed (13, Permission denied)

echo ravine
#

[2022.01.11-08.34.19:370][735]LogMac: Error: appError called: Assertion failed: reinterpret_cast<uint64>(Clone->GetMaterialPath()) > reinterpret_cast<uint64>(Clone->GetContent())

#

Sounds like a code error in the renderer

sonic jungle
#

yeah, there is no submit issue on Github.. I thought I might crash it here

#

I guess I have to revert to 2021 version

echo ravine
#

Try the 5.0 branch at least

#

And seriously, just use UE4?

sonic jungle
#

that rbanch dont allow Xcode 13

indigo leaf
#

Or build a stable(r) branch, like 5.0

sonic jungle
#

anything older from November wont allow

indigo leaf
#

The source code is right there, I don't remember exactly but I removed the check somewhere and it was good to go.

I'm guessing you're referring to the one about XCode < 12.9.9

echo ravine
indigo leaf
#

Think it's a CSharp file

indigo leaf
sonic jungle
#

nah Xcode12 not an option on my Case

#

also which 5.0 branch is it?

#

only ue5-main I can seee latest,, not the EA

echo ravine
#

There's only one branch called 5.0

sonic jungle
#

hmm

echo ravine
#

"5.0", three characters

sonic jungle
#

oh ok got it

#

I think that has the same commits with ue5-main.. will try anyway

open spear
#

yesterday I learned, 5.0 is the release branch which contains only stuff for 5.0 release, while ue5-main also contains stuff for (future) 5.1

sonic jungle
#

yep 5.1

open spear
#

(I also count it as a good sign that they have a release branch)

echo ravine
#

ue5-main is not 5.1 either, it's just the developer branch, contains 5.2 stuff

open spear
#

(we're almost waiting for release)

echo ravine
#

And 5.0

open spear
#

Stranger: yes

#

(should've written 5.1+)

echo ravine
#

It's just not version related, 5.0 commits go on 5-main too

#

It's just the main branch where works goes

open spear
#

yeah (I roughly know how release branches work, although we still didn't use it in our current project (first project, and release is far away in the future). The communities where I am often don't have release branches, everything there is bleeding edge)

#

(bleeding edge, but more stable than any software I used so far, at least in many aspects)

#

(I only wished we had GPU support there...)

indigo leaf
open spear
#

wdym?

#

what's a LISPer?

indigo leaf
#

Release branches and the likes really come into play with maintenance windows and expectations of stabilities

#

Someone who writes too much LISP (programming language)

open spear
#

ah, you mean ((()))) stuff

indigo leaf
#

The syntax is... brackety

open spear
#

(I've never done lisp)

indigo leaf
#

Stay at home, don't do LISP 🍄

open spear
#

nah, I do C, rc, awk

fallow gyro
#

Could you elaborate on that?

fallow gyro
#

👍 thanks

sonic jewel
#

Has anyone tried building a project with Pixel Streaming 1.0 plugin enabled with the latest 5.0 branch? I've been getting the following error simply by having the plugin enabled with any project:

UATHelper: Packaging (Windows): libprotobuf.lib(message_lite.cc.obj) : error LNK2005: "public: bool __cdecl google::protobuf::MessageLite::AppendPartialToString(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > *)const " (?AppendPartialToString@MessageLite@protobuf@google@@QEBA_NPEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z) already defined in webrtc.lib(message_lite.obj)

If I disable the Pixel Streaming plugin, the project builds fine. And I don't have any other plugins enabled apart from what came with the branch. Raised a question in the forum on this also https://forums.unrealengine.com/t/ue5-link2005-error-with-pixel-streaming-plugin-due-to-protobuf-and-webrtc/270972/2 but no luck so far.

tall rain
#

figures lol all that time compiling it finishes and go to run it... bad image

solid cypress
lofty idol
#

looks like we got our first victim for the next release.

#

seriously hoping that lwc won't be the next...

echo ravine
#

LWC going away would be one big horrible merge and would fuck over anyone using 5.0, so hopefully not

#

No idea

lofty idol
#

isn't lwc is already running but just needs to get finished?

#

all my vectors are doubles right now

#

is that enough running time for it to be included? 🤷

cursive elk
#

maybe 5.0 wont be releaed

#

epic might release 5.1 straightaway

eager hedge
#

Why would they ever do that? Anyone who thinks so probably got themselves stuck in ue5-main after being told not to use it and now has Stockholm syndrome, hoping 5.1 is somehow stable in a reasonable timeframe.

echo ravine
#

5.0 has real changes compared to EA2, too

#

No point in not releasing that

gilded pecan
#

By the time Epic release 5.0, 5.1 will be out.

#

ba dum tss

brittle gorge
#

Do you guys think UE5.0 offical release will be nearly idential to what we have in the 5.0 branch?

frosty heron
eager hedge
#

We're not discussing EA. We're discussing 5.0.

frosty heron
#

Just saying after giving the source build a try 🙂

eager hedge
#

5.0 is a source build.

#

ue5-main is 5.1 and future development.

#

ue5-main should be avoided if you don't know what you're doing.

frosty heron
#

Yep, i'm coming from the launcher one, wich i had an issue with, So gave 5.1 a try and it felt smoother. Thats all 😛

dusky stump
#

Anyone ever had an error like this?

1>[1/13] Touch msado15.tlh
1>[1/13]Touch msado15.tlh - Error but no output
1>[1/13]Touch msado15.tlh - 1 H:\UE5\source\UnrealEngine\Engine\Source C:\WINDOWS\system32\cmd.exe /C "copy /b "...\Engine\Plugins\Runtime\Database\ADOSupport\Intermediate\Build\Win64\UnrealEditor\Development\ADOSupport\msado15.tlh"+,, "...\Engine\Plugins\Runtime\Database\ADOSupport\Intermediate\Build\Win64\UnrealEditor\Development\ADOSupport\msado15.tlh" 1>nul:"
1>[2/13] Touch dte80a.tlh
1>[2/13]Touch dte80a.tlh - Error but no output
1>[2/13]Touch dte80a.tlh - 1 ...\Engine\Source C:\WINDOWS\system32\cmd.exe /C "copy /b "...\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\dte80a.tlh"+,, "...\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\dte80a.tlh" 1>nul:"

Tried building through a project solution (DebugGame Editor), as it seemed some people suggested it here. Then tried building the UE5 solution (Development Editor) with same errors appearing

echo ravine
#

Yes

#

Wipe \Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\

dusky stump
#

Awesome. I'll try that, thanks!

opaque phoenix
#

is temporal super resolution supposed to be performance friendly (theoratically)? Also TAA with resolution scale at 80 is rather pixelated for me.

eager hedge
#

TAA != TSR
TAA doesn't help with low resolutions, it's an anti-aliasing method.

shadow birch
dusky stump
#

lol, I guess they forgot something in the code, i got an exception thrown due to the second ensure.

                    // Ensures for debug purposes only; an attempt to catch the cause of UE-36265.
                    // Please remove again ASAP as these extra checks can't be fast
                    if (ensureMsgf(Model->Nodes.IsValidIndex(ModelNodeIndex), TEXT( "Invalid Node Index, Idx:%d, Num:%d" ), ModelNodeIndex, Model->Nodes.Num() ) )
                    {
                        FBspNode& Node = Model->Nodes[ModelNodeIndex];
                        if (ensureMsgf(Model->Surfs.IsValidIndex(Node.iSurf), TEXT( "Invalid Surf Index, Idx:%d, Num:%d" ), Node.iSurf, Model->Surfs.Num() ) )
                        {
                            FBspSurf& Surf = Model->Surfs[Node.iSurf];

                            if (ShouldDrawSurface(Surf) && (Surf.PolyFlags & (PF_Selected | PF_Hovered)) != 0)
                            {
                                return true;
                            }
                        }
                    }

Checked the ticket, apparently it was fixed back in 2018

gilded pecan
#

If it ain't fixed, don't break it.

#

Tons of bug fixes over the last days.

indigo leaf
eager hedge
#

No.

#

It means a bunch of bugs were fixed, and you shouldn't assume otherwise.

lone hawk
#

Most likely a lot of Christmas break bug fixes being pushed

echo ravine
#

A ton of changes also means it's far from a lockdown no touch state

lofty idol
sharp blaze
lone hawk
#

How often do y'all update your UE5 main branch

chrome ingot
#

never, I use 5.0

lone hawk
#

Probably need to download a copy of that, also one of your videos helped me out last night thanks haha

echo ravine
#

5.0 from early December here

shadow birch
#

Haven't built my own 5.0 branch yet

opaque phoenix
#

it is like any other branch 🤷‍♀️

weak ravine
#

i get these errors from dlss @echo ravine

#

i did the fix you said

#

making the false to true

echo ravine
weak ravine
#

so why cant i compile?

echo ravine
#

Compile, and read the error log

shadow birch
echo ravine
#

Also make sure to get DLSS for UE5, and there will be build errors in DLSS

weak ravine
echo ravine
# weak ravine

Not familiar with any of these errors, which branch is that?

weak ravine
#

uh

#

5.0 branch

echo ravine
#

Well, I built in December so things may have changed.

weak ravine
#

i did too

shy willow
#

isnt DLSS 5.0 is for EA for now?

echo ravine
#

Then you didn't get the same DLSS version and that one has different changes

weak ravine
#

which version of dlss are u using

#

this is the one i got

shy willow
weak ravine
#

i think

shy willow
#

Nvidia havent release the official one for 5.0 yet

weak ravine
echo ravine
#

It needed minor changes such as the Slate slot syntax

weak ravine
#

can u send me the name of the zip file

#

so i can dl it off their site https://developer.nvidia.com/12152021-dlss-ue5-pluginzip

echo ravine
#

Nope, I didn't keep it

#

I can do better though

agile harness
#

any reason why its copying tens of GBs around?

#

I dont have that kind of space...

echo ravine
#

All included

#

Installed build is 80

agile harness
#

my poor SSD partition is 365

#

o no

echo ravine
#
  • the 300GB obviously
weak ravine
#

i didnt realize its size

#

wtf

agile harness
weak ravine
#

got this on my m.2

#

lol

agile harness
#

sweating right now

weak ravine
weak ravine
#

ue5 on my E:

weak ravine
echo ravine
#

That's the diff based on the 5.0 branch from November 25

weak ravine
#

thx

echo ravine
#

91ddb890

#

And I left a bug in it, the DLSS settings in viewport settings will crash when hovered, oops, just don't use them

weak ravine
#

alright thanks

opaque phoenix
opaque phoenix
shadow birch
limpid light
#

This is also funny to read in LWC code 🙂

Maximum size of the world - Approx 87,960,930.2 km across, or 43,980,465.1 km from the origin

#

60% distance to the sun 🙂 I think I'm ok with a game world of that size 🤣

#

Implement a very well known system called origin shifting 🙂

#

haha

#

you mean quad? 😄

lofty idol
#

We need the engine to be 128 bit.

#

now.

limpid light
#

hah never realized that

lavish grove
#

seems lumen with nanite is broken in latest 5.0, lumen visualiser is mostly black with nanite enabled (fine with nanite disabled) in a building interior. works fine in my late december build

limpid light
#

there have been some big Lumen optimizations in the last few days, probably due to that

#

light culling perf boost and a user-submitted optimization (discussed above) for example

torpid valve
#

I wait till github sync, it's hard to browser code on p4 repo : D

#

yeap

#

it's plugin for proceudral generation

#

at least skeleton of it for now :

limpid light
# torpid valve

Im very interested to know more, but are you sure you screenshot the right CL?

zealous yarrow
#

Interesting

torpid valve
#

it's not on git yet (;

limpid light
#

.. brb 😉

torpid valve
#

that more for lolz ; d

limpid light
#

and yeah the P4 repo has always been terribly slow, its been that way since I first saw it.. uh, many years ago 🙂

torpid valve
#

after looking at it it's not particularly ground breaking yet, but then there seems to be only framework parts

limpid light
#

Can you tell me the CL you are looking at? 🙂

torpid valve
#

but it might be easier to extend for generation than blueprints

#

main@18604018

limpid light
#

ahh in main, thanks!

void dagger
#

Hello, is there a function that all (Editor, client, server etc.) crashes go through?

cold trout
opaque phoenix
#

How close to release? 🙂

shadow birch
opaque phoenix
#

March 2022?

limpid light
lofty idol
#

On new ProcGen tools build.cs files:

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.

Sure, they are only build.cs files, but 2017? 🤔

#

Did they dust off a really old epic friday project or something? 😅

limpid light
#

haha, could be!

torpid valve
#

It's plugin for implementing procedural generators

#

it doesn't currently do anything

#

the graph asset currently have no graph 😄

#

but it is not plugin, which have any particular generator types, it is meant to be extended by projects.

opaque phoenix
#

wait then why would you have a plugin that does not do anything? WIP?

solid cypress
#

They mentinoed they used some houdini proc generators for Matrix. Maybe Houdini will support it in some way.

limpid light
#

there is a runtime aspect to this plugin, but I havent fully explored what it does. But there is a need for runtime procgen tools, its something that very few are working on and Houdini flat out refuses to do.

torpid valve
#

yeah I don't think it anything like Houndini in details

#

it's just WIP framework for now

#

but from what I see it is made to make easy to implement proc gen tools by users

brittle gorge
#

Procedual Geometry(Run time) will work with nanite? I dont think so.

lofty idol
#

It works, just that cooking nanite data causes non-trivial hitching at runtime.

#

I don't know the internals or from where the hitching comes from, maybe it can be worked around through async, not sure. But you can use procedural geometry on a release build as long as you can hide it through clever UI or level loads 🤷

limpid light
#

Just keep in mind Epic's stated goal of everything becoming Nanite based 🙂 it will just take some time and iterations to achieve that

waxen socket
#

Hello, long time no see :p

I just made a local build of a very recent commit and I was wondering something

I had this error
ERROR: UnrealBuildTool requires at minimum the MSVC 14.29.30133 toolchain. Please install a later toolchain from the Visual Studio installer.

Didn't yet look over internet, my guess is to update visual studio or modify my install to get the correct windows SDK or MSVC and I was wondering if anyone had that trouble during the compilation of a ue5 project

#

It's just if someone knows it would make me win some time but if no one does it's fine

shrewd rose
#

Even with compute shaders

brittle gorge
#

I think the biggest weakness of Nanite is it can't handle deformation.
Thier implementation is heavily on the prebuild HZB(-like) clusters, and I dont think there is a good way to handle per vertex deformation without significant performance cost.

#

So everything rendered in Nanite won't happen for the foreseeable future.

echo ravine
#

(The source mesh is not even stored, only the clustered one)

waxen socket
dusky stump
opaque phoenix
#

a lot of commits coming in past couple of days

waxen socket
#

so guys since it interest people sometimes I mangaed to have a stable local build of unreal engine five with this next commit:
2ae4877112dd8d91cb26fefeecb89ea8f06f4d16

#

Compiled only for windows here's the size of the engine

#

Managed to compile bridge for it also

crude prism
#

^
seems normal

hazy moat
#

if anyone has today's build of ue 5.0 in hand, please try if lumen, nanite and opening any material works? thanks in advance.

ashen kiln
#

lol 82 gb is nothing. Wait till it reaches around 200gb 😄

echo ravine
#

It's an installed build, 80GB is fairly normal

mighty elbow
#

One error on startup of...

LogOutputDevice: Error: Ensure condition failed: ShadowCascadeSettings.ShadowSplitIndex != INDEX_NONE [File:F:\UnrealSource\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VolumeLighting.cpp] [Line: 88]
LogOutputDevice: Error: FLightSceneProxy::GetShadowSplitBounds did not return an initialized ShadowCascadeSettings
LogOutputDevice: Error: Stack: 
LogOutputDevice: Error: [Callstack] 0x00007ff8060599e8 UnrealEditor-Renderer.dll!GetVolumeShadowingShaderParameters() [F:\UnrealSource\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VolumeLighting.cpp:88]``` but as far as I can tell, it's all working?
bitter gust
#

Hey Guys anyone got Trouble to Open Files on the Github UE5, from EA?, like When i Open the Github version Empty Maps, or Other Maps// its Okay everything Works, but when i Want to Open Maps from EA; it Crashes Instantly, i tested to Recreate that Scene and Placed all again and than it works again.. thats reallly weirdo.
Anyone got the Same Problem? hope on the FInal Version u can Open EA Stuff easily 😄

swift panther
swift panther
# grave river Ah ok the docs state just "EnhancedInput.h" but that seemed shorter than normal....

You can see more info about includes between modules (and just modules in general) here: https://www.youtube.com/watch?v=DqqQ_wiWYOw

Modules are the foundational building blocks of Unreal Engine and everyone using C++ should be using them, but much about them is shrouded in mystery. Come with me as I expose everything about building and using Modules along with relevant topics like Precompiled Headers, Include What You Use, Module Logging and more!

00:17 - What are modules?
...

▶ Play video
cursive finch
#

Hey guys, I have a few assets that I know they are retrocompatible (basically because I made them) I have set EnforcePackageCompatibleVersionCheck to 0 and also set the CompatibleChangeList to 0. However, it seems to have no effect. The assets arent attemped to be loaded. Is there any other variable I can tweak to skip the check of two UAssets when swaping engine versions?

spare trellis
#

After compiling the Unreal 5.0 branch from the source, I tried to open the third person template, but I got the error in the picture. Anyone know the solution?

echo ravine
#

Failing that, try another commit

spare trellis
#

@echo ravine Thanks. I'll try.

spare trellis
#

@echo ravine It didn't work. I'm still getting the same error.

echo ravine
lofty idol
#

Are there any bets for how long will it take for Epic to increase the engine's compile time to two digit hours?

#

It's like every new build I make it takes longer to compile...

#

Compilers get slower at the same time though...

#

compared to 12 years ago, clang takes 2x longer to compile the same code.

#

All for 10-20% runtime performance increase.

#

UE4 on initial release took 10-ish minutes compile with alright cpu and an ssd

#

oh, I didn't know ue5 used some other language

#

😄

#

I'm sure the compile time is caused by those pesky C# tools! yeah! that must be it!

hazy moat
#

EPIC should give ton of more cli options to exclude plugins and platforms to be compiled at all and build speed would be massive.

eager hedge
#

I mean... you can. Just build the project instead of the whole engine.

shadow birch
#

Also outright removing plugins you don't need is also an option

hazy moat
#

Now i just build like i have built and it works

marble sedge
#

HI, All
I am trying to port substance plugin to UE5 main, but it seems there is a problem of loading a c# library called "Tools"

#

Where could I find the replacement for Tools.DotNETCommon in the UE5 engine project build system?

agile harness
#

hey guys! are there are built-in functionalities for pooling actors that we can expand and customize? working on a AI pawn spawner and I dont want to keep destroying/creating objects needlessly

agile harness
#

I've found this on the channel here:
EDIT: delete to not take up space

#

you would build by using this bat file

#

some people also mentioned deleting the folders with unnecessary stuff

#

this is what I get after running that command

#

not sure if it's what you want

#

oh, what I did was go into \Engine\Build\InstalledEngineBuild.xml and delete stuff from there as well

#

🤔 i see

lofty idol
#

Heaviness of spawning isn't related to allocations only.

agile harness
#

I did assume some pooling is done

#

thanks for the answer!

#

wanted to know if there is a pooling system used more heavily for certain objects already

agile harness
#

the capsule collider of my NavMeshBoundsVolume is not even showing up in editor when trying to re-scale it

#

I ended up creating a 4.27 project, draging a NavMeshBoundsVolume there, pressed P and confirmed it worked, converted the project to 5.0 and it showed up there perfectly . I then copied the actor to my actual project aaand it worked

#

I have no idea why I cant just make a NavMeshBoundsVolume from the 'Place Actors' window in 5.0

#

it's somewhat broken 😄 if I copy paste a converted volume it works fine haha

#

and my AI agents can use it properly

hazy moat
agile harness
# hazy moat What .bat? where? would love to inspect it to find new things 🙂
.\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=.\Engine\Build\InstalledEngineBuild.xml -set:WithClient=false -set:WithServer=false -Set:WithFeaturePacks=false -set:AllowXGE=false -AllowParallelExecutor=false -set:HostPlatformOnly=true -Set:HostPlatformEditorOnly=true -set:WithIOS=false -set:WithDDC=false -set:WithFullDebugInfo=false -set:CompileDatasmithPlugins=false -set:WithHoloLens=false -set:SignExecutables=false -set:AnalyticsTypeOverride= -set:EmbedSrcSrvInfo=false -set:CrashReporterAPIURL= -set:CrashReporterAPIKey= -set:GameConfigurations=Development;Shipping

@pause
lofty idol
#

How is the stability of main branch now? Not expecting miracles, but would be interesting to play around with it on GGJ.

limpid light
lofty idol
somber iris
#

Is it safe to work on this branch or will my project become unusable "when" official version is release?

There are a few bugs in ea right now that won't let me continue but it works fine on gh version

#

Thanks a lot in advance, and please, excuse my noobness

#

So I better wait, right?

#

hahaha

#

I've tried to edit an animation in 5.0gh and it would not work on ea version

#

so that's why i ask

#

aye

#

so I might be able to open on release version?

#

Thanks a lot anyway, I think I will continue with new version and hope everything works when the day comes

#

really really thanks man

hazy moat
agile harness
#

😄

hazy moat
#

Sad thing is that CompileDatasmithPlugins=false wont function as they still are compiled

agile harness
#

yeah you should delete the folder

spring rock
#

I've seen some from epic come on here and say they are being more careful to push stable commits ue5-main, more so then 5.0. I know 5.0 was more stable, and the one being recommended, is that still the case? Want to try some arch viz stuff, was foliage corrected in 5.0 or main?

lone hawk
#

Stability has been different for everyone, I'm running ue5 main for some of the latest and greatest features they have and 10% of the time I'll get a crash, reload and keep working

#

but generally 5.0 has been more stable yes

storm lichen
#

oh woah. the new universal operator nodes have their own pin style now on 5.0